]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/teamplay.qc
add a g_tdm_teams_override cvar similar to g_keyhunt_teams_override
[divverent/nexuiz.git] / data / qcsrc / server / teamplay.qc
1 string cache_mutatormsg;
2 string cache_lastmutatormsg;
3
4 // client counts for each team
5 float c1, c2, c3, c4;
6 // # of bots on those teams
7 float cb1, cb2, cb3, cb4;
8
9 float audit_teams_time;
10
11 float IsTeamBalanceForced()
12 {
13         if(intermission_running)
14                 return 0; // no rebalancing whatsoever please
15         if(!teams_matter)
16                 return 0;
17         if(cvar("g_campaign"))
18                 return 0;
19         if(!cvar("g_balance_teams_force"))
20                 return -1;
21         return 1;
22 }
23
24 void TeamchangeFrags(entity e)
25 {
26         PlayerScore_Clear(e);
27 }
28
29 vector TeamColor(float teem)
30 {
31         switch(teem)
32         {
33                 case COLOR_TEAM1:
34                         return '1 0.0625 0.0625';
35                 case COLOR_TEAM2:
36                         return '0.0625 0.0625 1';
37                 case COLOR_TEAM3:
38                         return '1 1 0.0625';
39                 case COLOR_TEAM4:
40                         return '1 0.0625 1';
41                 default:
42                         return '1 1 1';
43         }
44 }
45
46 string TeamName(float t)
47 {
48         return strcat(Team_ColorName(t), " Team");
49 }
50 string ColoredTeamName(float t)
51 {
52         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
53 }
54 string TeamNoName(float t)
55 {
56         // fixme: Search for team entities and get their .netname's!
57         if(t == 1)
58                 return "Red Team";
59         if(t == 2)
60                 return "Blue Team";
61         if(t == 3)
62                 return "Yellow Team";
63         if(t == 4)
64                 return "Pink Team";
65         return "Neutral Team";
66 }
67
68 void dom_init();
69 void ctf_init();
70 void runematch_init();
71 void tdm_init();
72 void nb_init();
73 void entcs_init();
74
75 void LogTeamchange(entity pl)
76 {
77         string str;
78         if(!cvar("sv_eventlog"))
79                 return;
80         if(pl.playerid < 1)
81                 return;
82         str = strcat(":team:", ftos(pl.playerid), ":");
83         str = strcat(str, ftos(pl.team));
84         GameLogEcho(str);
85 }
86
87 void WriteGameCvars()
88 {
89         cvar_set("g_dm", ftos(g_dm));
90         cvar_set("g_tdm", ftos(g_tdm));
91         cvar_set("g_domination", ftos(g_domination));
92         cvar_set("g_ctf", ftos(g_ctf));
93         cvar_set("g_runematch", ftos(g_runematch));
94         cvar_set("g_lms", ftos(g_lms));
95         cvar_set("g_arena", ftos(g_arena));
96         cvar_set("g_keyhunt", ftos(g_keyhunt));
97         cvar_set("g_assault", ftos(g_assault));
98         cvar_set("g_onslaught", ftos(g_onslaught));
99         cvar_set("g_race", ftos(g_race));
100         cvar_set("g_nexball", ftos(g_nexball));
101 }
102
103 void ReadGameCvars()
104 {
105         float found;
106         float prev;
107         float i;
108
109         found = 0;
110         prev = cvar("gamecfg");
111         for(i = 0; i < 2; ++i)
112         {
113                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
114                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
115                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
116                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
117                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
118                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
119                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
120                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
121                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
122                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
123                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
124                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
125
126                 if(found)
127                         break;
128
129                 prev = -1; // second attempt takes place WITHOUT prev set
130         }
131
132         if(!found)
133                 g_dm = 1;
134
135         if(g_dm && cvar("deathmatch_force_teamplay"))
136         {
137                 g_dm = 0;
138                 g_tdm = 1;
139         }
140
141         teams_matter = 0;
142 }
143
144 void default_delayedinit()
145 {
146         if(!scores_initialized)
147                 ScoreRules_generic();
148 }
149
150 void ActivateTeamplay()
151 {
152         float teamplay_default;
153         teamplay_default = cvar("teamplay_default");
154
155         if(teamplay_default)
156                 teamplay = teamplay_default;
157         else
158                 teamplay = 3;
159         cvar_set("teamplay", ftos(teamplay));
160
161         teams_matter = 1;
