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factor out scores rules
[divverent/nexuiz.git] / data / qcsrc / server / teamplay.qc
1 string cache_motd;
2 string cache_mutatormsg;
3 string cache_lastmotd;
4 string cache_lastmutatormsg;
5
6 // client counts for each team
7 float c1, c2, c3, c4;
8 // # of bots on those teams
9 float cb1, cb2, cb3, cb4;
10
11 float audit_teams_time;
12
13 float IsTeamBalanceForced()
14 {
15         if(intermission_running)
16                 return 0; // no rebalancing whatsoever please
17         if(!cvar("teamplay"))
18                 return 0;
19         if(cvar("g_campaign"))
20                 return 0;
21         if(!cvar("g_balance_teams_force"))
22                 return -1;
23         return 1;
24 }
25
26 void TeamchangeFrags(entity e)
27 {
28         PlayerScore_Clear(e);
29 }
30
31 vector TeamColor(float teem)
32 {
33         switch(teem)
34         {
35                 case COLOR_TEAM1:
36                         return '1 0.0625 0.0625';
37                 case COLOR_TEAM2:
38                         return '0.0625 0.0625 1';
39                 case COLOR_TEAM3:
40                         return '1 1 0.0625';
41                 case COLOR_TEAM4:
42                         return '1 0.0625 1';
43                 default:
44                         return '1 1 1';
45         }
46 }
47
48 string TeamName(float t)
49 {
50         return strcat(Team_ColorName(t), " Team");
51 }
52 string ColoredTeamName(float t)
53 {
54         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
55 }
56 string TeamNoName(float t)
57 {
58         // fixme: Search for team entities and get their .netname's!
59         if(t == 1)
60                 return "Red Team";
61         if(t == 2)
62                 return "Blue Team";
63         if(t == 3)
64                 return "Yellow Team";
65         if(t == 4)
66                 return "Pink Team";
67         return "Neutral Team";
68 }
69
70 void dom_init();
71 void ctf_init();
72 void runematch_init();
73 void tdm_init();
74 void entcs_init();
75
76 void LogTeamchange(entity pl)
77 {
78         string str;
79         if(!cvar("sv_eventlog"))
80                 return;
81         if(pl.playerid < 1)
82                 return;
83         str = strcat(":team:", ftos(pl.playerid), ":");
84         str = strcat(str, ftos(pl.team));
85         GameLogEcho(str, FALSE);
86 }
87
88 void ResetGameCvars()
89 {
90         cvar_set("g_dm", "0");
91         cvar_set("g_tdm", "0");
92         cvar_set("g_domination", "0");
93         cvar_set("g_ctf", "0");
94         cvar_set("g_runematch", "0");
95         cvar_set("g_lms", "0");
96         cvar_set("g_arena", "0");
97         cvar_set("g_keyhunt", "0");
98         cvar_set("g_assault", "0");
99         cvar_set("g_onslaught", "0");
100         cvar_set("teamplay", "0");
101 }
102
103 void default_delayedinit()
104 {
105         remove(self);
106
107         if(!scores_initialized)
108                 ScoreRules_generic();
109 }
110
111 void ActivateTeamplay()
112 {
113         float teamplay_default;
114         teamplay_default = cvar("teamplay_default");
115
116         if(teamplay_default)
117                 cvar_set("teamplay", ftos(teamplay_default));
118         else
119                 cvar_set("teamplay", "3");
120 }
121
122 void InitGameplayMode()
123 {
124         float fraglimit_override, timelimit_override, capturelimit_override;
125
126         VoteReset();
127
128         game = cvar("gamecfg"); // load game options
129
130         // game cvars get reset before map changes
131         // then map's cfg sets them as desired
132
133         // FIXME: also set a message or game mode name to print to players when the join
134
135         // set both here, gamemode can override it later
136         timelimit_override = cvar("timelimit_override");
137         fraglimit_override = cvar("fraglimit_override");
138         capturelimit_override = cvar("capturelimit_override");
139
140         if(game == GAME_DOMINATION || cvar("g_domination"))
141         {
142                 ResetGameCvars();
143                 game = GAME_DOMINATION;
144                 cvar_set("g_domination", "1");
145
146                 ActivateTeamplay();
147
148                 fraglimit_override = cvar("g_domination_point_limit");
149
150                 gamemode_name = "Domination";
151                 teams_matter = 1;
152         }
