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a new radarmap mode --lineblock for debugging traceline (the other modes use point...
[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_ca", ftos(g_ca));
97         cvar_set("g_keyhunt", ftos(g_keyhunt));
98         cvar_set("g_assault", ftos(g_assault));
99         cvar_set("g_onslaught", ftos(g_onslaught));
100         cvar_set("g_race", ftos(g_race));
101         cvar_set("g_nexball", ftos(g_nexball));
102         cvar_set("g_cts", ftos(g_cts));
103 }
104
105 void ReadGameCvars()
106 {
107         float found;
108         float prev;
109         float i;
110
111         found = 0;
112         prev = cvar("gamecfg");
113         for(i = 0; i < 2; ++i)
114         {
115                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
116                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
117                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
118                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
119                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
120                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
121                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
122                 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
123                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
124                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
125                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
126                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
127                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
128                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
129
130                 if(found)
131                         break;
132
133                 prev = -1; // second attempt takes place WITHOUT prev set
134         }
135
136         if(!found)
137                 g_dm = 1;
138
139         if(g_dm && cvar("deathmatch_force_teamplay"))
140         {
141                 g_dm = 0;
142                 g_tdm = 1;
143         }
144
145         teams_matter = 0;
146 }
147
148 void default_delayedinit()
149 {
150         if(!scores_initialized)
151                 ScoreRules_generic();
152 }
153
154 void ActivateTeamplay()
155 {
156         float teamplay_default;
157         teamplay_default = cvar("teamplay_default");
158
159         if(teamplay_default)
160                 teamplay = teamplay_default;
161         else
162                 teamplay = 3;
163         cvar_set("teamplay", ftos(teamplay));
164
165         teams_matter = 1;
166 }
167
168 void InitGameplayMode()
169 {
170         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
171
172         qualifying_override = -1;
173
174         VoteReset();
175
176         teams_matter = 0;
177         cvar_set("teamplay", "0");
178
179         // make sure only ONE type is selected
180         ReadGameCvars();
181         WriteGameCvars();
182
183         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
184         get_mi_min_max(1);
185         world.mins = mi_min;
186         world.maxs = mi_max;
187
188         MapInfo_LoadMapSettings(mapname);
189
190         if not(cvar_value_issafe(world.fog))
191         {
192                 print("The current map contains a potentially harmful fog setting, ignored\n");
193                 world.fog = string_null;
194         }
195         if(MapInfo_Map_fog != "")
196                 if(MapInfo_Map_fog == "none")
197                         world.fog = string_null;
198                 else
199                         world.fog = strzone(MapInfo_Map_fog);
200         clientstuff = strzone(MapInfo_Map_clientstuff);
201
202         MapInfo_ClearTemps();
203
204         // in case mapinfo switched the type
205         ReadGameCvars();
206
207         // set both here, gamemode can override it later
208         timelimit_override = cvar("timelimit_override");
209         fraglimit_override = cvar("fraglimit_override");
210         leadlimit_override = cvar("leadlimit_override");
211
212         if(g_dm)
213         {
214                 game = GAME_DEATHMATCH;
215                 gamemode_name = "Deathmatch";
216         }
217
218         if(g_tdm)
219         {
220                 game = GAME_TEAM_DEATHMATCH;
221                 gamemode_name = "Team Deathmatch";
222                 ActivateTeamplay();
223                 tdm_init();
224                 if(cvar("g_tdm_team_spawns"))
225                         have_team_spawns = -1; // request team spawns
226         }
227
228         if(g_domination)
229         {
230                 game = GAME_DOMINATION;
231                 gamemode_name = "Domination";
232                 ActivateTeamplay();
233                 fraglimit_override = cvar("g_domination_point_limit");
234                 leadlimit_override = cvar("g_domination_point_leadlimit");
235                 dom_init();
236                 have_team_spawns = -1; // request team spawns
237         }
238
239         if(g_ctf)
240         {
241                 game = GAME_CTF;
242                 gamemode_name = "Capture the Flag";
243                 ActivateTeamplay();
244                 if(cvar("g_campaign"))
245                         g_ctf_win_mode = 2;
246                 else
247                         g_ctf_win_mode = cvar("g_ctf_win_mode");
248                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
249                 if(g_ctf_win_mode == 2)
250                 {
251                         fraglimit_override = cvar("g_ctf_capture_limit");
252                         leadlimit_override = cvar("g_ctf_capture_leadlimit");
253                 }
254                 else
255                 {
256                         fraglimit_override = cvar("capturelimit_override");