162 }
163
164 void InitGameplayMode()
165 {
166         float fraglimit_override, timelimit_override;
167
168         VoteReset();
169
170         teams_matter = 0;
171         cvar_set("teamplay", "0");
172
173         // make sure only ONE type is selected
174         ReadGameCvars();
175         WriteGameCvars();
176
177         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
178         get_mi_min_max(1);
179         world.mins = mi_min;
180         world.maxs = mi_max;
181
182         MapInfo_LoadMapSettings(mapname);
183
184         if not(cvar_value_issafe(world.fog))
185         {
186                 print("The current map contains a potentially harmful fog setting, ignored\n");
187                 world.fog = string_null;
188         }
189         if(MapInfo_Map_fog != "")
190                 if(MapInfo_Map_fog == "none")
191                         world.fog = string_null;
192                 else
193                         world.fog = strzone(MapInfo_Map_fog);
194         clientstuff = strzone(MapInfo_Map_clientstuff);
195
196         MapInfo_ClearTemps();
197
198         // in case mapinfo switched the type
199         ReadGameCvars();
200
201         // set both here, gamemode can override it later
202         timelimit_override = cvar("timelimit_override");
203         fraglimit_override = cvar("fraglimit_override");
204
205         if(g_dm)
206         {
207                 game = GAME_DEATHMATCH;
208                 gamemode_name = "Deathmatch";
209         }
210
211         if(g_tdm)
212         {
213                 game = GAME_TEAM_DEATHMATCH;
214                 gamemode_name = "Team Deathmatch";
215                 ActivateTeamplay();
216                 tdm_init();
217         }
218
219         if(g_domination)
220         {
221                 game = GAME_DOMINATION;
222                 gamemode_name = "Domination";
223                 ActivateTeamplay();
224                 fraglimit_override = cvar("g_domination_point_limit");
225                 dom_init();
226         }
227
228         if(g_ctf)
229         {
230                 game = GAME_CTF;
231                 gamemode_name = "Capture the Flag";
232                 ActivateTeamplay();
233                 if(cvar("g_campaign"))
234                         g_ctf_win_mode = 2;
235                 else
236                         g_ctf_win_mode = cvar("g_ctf_win_mode");
237                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
238                 if(g_ctf_win_mode == 2)
239                         fraglimit_override = cvar("g_ctf_capture_limit");
240                 else
241                         fraglimit_override = cvar("capturelimit_override");
242                 ctf_init();
243         }
244
245         if(g_runematch)
246         {
247                 game = GAME_RUNEMATCH;
248                 gamemode_name = "Rune Match";
249                 if(cvar("deathmatch_force_teamplay"))
250                         ActivateTeamplay();
251                 fraglimit_override = cvar("g_runematch_point_limit");
252                 runematch_init();
253         }
254
255         if(g_lms)
256         {
257                 game = GAME_LMS;
258                 gamemode_name = "Last Man Standing";
259                 fraglimit_override = cvar("g_lms_lives_override");
260                 if(fraglimit_override == 0)
261                         fraglimit_override = -1;
262                 lms_lowest_lives = 9999;
263                 lms_next_place = 0;
264                 ScoreRules_lms();
265         }
266
267         if(g_arena)
268         {
269                 game = GAME_ARENA;
270                 gamemode_name = "Arena";
271                 fraglimit_override = cvar("g_arena_point_limit");
272                 maxspawned = cvar("g_arena_maxspawned");
273                 if(maxspawned < 2)
274                         maxspawned = 2;
275                 arena_roundbased = cvar("g_arena_roundbased");
276         }
277
278         if(g_keyhunt)
279         {
280                 game = GAME_KEYHUNT;
281                 gamemode_name = "Key Hunt";
282                 ActivateTeamplay();
283                 fraglimit_override = cvar("g_keyhunt_point_limit");
284                 kh_init();
285         }
286
287         if(g_assault)
288         {
289                 game = GAME_ASSAULT;
290                 gamemode_name = "Assault";
291                 ActivateTeamplay();
292                 ScoreRules_assault();
293         }
294
295         if(g_onslaught)
296         {
297                 game = GAME_ONSLAUGHT;
298                 gamemode_name = "Onslaught";
299                 ActivateTeamplay();
300         }
301
302         if(g_race)
303         {
304                 game = GAME_RACE;
305                 gamemode_name = "Race";
306                 g_race_qualifying = cvar("g_race_qualifying");
307
308                 if(cvar("g_race_teams"))
309                 {
310                         g_race_qualifying = 0; // not supported!
