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