257                         leadlimit_override = cvar("captureleadlimit_override");
258                 }
259                 ctf_init();
260                 have_team_spawns = -1; // request team spawns
261         }
262
263         if(g_runematch)
264         {
265                 game = GAME_RUNEMATCH;
266                 gamemode_name = "Rune Match";
267                 if(cvar("deathmatch_force_teamplay"))
268                         ActivateTeamplay();
269                 fraglimit_override = cvar("g_runematch_point_limit");
270                 leadlimit_override = cvar("g_runematch_point_leadlimit");
271                 runematch_init();
272         }
273
274         if(g_lms)
275         {
276                 game = GAME_LMS;
277                 gamemode_name = "Last Man Standing";
278                 fraglimit_override = cvar("g_lms_lives_override");
279                 leadlimit_override = 0; // not supported by LMS
280                 if(fraglimit_override == 0)
281                         fraglimit_override = -1;
282                 lms_lowest_lives = 9999;
283                 lms_next_place = 0;
284                 ScoreRules_lms();
285         }
286
287         if(g_arena)
288         {
289                 game = GAME_ARENA;
290                 gamemode_name = "Arena";
291                 fraglimit_override = cvar("g_arena_point_limit");
292                 leadlimit_override = cvar("g_arena_point_leadlimit");
293                 maxspawned = cvar("g_arena_maxspawned");
294                 if(maxspawned < 2)
295                         maxspawned = 2;
296                 arena_roundbased = cvar("g_arena_roundbased");
297         }
298
299         if(g_ca)
300         {
301                 game = GAME_CA;
302                 gamemode_name = "Clan Arena";
303                 ActivateTeamplay();
304                 fraglimit_override = cvar("g_ca_point_limit");
305                 leadlimit_override = cvar("g_ca_point_leadlimit");
306         }
307         if(g_keyhunt)
308         {
309                 game = GAME_KEYHUNT;
310                 gamemode_name = "Key Hunt";
311                 ActivateTeamplay();
312                 fraglimit_override = cvar("g_keyhunt_point_limit");
313                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
314                 kh_init();
315         }
316
317         if(g_assault)
318         {
319                 game = GAME_ASSAULT;
320                 gamemode_name = "Assault";
321                 ActivateTeamplay();
322                 ScoreRules_assault();
323                 have_team_spawns = -1; // request team spawns
324         }
325
326         if(g_onslaught)
327         {
328                 game = GAME_ONSLAUGHT;
329                 gamemode_name = "Onslaught";
330                 ActivateTeamplay();
331                 have_team_spawns = -1; // request team spawns
332         }
333
334         if(g_race)
335         {
336                 game = GAME_RACE;
337                 gamemode_name = "Race";
338
339                 if(cvar("g_race_teams"))
340                 {
341                         ActivateTeamplay();
342                         race_teams = bound(2, cvar("g_race_teams"), 4);
343                         have_team_spawns = -1; // request team spawns
344                 }
345                 else
346                         race_teams = 0;
347
348                 qualifying_override = cvar("g_race_qualifying_timelimit_override");
349                 fraglimit_override = cvar("g_race_laps_limit");
350                 leadlimit_override = 0; // currently not supported by race
351         }
352
353         if(g_cts)
354         {
355                 game = GAME_CTS;
356                 gamemode_name = "CTS";
357                 g_race_qualifying = 1;
358                 fraglimit_override = 0;
359                 leadlimit_override = 0;
360         }
361
362         if(g_nexball)
363         {
364                 game = GAME_NEXBALL;
365                 gamemode_name = "Nexball";
366                 fraglimit_override = cvar("g_nexball_goallimit");
367                 leadlimit_override = cvar("g_nexball_goalleadlimit");
368                 ActivateTeamplay();
369                 nb_init();
370                 have_team_spawns = -1; // request team spawns
371         }
372
373         if(teams_matter)
374                 entcs_init();
375
376         // save it (for the next startup)
377         cvar_set("gamecfg", ftos(game));
378
379         cache_mutatormsg = strzone("");
380         cache_lastmutatormsg = strzone("");
381
382         // enforce the server's universal frag/time limits
383         if(!cvar("g_campaign"))
384         {
385                 if(fraglimit_override >= 0)
386                         cvar_set("fraglimit", ftos(fraglimit_override));
387                 if(timelimit_override >= 0)
388                         cvar_set("timelimit", ftos(timelimit_override));
389                 if(leadlimit_override >= 0)
390                         cvar_set("leadlimit", ftos(leadlimit_override));
391                 if(qualifying_override >= 0)
392                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
393         }
394
395         if(g_race)
396         {
397                 // we need to find out the correct value for g_race_qualifying
398                 if(cvar("g_campaign"))
399                 {
400                         g_race_qualifying = 1;
401                 }
402                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
403                 {
404                         g_race_qualifying = 2;
405                         race_fraglimit = cvar("fraglimit");
406                         race_leadlimit = cvar("leadlimit");
407                         race_timelimit = cvar("timelimit");