311                         ActivateTeamplay();
312                         race_teams = bound(2, cvar("g_race_teams"), 4);
313                 }
314                 else
315                         race_teams = 0;
316
317                 if(g_race_qualifying == 1)
318                         fraglimit_override = 0;
319                 else
320                         fraglimit_override = cvar("g_race_laps_limit");
321
322                 if(g_race_qualifying)
323                         independent_players = 1;
324
325                 ScoreRules_race();
326         }
327
328         if(g_nexball)
329         {
330                 game = GAME_NEXBALL;
331                 gamemode_name = "Nexball";
332                 fraglimit_override = cvar("g_nexball_goallimit");
333                 ActivateTeamplay();
334                 nb_init();
335         }
336
337         if(teams_matter)
338                 entcs_init();
339
340         // save it (for the next startup)
341         cvar_set("gamecfg", ftos(game));
342
343         cache_mutatormsg = strzone("");
344         cache_lastmutatormsg = strzone("");
345
346         // enforce the server's universal frag/time limits
347         if(!cvar("g_campaign"))
348         {
349                 if(fraglimit_override >= 0)
350                         cvar_set("fraglimit", ftos(fraglimit_override));
351                 if(timelimit_override >= 0)
352                         cvar_set("timelimit", ftos(timelimit_override));
353         }
354
355         if(g_race && g_race_qualifying == 2)
356         {
357                 race_fraglimit = cvar("fraglimit");
358                 cvar_set("fraglimit", "0");
359         }
360
361         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
362 }
363
364 string GetClientVersionMessage() {
365         local string versionmsg;
366         if (self.version_mismatch) {
367                 if(self.version < cvar("gameversion")) {
368                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
369                 } else {
370                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
371                 }
372         } else {
373                 versionmsg = "^2client version and server version are compatible.^8";
374         }
375         return versionmsg;
376 }
377
378
379 void PrintWelcomeMessage(entity pl)
380 {
381         string s, modifications, motd;
382
383         if(self.cvar_scr_centertime == 0) return;
384         if((time - self.jointime) > cvar("welcome_message_time")
385            && !self.BUTTON_INFO)
386                 return;
387
388         if( !(timeoutStatus >= 1) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate
389                 if(self.welcomemessage_time > time) return;
390                 self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
391         }
392
393         if(cvar("g_campaign"))
394         {
395                 centerprint(pl, campaign_message);
396                 return;
397         }
398
399 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
400         if(!self.BUTTON_INFO)
401         {
402                 // TODO get rid of this too
403                 local string specString;
404                 specString = NEWLINES;
405                 //if(time < game_starttime) //also show the countdown when being a spectator
406                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
407                 //else
408                 if (timeoutStatus != 0)
409                         specString = strcat(specString, "\n\n", getTimeoutText(1));
410                 else
411                 {
412                         if(!self.BUTTON_INFO && self.classname == "player")
413                                 return;
414                         goto normal;
415                 }
416                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
417         }
418
419 :normal
420         modifications = "";
421         if(g_minstagib)
422                 modifications = strcat(modifications, ", MinstaGib");
423         if(g_nixnex)
424                 modifications = strcat(modifications, ", NixNex");
425         if(g_weaponarena)
426                 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
427         if(cvar("sv_gravity") < 800)
428                 modifications = strcat(modifications, ", Low gravity");
429         if(g_cloaked)
430                 modifications = strcat(modifications, ", Cloaked");
431         if(g_footsteps)
432                 modifications = strcat(modifications, ", Steps");
433         if(g_grappling_hook)
434                 modifications = strcat(modifications, ", Hook");
435         if(g_laserguided_missile)
436                 modifications = strcat(modifications, ", LG missiles");
437         if(g_midair)
438                 modifications = strcat(modifications, ", Midair");
439         if(g_vampire)
440                 modifications = strcat(modifications, ", Vampire");
441         if(g_pinata)
442                 modifications = strcat(modifications, ", Pinata");
443         if(g_weapon_stay)
444                 modifications = strcat(modifications, ", Weapons stay");
445         if(g_bloodloss > 0)
446                 modifications = strcat(modifications, ", Bloodloss");
447         if(g_jetpack)
448                 modifications = strcat(modifications, ", Jet pack");
449         modifications = substring(modifications, 2, strlen(modifications) - 2);
450
451         local string versionmessage;
452         versionmessage = GetClientVersionMessage();
453
454         s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
455         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
456
457         if(modifications != "")
458                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
459
460         if(timeoutStatus != 0)
461                 s = strcat(s, "\n\n", getTimeoutText(1));
462
463         if (g_grappling_hook)
464                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
465
466         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
467         {
468                 if(cache_lastmutatormsg)
469                         strunzone(cache_lastmutatormsg);
470                 if(cache_mutatormsg)
471                         strunzone(cache_mutatormsg);
472                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
473                 cache_mutatormsg = strzone(cache_lastmutatormsg);
474         }
475
476         if (cache_mutatormsg != "") {
477                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
478         }
479
480         motd = cvar_string("sv_motd");