153         else if(game == GAME_CTF || cvar("g_ctf"))
154         {
155                 ResetGameCvars();
156                 game = GAME_CTF;
157                 cvar_set("g_ctf", "1");
158
159                 ActivateTeamplay();
160
161                 fraglimit_override = cvar("g_ctf_capture_limit");
162                 //no capture limit override here
163
164                 gamemode_name = "Capture the Flag";
165                 teams_matter = 1;
166         }
167         else if(game == GAME_RUNEMATCH || cvar("g_runematch"))
168         {
169                 game = GAME_RUNEMATCH;
170                 cvar_set("g_runematch", "1");
171                 cvar_set("g_minstagib", "0");
172
173                 if(cvar("deathmatch_force_teamplay"))
174                         ActivateTeamplay();
175
176                 fraglimit_override = cvar("g_runematch_point_limit");
177
178                 gamemode_name = "Rune Match";
179                 if(cvar("teamplay"))
180                         teams_matter = 1;
181                 else
182                         teams_matter = 0;
183         }
184         else if(game == GAME_DEATHMATCH || game == GAME_TEAM_DEATHMATCH || cvar("g_tdm"))
185         {
186                 if(!cvar("deathmatch"))
187                         cvar_set("deathmatch", "1");
188
189
190                 if(game == GAME_TEAM_DEATHMATCH || cvar("g_tdm") || cvar("deathmatch_force_teamplay"))
191                 {
192                         ResetGameCvars();
193                         game = GAME_TEAM_DEATHMATCH;
194                         gamemode_name = "Team Deathmatch";
195                         ActivateTeamplay();
196                         teams_matter = 1;
197                         cvar_set("g_tdm", "1");
198                 }
199                 else
200                 {
201                         ResetGameCvars();
202                         game = GAME_DEATHMATCH;
203                         gamemode_name = "Deathmatch";
204                         teams_matter = 0;
205                 }
206
207                 fraglimit_override = cvar("fraglimit_override");
208         }
209         else if(game == GAME_ASSAULT || cvar("g_assault"))
210         {
211                 ResetGameCvars();
212                 game = GAME_ASSAULT;
213                 gamemode_name = "Assault";
214                 ActivateTeamplay();
215                 teams_matter = 1;
216                 cvar_set("g_assault", "1");
217         }
218         else if(game == GAME_LMS || cvar("g_lms"))
219         {
220                 ResetGameCvars();
221                 game = GAME_LMS;
222                 cvar_set("g_lms", "1");
223                 fraglimit_override = cvar("g_lms_lives_override");
224                 if(fraglimit_override == 0)
225                         fraglimit_override = -1;
226                 gamemode_name = "Last Man Standing";
227                 teams_matter = 0;
228                 lms_lowest_lives = 9999;
229
230                 ScoreRules_lms();
231         }
232         else if(game == GAME_ARENA || cvar("g_arena"))
233         {
234                 ResetGameCvars();
235                 game = GAME_ARENA;
236                 cvar_set("g_arena", "1");
237                 fraglimit_override = cvar("g_arena_point_limit");
238                 maxspawned = cvar("g_arena_maxspawned");
239                 if(maxspawned < 2)
240                         maxspawned = 2;
241                 arena_roundbased = cvar("g_arena_roundbased");
242                 gamemode_name = "Arena";
243                 teams_matter = 0;
244         }
245         else if(game == GAME_KEYHUNT || cvar("g_keyhunt"))
246         {
247                 ResetGameCvars();
248                 game = GAME_KEYHUNT;
249                 cvar_set("g_keyhunt", "1");
250                 fraglimit_override = cvar("g_keyhunt_point_limit");
251                 ActivateTeamplay();
252                 gamemode_name = "Key Hunt";
253                 teams_matter = 1;
254         }
255         else if(game == GAME_ONSLAUGHT || cvar("g_onslaught"))
256         {
257                 ResetGameCvars();
258                 game = GAME_ONSLAUGHT;
259                 cvar_set("g_onslaught", "1");
260
261                 ActivateTeamplay();
262
263                 gamemode_name = "Onslaught";
264                 teams_matter = 1;
265         }
266         else
267         {
268                 // we can only assume...