408                         cvar_set("fraglimit", "0");
409                         cvar_set("leadlimit", "0");
410                         cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
411                 }
412                 else
413                         g_race_qualifying = 0;
414         }
415
416         if(g_race || g_cts)
417         {
418                 if(g_race_qualifying)
419                         independent_players = 1;
420
421                 ScoreRules_race();
422         }
423
424         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
425 }
426
427 string GetClientVersionMessage() {
428         local string versionmsg;
429         if (self.version_mismatch) {
430                 if(self.version < cvar("gameversion")) {
431                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
432                 } else {
433                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
434                 }
435         } else {
436                 versionmsg = "^2client version and server version are compatible.^8";
437         }
438         return versionmsg;
439 }
440
441
442 void PrintWelcomeMessage(entity pl)
443 {
444         string s, modifications, motd;
445
446         if(self.cvar_scr_centertime == 0) return;
447
448         if(cvar("g_campaign"))
449         {
450                 if(self.classname == "player" && !self.BUTTON_INFO)
451                         return;
452         }
453         else
454         {
455                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
456                         return;
457         }
458
459         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
460                 if(self.welcomemessage_time > time) return;
461                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
462         }
463
464         if(cvar("g_campaign"))
465         {
466                 centerprint(pl, campaign_message);
467                 return;
468         }
469
470 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
471         if(!self.BUTTON_INFO)
472         {
473                 // TODO get rid of this too
474                 local string specString;
475                 specString = NEWLINES;
476                 //if(time < game_starttime) //also show the countdown when being a spectator
477                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
478                 //else
479                 if (timeoutStatus != 0)
480                         specString = strcat(specString, "\n\n", getTimeoutText(1));
481                 else
482                 {
483                         if(self.classname == "player")
484                                 return;
485                         goto normal;
486                 }
487                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
488         }
489
490 :normal
491         modifications = "";
492         if(g_minstagib)
493                 modifications = strcat(modifications, ", MinstaGib");
494         if(g_nixnex)
495                 modifications = strcat(modifications, ", NixNex");
496         if(g_weaponarena)
497         {
498                 if(g_weaponarena_random)
499                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
500                 else
501                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
502         }
503         if(cvar("g_start_weapon_laser") == 0)
504                 modifications = strcat(modifications, ", No start weapons");
505         if(cvar("sv_gravity") < 800)
506                 modifications = strcat(modifications, ", Low gravity");
507         if(g_cloaked)
508                 modifications = strcat(modifications, ", Cloaked");
509         if(g_footsteps)
510                 modifications = strcat(modifications, ", Steps");
511         if(g_grappling_hook)
512                 modifications = strcat(modifications, ", Hook");
513         if(g_laserguided_missile)
514                 modifications = strcat(modifications, ", LG missiles");
515         if(g_midair)
516                 modifications = strcat(modifications, ", Midair");
517         if(g_vampire)
518                 modifications = strcat(modifications, ", Vampire");
519         if(g_pinata)
520                 modifications = strcat(modifications, ", Pinata");
521         if(g_weapon_stay)
522                 modifications = strcat(modifications, ", Weapons stay");
523         if(g_bloodloss > 0)
524                 modifications = strcat(modifications, ", Bloodloss");
525         if(g_jetpack)
526                 modifications = strcat(modifications, ", Jet pack");
527         modifications = substring(modifications, 2, strlen(modifications) - 2);
528
529         local string versionmessage;
530         versionmessage = GetClientVersionMessage();
531
532         s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
533         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
534
535         if(modifications != "")
536                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
537
538         if(timeoutStatus != 0)
539                 s = strcat(s, "\n\n", getTimeoutText(1));
540
541         if (g_grappling_hook)
542                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
543
544         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
545         {
546                 if(cache_lastmutatormsg)
547                         strunzone(cache_lastmutatormsg);
548                 if(cache_mutatormsg)
549                         strunzone(cache_mutatormsg);
550                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
551                 cache_mutatormsg = strzone(cache_lastmutatormsg);
552         }
553
554         if (cache_mutatormsg != "") {
555                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