481         if (motd != "") {
482                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
483         }
484         s = strcat(s, "\n");
485
486         centerprint(pl, s);
487 }
488
489
490 void SetPlayerColors(entity pl, float _color)
491 {
492         /*string s;
493         s = ftos(cl);
494         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
495         pl.team = cl + 1;
496         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
497         pl.clientcolors = 16*cl + cl;*/
498
499         float pants, shirt;
500         pants = _color & 0x0F;
501         shirt = _color & 0xF0;
502
503
504         if(teams_matter) {
505                 setcolor(pl, 16*pants + pants);
506         } else {
507                 setcolor(pl, shirt + pants);
508         }
509 }
510
511 void SetPlayerTeam(entity pl, float t, float s, float noprint)
512 {
513         float _color;
514
515         if(t == 4)
516                 _color = COLOR_TEAM4 - 1;
517         else if(t == 3)
518                 _color = COLOR_TEAM3 - 1;
519         else if(t == 2)
520                 _color = COLOR_TEAM2 - 1;
521         else
522                 _color = COLOR_TEAM1 - 1;
523
524         SetPlayerColors(pl,_color);
525
526         if(!noprint && t != s)
527         {
528                 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
529                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
530         }
531
532         if(t != s)
533                 LogTeamchange(pl);
534 }
535
536
537
538
539
540
541 // set c1...c4 to show what teams are allowed
542 void CheckAllowedTeams (entity for_whom)
543 {
544         string teament_name;
545         float dm;
546         entity head;
547
548 //      if(!dom && !ctf)
549 //              dm = 1;
550
551         c1 = c2 = c3 = c4 = -1;
552         cb1 = cb2 = cb3 = cb4 = 0;
553
554         // onslaught is special
555         if(g_onslaught)
556         {
557                 head = findchain(classname, "onslaught_generator");
558                 while (head)
559                 {
560                         if (head.team == COLOR_TEAM1) c1 = 0;
561                         if (head.team == COLOR_TEAM2) c2 = 0;
562                         if (head.team == COLOR_TEAM3) c3 = 0;
563                         if (head.team == COLOR_TEAM4) c4 = 0;
564                         head = head.chain;
565                 }
566                 return;
567         }
568
569         if(g_domination)
570                 teament_name = "dom_team";
571         else if(g_ctf)
572                 teament_name = "ctf_team";
573         else if(g_tdm)
574                 teament_name = "tdm_team";
575         else if(g_nexball)
576                 teament_name = "nexball_team";
577         else if(g_assault)
578         {
579                 c1 = c2 = 0; // Assault always has 2 teams
580                 return;
581         }
582         else
583         {
584                 // cover anything else by treating it like tdm with no teams spawned
585                 if(g_keyhunt)
586                         dm = kh_teams;
587                 else if(g_race)
588                         dm = race_teams;
589                 else
590                         dm = 2;
591
592                 if(dm >= 4)
593                 {
594                         c1 = c2 = c3 = c4 = 0;
595                 }
596                 else if(dm >= 3)
597                 {
598                         c1 = c2 = c3 = 0;
599                 }
600                 else// if(dm >= 2)
601                 {
602                         c1 = c2 = 0;
603                 }
604                 return;
605         }
606
607         // first find out what teams are allowed
608         head = find(world, classname, teament_name);
609         while(head)
610         {
611                 if(!(g_domination && head.netname == ""))
612                 {
613                         if(head.team == COLOR_TEAM1)
614                         {
615                                 c1 = 0;
616                         }
617                         if(head.team == COLOR_TEAM2)
618                         {
619                                 c2 = 0;
620                         }
621                         if(head.team == COLOR_TEAM3)
622                         {
623                                 c3 = 0;
624                         }
625                         if(head.team == COLOR_TEAM4)
626                         {
627                                 c4 = 0;
628                         }
629                 }
630                 head = find(head, classname, teament_name);
631         }
632
633         if(for_whom)
634         {
635                 if(cvar("bot_vs_human") > 0)
636                 {
637                         // bots are all blue
638                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
639                                 c1 = c3 = c4 = -1;
640                         else
641                                 c2 = -1;
642                 }
643                 else if(cvar("bot_vs_human") < 0)
644                 {
645                         // bots are all red
646                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
647                                 c2 = c3 = c4 = -1;
648                         else
649                                 c1 = -1;
650                 }
651         }
652 }
653
654 float PlayerValue(entity p)
655 {
656         if(IsTeamBalanceForced() == 1)
657                 return 1;
658         return 1;
659 }
660
661 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
662 // teams that are allowed will now have their player counts stored in c1...c4
663 void GetTeamCounts(entity ignore)
664 {
665         entity head;
666         float value, bvalue;
667         // now count how many players are on each team already
668
669         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
670         // also remember the lowest-scoring player
671
672         FOR_EACH_PLAYER(head)
673         {
674                 if(head != ignore)// && head.netname != "")
675                 {
676                         value = PlayerValue(head);
677                         if(clienttype(head) == CLIENTTYPE_BOT)
678                                 bvalue = value;
679                         else
680                                 bvalue = 0;
681                         if(head.team == COLOR_TEAM1)
682                         {
683                                 if(c1 >= 0)
684                                 {
685                                         c1 = c1 + value;