556         }
557
558         motd = cvar_string("sv_motd");
559         if (motd != "") {
560                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
561         }
562         s = strcat(s, "\n");
563
564         centerprint(pl, s);
565 }
566
567
568 void SetPlayerColors(entity pl, float _color)
569 {
570         /*string s;
571         s = ftos(cl);
572         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
573         pl.team = cl + 1;
574         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
575         pl.clientcolors = 16*cl + cl;*/
576
577         float pants, shirt;
578         pants = _color & 0x0F;
579         shirt = _color & 0xF0;
580
581
582         if(teams_matter) {
583                 setcolor(pl, 16*pants + pants);
584         } else {
585                 setcolor(pl, shirt + pants);
586         }
587 }
588
589 void SetPlayerTeam(entity pl, float t, float s, float noprint)
590 {
591         float _color;
592
593         if(t == 4)
594                 _color = COLOR_TEAM4 - 1;
595         else if(t == 3)
596                 _color = COLOR_TEAM3 - 1;
597         else if(t == 2)
598                 _color = COLOR_TEAM2 - 1;
599         else
600                 _color = COLOR_TEAM1 - 1;
601
602         SetPlayerColors(pl,_color);
603
604         if(!noprint && t != s)
605         {
606                 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
607                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
608         }
609
610         if(t != s)
611                 LogTeamchange(pl);
612 }
613
614 // set c1...c4 to show what teams are allowed
615 void CheckAllowedTeams (entity for_whom)
616 {
617         float dm;
618         entity head;
619         string teament_name;
620
621         c1 = c2 = c3 = c4 = -1;
622         cb1 = cb2 = cb3 = cb4 = 0;
623
624         if(g_onslaught)
625         {
626                 // onslaught is special
627                 head = findchain(classname, "onslaught_generator");
628                 while (head)
629                 {
630                         if (head.team == COLOR_TEAM1) c1 = 0;
631                         if (head.team == COLOR_TEAM2) c2 = 0;
632                         if (head.team == COLOR_TEAM3) c3 = 0;
633                         if (head.team == COLOR_TEAM4) c4 = 0;
634                         head = head.chain;
635                 }
636         }
637         else if(g_domination)
638                 teament_name = "dom_team";
639         else if(g_ctf)
640                 teament_name = "ctf_team";
641         else if(g_tdm)
642                 teament_name = "tdm_team";
643         else if(g_nexball)
644                 teament_name = "nexball_team";
645         else if(g_assault)
646                 c1 = c2 = 0; // Assault always has 2 teams
647         else
648         {
649                 // cover anything else by treating it like tdm with no teams spawned
650                 if(g_keyhunt)
651                         dm = kh_teams;
652                 else if(g_race)
653                         dm = race_teams;
654                 else
655                         dm = 2;
656
657                 if(dm >= 4)
658                         c1 = c2 = c3 = c4 = 0;
659                 else if(dm >= 3)
660                         c1 = c2 = c3 = 0;
661                 else
662                         c1 = c2 = 0;
663         }
664
665         // find out what teams are allowed if necessary
666         if(teament_name)
667         {
668                 head = find(world, classname, teament_name);
669                 while(head)
670                 {
671                         if(!(g_domination && head.netname == ""))
672                         {
673                                 if(head.team == COLOR_TEAM1)
674                                         c1 = 0;
675                                 else if(head.team == COLOR_TEAM2)
676                                         c2 = 0;
677                                 else if(head.team == COLOR_TEAM3)
678                                         c3 = 0;
679                                 else if(head.team == COLOR_TEAM4)
680                                         c4 = 0;
681                         }
682                         head = find(head, classname, teament_name);
683                 }
684         }
685
686         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
687         if(c3==-1&&c4==-1)
688         if(cvar("bot_vs_human") && for_whom)
689         {
690                 if(cvar("bot_vs_human") > 0)
691                 {
692                         // bots are all blue
693                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
694                                 c1 = c3 = c4 = -1;
695                         else
696                                 c2 = -1;
697                 }
698                 else
699                 {
700                         // bots are all red
701                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
702                                 c2 = c3 = c4 = -1;
703                         else
704                                 c1 = -1;
705                 }
706         }
707 }
708
709 float PlayerValue(entity p)
710 {
711         if(IsTeamBalanceForced() == 1)
712                 return 1;
713         return 1;
714 }
715
716 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
717 // teams that are allowed will now have their player counts stored in c1...c4
718 void GetTeamCounts(entity ignore)
719 {
720         entity head;
721         float value, bvalue;
722         // now count how many players are on each team already
723
724         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
725         // also remember the lowest-scoring player
726
727         FOR_EACH_PLAYER(head)
728         {