686                                         cb1 = cb1 + bvalue;
687                                 }
688                         }
689                         if(head.team == COLOR_TEAM2)
690                         {
691                                 if(c2 >= 0)
692                                 {
693                                         c2 = c2 + value;
694                                         cb2 = cb2 + bvalue;
695                                 }
696                         }
697                         if(head.team == COLOR_TEAM3)
698                         {
699                                 if(c3 >= 0)
700                                 {
701                                         c3 = c3 + value;
702                                         cb3 = cb3 + bvalue;
703                                 }
704                         }
705                         if(head.team == COLOR_TEAM4)
706                         {
707                                 if(c4 >= 0)
708                                 {
709                                         c4 = c4 + value;
710                                         cb4 = cb4 + bvalue;
711                                 }
712                         }
713                 }
714         }
715 }
716
717 // returns # of smallest team (1, 2, 3, 4)
718 // NOTE: Assumes CheckAllowedTeams has already been called!
719 float FindSmallestTeam(entity pl, float ignore_pl)
720 {
721         float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
722         totalteams = 0;
723
724         // find out what teams are available
725         //CheckAllowedTeams();
726
727         // make sure there are at least 2 teams to join
728         if(c1 >= 0)
729                 totalteams = totalteams + 1;
730         if(c2 >= 0)
731                 totalteams = totalteams + 1;
732         if(c3 >= 0)
733                 totalteams = totalteams + 1;
734         if(c4 >= 0)
735                 totalteams = totalteams + 1;
736
737         if(cvar("bot_vs_human"))
738                 totalteams += 1;
739
740         if(totalteams <= 1)
741         {
742                 if(g_domination)
743                         error("Too few teams available for domination\n");
744                 else if(g_ctf)
745                         error("Too few teams available for ctf\n");
746                 else if(g_keyhunt)
747                         error("Too few teams available for key hunt\n");
748                 else
749                         error("Too few teams available for team deathmatch\n");
750         }
751
752         // count how many players are in each team
753         if(ignore_pl)
754                 GetTeamCounts(pl);
755         else
756                 GetTeamCounts(world);
757
758         // c1...c4 now have counts of each team
759         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
760
761         smallestteam = 0;
762         smallestteam_count = 999999999;
763         smallestteam_score = 999999999;
764
765         // 2 gives priority to what team you're already on, 1 goes in order
766         // 2 doesn't seem to work though...
767         balance_type = 1;
768
769         if(bots_would_leave)
770         //if(pl.classname != "player")
771         if(clienttype(pl) != CLIENTTYPE_BOT)
772         {
773                 c1 -= cb1 * 255.0/256;
774                 c2 -= cb2 * 255.0/256;
775                 c3 -= cb3 * 255.0/256;
776                 c4 -= cb4 * 255.0/256;
777         }
778
779         if(balance_type == 1)
780         {
781                 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
782                 {
783                         smallestteam = 1;
784                         smallestteam_count = c1;
785                         smallestteam_score = team1_score;
786                 }
787                 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
788                 {
789                         smallestteam = 2;
790                         smallestteam_count = c2;
791                         smallestteam_score = team2_score;
792                 }
793                 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
794                 {
795                         smallestteam = 3;
796                         smallestteam_count = c3;
797                         smallestteam_score = team3_score;
798                 }
799                 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
800                 {
801                         smallestteam = 4;
802                         smallestteam_count = c4;
803                         smallestteam_score = team4_score;
804                 }
805         }
806         else
807         {
808                 if(c1 >= 0 && (c1 < smallestteam_count ||
809                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
810                 {
811                         smallestteam = 1;
812                         smallestteam_count = c1;
813                 }
814                 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
815                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
816                 {
817                         smallestteam = 2;
818                         smallestteam_count = c2;
819                 }
820                 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
821                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
822                 {
823                         smallestteam = 3;
824                         smallestteam_count = c3;
825                 }
826                 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
827                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
828                 {
829                         smallestteam = 4;
830                         smallestteam_count = c4;
831                 }
832         }
833
834         return smallestteam;
835 }
836
837 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
838 {
839         float smallest, selectedteam;
840
841         // don't join a team if we're not playing a team game
842         if(!teams_matter)
843                 return 0;
844
845         // find out what teams are available
846         CheckAllowedTeams(pl);
847
848         if(g_domination)
849         {
850                 // <div0> WHY? TODO
851                 if(cvar("g_domination_default_teams") < 3)
852                         c3 = 999999999;
853                 if(cvar("g_domination_default_teams") < 4)
854                         c4 = 999999999;
855         }
856
857         // if we don't care what team he ends up on, put him on whatever team he entered as.