729                 if(head != ignore)// && head.netname != "")
730                 {
731                         value = PlayerValue(head);
732                         if(clienttype(head) == CLIENTTYPE_BOT)
733                                 bvalue = value;
734                         else
735                                 bvalue = 0;
736                         if(head.team == COLOR_TEAM1)
737                         {
738                                 if(c1 >= 0)
739                                 {
740                                         c1 = c1 + value;
741                                         cb1 = cb1 + bvalue;
742                                 }
743                         }
744                         if(head.team == COLOR_TEAM2)
745                         {
746                                 if(c2 >= 0)
747                                 {
748                                         c2 = c2 + value;
749                                         cb2 = cb2 + bvalue;
750                                 }
751                         }
752                         if(head.team == COLOR_TEAM3)
753                         {
754                                 if(c3 >= 0)
755                                 {
756                                         c3 = c3 + value;
757                                         cb3 = cb3 + bvalue;
758                                 }
759                         }
760                         if(head.team == COLOR_TEAM4)
761                         {
762                                 if(c4 >= 0)
763                                 {
764                                         c4 = c4 + value;
765                                         cb4 = cb4 + bvalue;
766                                 }
767                         }
768                 }
769         }
770 }
771
772 // returns # of smallest team (1, 2, 3, 4)
773 // NOTE: Assumes CheckAllowedTeams has already been called!
774 float FindSmallestTeam(entity pl, float ignore_pl)
775 {
776         float totalteams, balance_type, maxc;
777         totalteams = 0;
778
779         // find out what teams are available
780         //CheckAllowedTeams();
781
782         // make sure there are at least 2 teams to join
783         if(c1 >= 0)
784                 totalteams = totalteams + 1;
785         if(c2 >= 0)
786                 totalteams = totalteams + 1;
787         if(c3 >= 0)
788                 totalteams = totalteams + 1;
789         if(c4 >= 0)
790                 totalteams = totalteams + 1;
791
792         if(cvar("bot_vs_human"))
793                 totalteams += 1;
794
795         if(totalteams <= 1)
796         {
797                 if(g_domination)
798                         error("Too few teams available for domination\n");
799                 else if(g_ctf)
800                         error("Too few teams available for ctf\n");
801                 else if(g_keyhunt)
802                         error("Too few teams available for key hunt\n");
803                 else
804                         error("Too few teams available for team deathmatch\n");
805         }
806
807         // count how many players are in each team
808         if(ignore_pl)
809                 GetTeamCounts(pl);
810         else
811                 GetTeamCounts(world);
812
813         // c1...c4 now have counts of each team
814         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
815
816         // 2 gives priority to what team you're already on, 1 goes in order
817         // 2 doesn't seem to work though...
818         balance_type = 1;
819
820         if(bots_would_leave)
821         //if(pl.classname != "player")
822         if(clienttype(pl) != CLIENTTYPE_BOT)
823         {
824                 c1 -= cb1 * 255.0/256.0;
825                 c2 -= cb2 * 255.0/256.0;
826                 c3 -= cb3 * 255.0/256.0;
827                 c4 -= cb4 * 255.0/256.0;
828         }
829         maxc = max4(c1, c2, c3, c4);
830
831         RandomSelection_Init();
832         if(balance_type == 1)
833         {
834                 // 1: use team count, then score (note: can only use 8 significant bits of score)
835                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
836                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
837                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
838                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
839         }
840         else if(balance_type == 2)
841         {
842                 // 1: use team count, if equal prefer own team
843                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
844                 if(c2 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
845                 if(c3 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
846                 if(c4 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
847         }
848         else if(balance_type == 3)
849         {
850                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
851                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
852                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
853                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
854                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
855         }
856         return RandomSelection_chosen_float;
857 }
858
859 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
860 {
861         float smallest, selectedteam;
862
863         // don't join a team if we're not playing a team game
864         if(!teams_matter)
865                 return 0;
866
867         // find out what teams are available
868         CheckAllowedTeams(pl);
869
870         // if we don't care what team he ends up on, put him on whatever team he entered as.