858         // if he's not on a valid team, then let other code put him on the smallest team
859         if(!forcebestteam)
860         {
861                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
862                         selectedteam = pl.team;
863                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
864                         selectedteam = pl.team;
865                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
866                         selectedteam = pl.team;
867                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
868                         selectedteam = pl.team;
869                 else
870                         selectedteam = -1;
871                 if(selectedteam > 0)
872                 {
873                         if(!only_return_best)
874                         {
875                                 SetPlayerColors(pl, selectedteam - 1);
876                                 LogTeamchange(pl);
877                         }
878                         return selectedteam;
879                 }
880                 // otherwise end up on the smallest team (handled below)
881         }
882
883         smallest = FindSmallestTeam(pl, TRUE);
884
885
886         if(!only_return_best)
887         {
888                 TeamchangeFrags(self);
889                 if(smallest == 1)
890                 {
891                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
892                 }
893                 else if(smallest == 2)
894                 {
895                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
896                 }
897                 else if(smallest == 3)
898                 {
899                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
900                 }
901                 else if(smallest == 4)
902                 {
903                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
904                 }
905                 else
906                 {
907                         error("smallest team: invalid team\n");
908                 }
909                 LogTeamchange(pl);
910                 if(pl.deadflag == DEAD_NO)
911                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
912         }
913
914         return smallest;
915 }
916
917 //void() ctf_playerchanged;
918 void SV_ChangeTeam(float _color)
919 {
920         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
921
922         // in normal deathmatch we can just apply the color and we're done
923         if(!teams_matter) {
924                 SetPlayerColors(self, _color);
925                 return;
926         }
927
928         scolor = self.clientcolors & 0x0F;
929         dcolor = _color & 0x0F;
930
931         if(scolor == COLOR_TEAM1 - 1)
932                 steam = 1;
933         else if(scolor == COLOR_TEAM2 - 1)
934                 steam = 2;
935         else if(scolor == COLOR_TEAM3 - 1)
936                 steam = 3;
937         else // if(scolor == COLOR_TEAM4 - 1)
938                 steam = 4;
939         if(dcolor == COLOR_TEAM1 - 1)
940                 dteam = 1;
941         else if(dcolor == COLOR_TEAM2 - 1)
942                 dteam = 2;
943         else if(dcolor == COLOR_TEAM3 - 1)
944                 dteam = 3;
945         else // if(dcolor == COLOR_TEAM4 - 1)
946                 dteam = 4;
947
948         CheckAllowedTeams(self);
949
950         if(dteam == 1 && c1 < 0) dteam = 4;
951         if(dteam == 4 && c4 < 0) dteam = 3;
952         if(dteam == 3 && c3 < 0) dteam = 2;
953         if(dteam == 2 && c2 < 0) dteam = 1;
954
955         // not changing teams
956         if(scolor == dcolor)
957         {
958                 //bprint("same team change\n");
959                 SetPlayerTeam(self, dteam, steam, TRUE);
960                 return;
961         }
962
963         if(cvar("g_campaign"))
964         {
965                 sprint(self, "Team changes not allowed\n");
966                 return; // changing teams is not allowed
967         }
968
969         if(cvar("g_changeteam_banned") && self.wasplayer)
970         {
971                 sprint(self, "Team changes not allowed\n");
972                 return;
973         }
974
975         if(cvar("g_balance_teams_prevent_imbalance"))
976         {
977                 // only allow changing to a smaller or equal size team
978
979                 // find out what teams are available
980                 //CheckAllowedTeams();
981                 // count how many players on each team
982                 GetTeamCounts(world);
983
984                 // get desired team
985                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
986                 {
987                         dcount = c1;
988                         dbotcount = cb1;
989                 }
990                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
991                 {
992                         dcount = c2;
993                         dbotcount = cb2;
994                 }
995                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
996                 {
997                         dcount = c3;
998                         dbotcount = cb3;
999                 }
1000                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1001                 {
1002                         dcount = c4;
1003                         dbotcount = cb4;
1004                 }
1005                 else
1006                 {
1007                         sprint(self, "Cannot change to an invalid team\n");
1008
1009                         return;
1010                 }
1011
1012                 // get starting team
1013                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1014                         scount = c1;
1015                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1016                         scount = c2;
1017                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1018                         scount = c3;
1019                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1020                         scount = c4;
1021
1022                 if(scount) // started at a valid, nonempty team
1023                 {
1024                         // check if we're trying to change to a larger team that doens't have bots to swap with
1025                         if(dcount >= scount && dbotcount <= 0)
1026                         {
1027                                 sprint(self, "Cannot change to a larger team\n");
1028                                 return; // can't change to a larger team
1029                         }
1030                 }
1031         }
1032
1033 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1034
1035         if(self.classname == "player" && steam != dteam)
1036         {
1037                 // reduce frags during a team change
1038                 TeamchangeFrags(self);
1039         }
1040
1041         SetPlayerTeam(self, dteam, steam, FALSE);
1042
1043         if(self.classname == "player" && steam != dteam)
1044         {
1045                 // kill player when changing teams
1046                 if(self.deadflag == DEAD_NO)
1047                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1048         }
1049         //ctf_playerchanged();
1050 }
1051
1052 void ShufflePlayerOutOfTeam (float source_team)
1053 {
1054         float smallestteam, smallestteam_count, steam;
1055         float lowest_bot_score, lowest_player_score;
1056         entity head, lowest_bot, lowest_player, selected;
1057
1058         smallestteam = 0;
1059         smallestteam_count = 999999999;
1060
1061         if(c1 >= 0 && c1 < smallestteam_count)
1062         {
1063                 smallestteam = 1;
1064                 smallestteam_count = c1;
1065         }
1066         if(c2 >= 0 && c2 < smallestteam_count)
1067         {
1068                 smallestteam = 2;
1069                 smallestteam_count = c2;
1070         }
1071         if(c3 >= 0 && c3 < smallestteam_count)
1072         {
1073                 smallestteam = 3;
1074                 smallestteam_count = c3;
1075         }
1076         if(c4 >= 0 && c4 < smallestteam_count)
1077         {
1078                 smallestteam = 4;
1079                 smallestteam_count = c4;
1080         }
1081
1082         if(!smallestteam)
1083         {
1084                 bprint("warning: no smallest team\n");
1085                 return;
1086         }
1087
1088         if(source_team == 1)
1089                 steam = COLOR_TEAM1;
1090         else if(source_team == 2)
1091                 steam = COLOR_TEAM2;
1092         else if(source_team == 3)
1093                 steam = COLOR_TEAM3;
1094         else if(source_team == 4)
1095                 steam = COLOR_TEAM4;
1096
1097         lowest_bot = world;
1098         lowest_bot_score = 999999999;
1099         lowest_player = world;
1100         lowest_player_score = 999999999;
1101
1102         // find the lowest-scoring player & bot of that team
1103         FOR_EACH_PLAYER(head)
1104         {
1105                 if(head.team == steam)
1106                 {
1107                         if(head.isbot)
1108                         {
1109                                 if(head.totalfrags < lowest_bot_score)
1110                                 {
1111                                         lowest_bot = head;
1112                                         lowest_bot_score = head.totalfrags;
1113                                 }
1114                         }
1115                         else
1116                         {
1117                                 if(head.totalfrags < lowest_player_score)
1118                                 {
1119                                         lowest_player = head;
1120                                         lowest_player_score = head.totalfrags;
1121                                 }
1122                         }
1123                 }
1124         }
1125
1126         // prefers to move a bot...