871         // if he's not on a valid team, then let other code put him on the smallest team
872         if(!forcebestteam)
873         {
874                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
875                         selectedteam = pl.team;
876                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
877                         selectedteam = pl.team;
878                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
879                         selectedteam = pl.team;
880                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
881                         selectedteam = pl.team;
882                 else
883                         selectedteam = -1;
884                 if(selectedteam > 0)
885                 {
886                         if(!only_return_best)
887                         {
888                                 SetPlayerColors(pl, selectedteam - 1);
889                                 LogTeamchange(pl);
890                         }
891                         return selectedteam;
892                 }
893                 // otherwise end up on the smallest team (handled below)
894         }
895
896         smallest = FindSmallestTeam(pl, TRUE);
897
898
899         if(!only_return_best)
900         {
901                 TeamchangeFrags(self);
902                 if(smallest == 1)
903                 {
904                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
905                 }
906                 else if(smallest == 2)
907                 {
908                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
909                 }
910                 else if(smallest == 3)
911                 {
912                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
913                 }
914                 else if(smallest == 4)
915                 {
916                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
917                 }
918                 else
919                 {
920                         error("smallest team: invalid team\n");
921                 }
922                 LogTeamchange(pl);
923                 if(pl.deadflag == DEAD_NO)
924                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
925         }
926
927         return smallest;
928 }
929
930 //void() ctf_playerchanged;
931 void SV_ChangeTeam(float _color)
932 {
933         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
934
935         // in normal deathmatch we can just apply the color and we're done
936         if(!teams_matter) {
937                 SetPlayerColors(self, _color);
938                 return;
939         }
940
941         scolor = self.clientcolors & 0x0F;
942         dcolor = _color & 0x0F;
943
944         if(scolor == COLOR_TEAM1 - 1)
945                 steam = 1;
946         else if(scolor == COLOR_TEAM2 - 1)
947                 steam = 2;
948         else if(scolor == COLOR_TEAM3 - 1)
949                 steam = 3;
950         else // if(scolor == COLOR_TEAM4 - 1)
951                 steam = 4;
952         if(dcolor == COLOR_TEAM1 - 1)
953                 dteam = 1;
954         else if(dcolor == COLOR_TEAM2 - 1)
955                 dteam = 2;
956         else if(dcolor == COLOR_TEAM3 - 1)
957                 dteam = 3;
958         else // if(dcolor == COLOR_TEAM4 - 1)
959                 dteam = 4;
960
961         CheckAllowedTeams(self);
962
963         if(dteam == 1 && c1 < 0) dteam = 4;
964         if(dteam == 4 && c4 < 0) dteam = 3;
965         if(dteam == 3 && c3 < 0) dteam = 2;
966         if(dteam == 2 && c2 < 0) dteam = 1;
967
968         // not changing teams
969         if(scolor == dcolor)
970         {
971                 //bprint("same team change\n");
972                 SetPlayerTeam(self, dteam, steam, TRUE);
973                 return;
974         }
975
976         if(cvar("g_campaign"))
977         {
978                 sprint(self, "Team changes not allowed\n");
979                 return; // changing teams is not allowed
980         }
981
982         if(cvar("g_changeteam_banned") && self.wasplayer)
983         {
984                 sprint(self, "Team changes not allowed\n");
985                 return;
986         }
987
988         if(cvar("g_balance_teams_prevent_imbalance"))
989         {
990                 // only allow changing to a smaller or equal size team
991
992                 // find out what teams are available
993                 //CheckAllowedTeams();
994                 // count how many players on each team
995                 GetTeamCounts(world);
996
997                 // get desired team
998                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
999                 {
1000                         dcount = c1;
1001                         dbotcount = cb1;
1002                 }
1003                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1004                 {
1005                         dcount = c2;
1006                         dbotcount = cb2;
1007                 }
1008                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1009                 {
1010                         dcount = c3;
1011                         dbotcount = cb3;
1012                 }
1013                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1014                 {
1015                         dcount = c4;
1016                         dbotcount = cb4;
1017                 }
1018                 else
1019                 {
1020                         sprint(self, "Cannot change to an invalid team\n");
1021
1022                         return;
1023                 }
1024
1025                 // get starting team
1026                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1027                         scount = c1;
1028                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1029                         scount = c2;
1030                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1031                         scount = c3;
1032                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1033                         scount = c4;
1034
1035                 if(scount) // started at a valid, nonempty team
1036                 {
1037                         // check if we're trying to change to a larger team that doens't have bots to swap with
1038                         if(dcount >= scount && dbotcount <= 0)
1039                         {
1040                                 sprint(self, "Cannot change to a larger team\n");
1041                                 return; // can't change to a larger team
1042                         }
1043                 }
1044         }
1045
1046 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1047
1048         if(self.classname == "player" && steam != dteam)
1049         {
1050                 // reduce frags during a team change
1051                 TeamchangeFrags(self);
1052         }
1053
1054         SetPlayerTeam(self, dteam, steam, FALSE);
1055
1056         if(self.classname == "player" && steam != dteam)
1057         {
1058                 // kill player when changing teams
1059                 if(self.deadflag == DEAD_NO)
1060                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1061         }
1062         //ctf_playerchanged();
1063 }
1064
1065 void ShufflePlayerOutOfTeam (float source_team)
1066 {
1067         float smallestteam, smallestteam_count, steam;
1068         float lowest_bot_score, lowest_player_score;
1069         entity head, lowest_bot, lowest_player, selected;
1070
1071         smallestteam = 0;
1072         smallestteam_count = 999999999;
1073
1074         if(c1 >= 0 && c1 < smallestteam_count)
1075         {
1076                 smallestteam = 1;
1077                 smallestteam_count = c1;
1078         }
1079         if(c2 >= 0 && c2 < smallestteam_count)
1080         {
1081                 smallestteam = 2;
1082                 smallestteam_count = c2;
1083         }
1084         if(c3 >= 0 && c3 < smallestteam_count)
1085         {
1086                 smallestteam = 3;
1087                 smallestteam_count = c3;
1088         }
1089         if(c4 >= 0 && c4 < smallestteam_count)
1090         {
1091                 smallestteam = 4;
1092                 smallestteam_count = c4;
1093         }
1094
1095         if(!smallestteam)
1096         {
1097                 bprint("warning: no smallest team\n");
1098                 return;
1099         }
1100
1101         if(source_team == 1)
1102                 steam = COLOR_TEAM1;
1103         else if(source_team == 2)
1104                 steam = COLOR_TEAM2;
1105         else if(source_team == 3)
1106                 steam = COLOR_TEAM3;
1107         else if(source_team == 4)
1108                 steam = COLOR_TEAM4;
1109
1110         lowest_bot = world;
1111         lowest_bot_score = 999999999;
1112         lowest_player = world;
1113         lowest_player_score = 999999999;
1114
1115         // find the lowest-scoring player & bot of that team
1116         FOR_EACH_PLAYER(head)
1117         {
1118                 if(head.team == steam)
1119                 {
1120                         if(head.isbot)
1121                         {
1122                                 if(head.totalfrags < lowest_bot_score)
1123                                 {
1124                                         lowest_bot = head;
1125                                         lowest_bot_score = head.totalfrags;
1126                                 }
1127                         }
1128                         else
1129                         {
1130                                 if(head.totalfrags < lowest_player_score)
1131                                 {
1132                                         lowest_player = head;
1133                                         lowest_player_score = head.totalfrags;
1134                                 }
1135                         }
1136                 }
1137         }
1138
1139         // prefers to move a bot...
1140         if(lowest_bot != world)
1141                 selected = lowest_bot;
1142         // but it will move a player if it has to
1143         else
1144                 selected = lowest_player;
1145         // don't do anything if it couldn't find anyone
1146         if(!selected)
1147         {
1148                 bprint("warning: couldn't find a player to move from team\n");
1149                 return;
1150         }
1151
1152         // smallest team gains a member
1153         if(smallestteam == 1)
1154         {
1155                 c1 = c1 + 1;
1156         }
1157         else if(smallestteam == 2)
1158         {
1159                 c2 = c2 + 1;
1160         }
1161         else if(smallestteam == 3)
1162         {
1163                 c3 = c3 + 1;
1164         }
1165         else if(smallestteam == 4)
1166         {
1167                 c4 = c4 + 1;
1168         }
1169         else
1170         {
1171                 bprint("warning: destination team invalid\n");
1172                 return;
1173         }
1174         // source team loses a member
1175         if(source_team == 1)
1176         {
1177                 c1 = c1 + 1;
1178         }
1179         else if(source_team == 2)
1180         {
1181                 c2 = c2 + 2;
1182         }
1183         else if(source_team == 3)
1184         {
1185                 c3 = c3 + 3;
1186         }
1187         else if(source_team == 4)
1188         {
1189                 c4 = c4 + 4;
1190         }
1191         else
1192         {
1193                 bprint("warning: source team invalid\n");
1194                 return;
1195         }
1196
1197         // move the player to the new team
1198         TeamchangeFrags(selected);
1199         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1200
1201         if(selected.deadflag == DEAD_NO)
1202                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1203         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1204 }
1205
1206 void CauseRebalance(float source_team, float howmany_toomany)
1207 {
1208         if(IsTeamBalanceForced() == 1)
1209         {
1210                 bprint("Rebalancing Teams\n");
1211                 ShufflePlayerOutOfTeam(source_team);
1212         }
1213 }
1214
1215 // part of g_balance_teams_force
1216 // occasionally perform an audit of the teams to make
1217 // sure they're more or less balanced in player count.