1127         if(lowest_bot != world)
1128                 selected = lowest_bot;
1129         // but it will move a player if it has to
1130         else
1131                 selected = lowest_player;
1132         // don't do anything if it couldn't find anyone
1133         if(!selected)
1134         {
1135                 bprint("warning: couldn't find a player to move from team\n");
1136                 return;
1137         }
1138
1139         // smallest team gains a member
1140         if(smallestteam == 1)
1141         {
1142                 c1 = c1 + 1;
1143         }
1144         else if(smallestteam == 2)
1145         {
1146                 c2 = c2 + 1;
1147         }
1148         else if(smallestteam == 3)
1149         {
1150                 c3 = c3 + 1;
1151         }
1152         else if(smallestteam == 4)
1153         {
1154                 c4 = c4 + 1;
1155         }
1156         else
1157         {
1158                 bprint("warning: destination team invalid\n");
1159                 return;
1160         }
1161         // source team loses a member
1162         if(source_team == 1)
1163         {
1164                 c1 = c1 + 1;
1165         }
1166         else if(source_team == 2)
1167         {
1168                 c2 = c2 + 2;
1169         }
1170         else if(source_team == 3)
1171         {
1172                 c3 = c3 + 3;
1173         }
1174         else if(source_team == 4)
1175         {
1176                 c4 = c4 + 4;
1177         }
1178         else
1179         {
1180                 bprint("warning: source team invalid\n");
1181                 return;
1182         }
1183
1184         // move the player to the new team
1185         TeamchangeFrags(selected);
1186         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1187
1188         if(selected.deadflag == DEAD_NO)
1189                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1190         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1191 }
1192
1193 void CauseRebalance(float source_team, float howmany_toomany)
1194 {
1195         if(IsTeamBalanceForced() == 1)
1196         {
1197                 bprint("Rebalancing Teams\n");
1198                 ShufflePlayerOutOfTeam(source_team);
1199         }
1200 }
1201
1202 // part of g_balance_teams_force
1203 // occasionally perform an audit of the teams to make
1204 // sure they're more or less balanced in player count.
1205 void AuditTeams()
1206 {
1207         float numplayers, numteams, smallest, toomany;
1208         float balance;
1209         balance = IsTeamBalanceForced();
1210         if(balance == 0)
1211                 return;
1212
1213         if(audit_teams_time > time)
1214                 return;
1215
1216         audit_teams_time = time + 4 + random();
1217
1218 //      bprint("Auditing teams\n");
1219
1220         CheckAllowedTeams(world);
1221         GetTeamCounts(world);
1222
1223
1224         numteams = numplayers = smallest = 0;
1225         if(c1 >= 0)
1226         {
1227                 numteams = numteams + 1;
1228                 numplayers = numplayers + c1;
1229                 smallest = c1;
1230         }
1231         if(c2 >= 0)
1232         {
1233                 numteams = numteams + 1;
1234                 numplayers = numplayers + c2;
1235                 if(c2 < smallest)
1236                         smallest = c2;
1237         }
1238         if(c3 >= 0)
1239         {
1240                 numteams = numteams + 1;
1241                 numplayers = numplayers + c3;
1242                 if(c3 < smallest)
1243                         smallest = c3;
1244         }
1245         if(c4 >= 0)
1246         {
1247                 numteams = numteams + 1;
1248                 numplayers = numplayers + c4;
1249                 if(c4 < smallest)
1250                         smallest = c4;
1251         }
1252
1253         if(numplayers <= 0)
1254                 return; // no players to move around
1255         if(numteams < 2)
1256                 return; // don't bother shuffling if for some reason there aren't any teams
1257
1258         toomany = smallest + 1;
1259
1260         if(c1 && c1 > toomany)
1261                 CauseRebalance(1, c1 - toomany);
1262         if(c2 && c2 > toomany)
1263                 CauseRebalance(2, c2 - toomany);
1264         if(c3 && c3 > toomany)
1265                 CauseRebalance(3, c3 - toomany);
1266         if(c4 && c4 > toomany)
1267                 CauseRebalance(4, c4 - toomany);
1268
1269         // if teams are still unbalanced, balance them further in the next audit,
1270         // which will happen sooner (keep doing rapid audits until things are in order)
1271         audit_teams_time = time + 0.7 + random()*0.3;
1272 }
1273
1274 // code from here on is just to support maps that don't have team entities
1275 void tdm_spawnteam (string teamname, float teamcolor)
1276 {
1277         local entity e;
1278         e = spawn();
1279         e.classname = "tdm_team";
1280         e.netname = teamname;
1281         e.cnt = teamcolor;
1282         e.team = e.cnt + 1;
1283 };
1284
1285 // spawn some default teams if the map is not set up for tdm
1286 void tdm_spawnteams()
1287 {
1288         float numteams;
1289
1290         numteams = cvar("g_tdm_teams_override");
1291         if(numteams < 2)
1292                 numteams = cvar("g_tdm_teams");
1293         numteams = bound(2, numteams, 4);
1294
1295         tdm_spawnteam("Red", COLOR_TEAM1-1);
1296         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1297         if(numteams >= 3)
1298                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1299         if(numteams >= 4)
1300                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1301 };
1302
1303 void tdm_delayedinit()
1304 {
1305         // if no teams are found, spawn defaults
1306         if (find(world, classname, "tdm_team") == world)
1307                 tdm_spawnteams();
1308 };
1309
1310 void tdm_init()
1311 {
1312         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1313 };