1218 void AuditTeams()
1219 {
1220         float numplayers, numteams, smallest, toomany;
1221         float balance;
1222         balance = IsTeamBalanceForced();
1223         if(balance == 0)
1224                 return;
1225
1226         if(audit_teams_time > time)
1227                 return;
1228
1229         audit_teams_time = time + 4 + random();
1230
1231 //      bprint("Auditing teams\n");
1232
1233         CheckAllowedTeams(world);
1234         GetTeamCounts(world);
1235
1236
1237         numteams = numplayers = smallest = 0;
1238         if(c1 >= 0)
1239         {
1240                 numteams = numteams + 1;
1241                 numplayers = numplayers + c1;
1242                 smallest = c1;
1243         }
1244         if(c2 >= 0)
1245         {
1246                 numteams = numteams + 1;
1247                 numplayers = numplayers + c2;
1248                 if(c2 < smallest)
1249                         smallest = c2;
1250         }
1251         if(c3 >= 0)
1252         {
1253                 numteams = numteams + 1;
1254                 numplayers = numplayers + c3;
1255                 if(c3 < smallest)
1256                         smallest = c3;
1257         }
1258         if(c4 >= 0)
1259         {
1260                 numteams = numteams + 1;
1261                 numplayers = numplayers + c4;
1262                 if(c4 < smallest)
1263                         smallest = c4;
1264         }
1265
1266         if(numplayers <= 0)
1267                 return; // no players to move around
1268         if(numteams < 2)
1269                 return; // don't bother shuffling if for some reason there aren't any teams
1270
1271         toomany = smallest + 1;
1272
1273         if(c1 && c1 > toomany)
1274                 CauseRebalance(1, c1 - toomany);
1275         if(c2 && c2 > toomany)
1276                 CauseRebalance(2, c2 - toomany);
1277         if(c3 && c3 > toomany)
1278                 CauseRebalance(3, c3 - toomany);
1279         if(c4 && c4 > toomany)
1280                 CauseRebalance(4, c4 - toomany);
1281
1282         // if teams are still unbalanced, balance them further in the next audit,
1283         // which will happen sooner (keep doing rapid audits until things are in order)
1284         audit_teams_time = time + 0.7 + random()*0.3;
1285 }
1286
1287 // code from here on is just to support maps that don't have team entities
1288 void tdm_spawnteam (string teamname, float teamcolor)
1289 {
1290         local entity e;
1291         e = spawn();
1292         e.classname = "tdm_team";
1293         e.netname = teamname;
1294         e.cnt = teamcolor;
1295         e.team = e.cnt + 1;
1296 };
1297
1298 // spawn some default teams if the map is not set up for tdm
1299 void tdm_spawnteams()
1300 {
1301         float numteams;
1302
1303         numteams = cvar("g_tdm_teams_override");
1304         if(numteams < 2)
1305                 numteams = cvar("g_tdm_teams");
1306         numteams = bound(2, numteams, 4);
1307
1308         tdm_spawnteam("Red", COLOR_TEAM1-1);
1309         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1310         if(numteams >= 3)
1311                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1312         if(numteams >= 4)
1313                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1314 };
1315
1316 void tdm_delayedinit()
1317 {
1318         // if no teams are found, spawn defaults
1319         if (find(world, classname, "tdm_team") == world)
1320                 tdm_spawnteams();
1321 };
1322
1323 void tdm_init()
1324 {
1325         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1326 };