269                 ResetGameCvars();
270                 game = GAME_DEATHMATCH;
271                 cvar_set("g_dm", "1");
272                 gamemode_name = "Deathmatch";
273                 teams_matter = 0;
274         }
275
276         // those mutators rule each other out
277         if(cvar("g_minstagib"))
278         {
279                 cvar_set("g_instagib", "0");
280                 cvar_set("g_rocketarena", "0");
281         }
282         if(cvar("g_instagib"))
283         {
284                 cvar_set("g_minstagib", "0");
285                 cvar_set("g_rocketarena", "0");
286         }
287         if(cvar("g_rocketarena"))
288         {
289                 cvar_set("g_instagib", "0");
290                 cvar_set("g_minstagib", "0");
291         }
292
293         g_domination = cvar("g_domination");
294         g_ctf = cvar("g_ctf");
295         g_lms = cvar("g_lms");
296         g_tdm = cvar("g_tdm");
297         g_runematch = cvar("g_runematch");
298         g_keyhunt = cvar("g_keyhunt");
299         g_onslaught = cvar("g_onslaught");
300         g_assault = cvar("g_assault");
301         g_arena = cvar("g_arena");
302
303         cache_mutatormsg = strzone("");
304         cache_motd = strzone("");
305         cache_lastmutatormsg = strzone("");
306         cache_lastmotd = strzone("");
307
308         if(g_ctf)
309                 if(g_ctf_win_mode != 2)
310                         fraglimit_override = capturelimit_override;
311
312         // enforce the server's universal frag/time limits
313         if(!cvar("g_campaign"))
314         {
315                 if(fraglimit_override >= 0)
316                         cvar_set("fraglimit", ftos(fraglimit_override));
317                 if(timelimit_override >= 0)
318                         cvar_set("timelimit", ftos(timelimit_override));
319         }
320
321         if (game == GAME_DOMINATION)//cvar("g_domination"))
322                 dom_init();
323         else if (game == GAME_CTF)//cvar("g_ctf"))
324                 ctf_init();
325         else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
326                 runematch_init();
327         else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
328                 tdm_init();
329         else if (game == GAME_KEYHUNT)//cvar("g_keyhunt"))
330                 kh_init();
331         else if (game == GAME_ONSLAUGHT)
332                 entcs_init();
333
334         entity e;
335         e = spawn();
336         e.nextthink = time + 0.3; // MUST be after all other delayed inits!
337         e.think = default_delayedinit;
338 }
339
340 string GetClientVersionMessage(float v) {
341         local string versionmsg;
342         if (v == 1) {
343                 versionmsg = "^1client is too old to get versioninfo.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nUPDATE!!! (http://www.nexuiz.com)^8";
344                 // either that or someone wants to be funny
345         } else if (v != cvar("gameversion")) {
346                 if(v < cvar("gameversion")) {
347                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
348                 } else {
349                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
350                 }
351         } else {
352                 versionmsg = "^2client version and server version are compatible.^8";
353         }
354         return versionmsg;
355 }
356
357
358 void PrintWelcomeMessage(entity pl)
359 {
360         string s, mutator, modifications, padding;
361         float p;
362
363         /*if(self.welcomemessage_time > time)
364                 return;
365         self.welcomemessage_time = time + 0.8; */
366
367         if(self.cvar_scr_centertime == 0) return;
368         if( !(timeoutStatus >= 1 || (time < restart_countdown) ) ) { //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
369                 if(self.welcomemessage_time > time) return;
370                 self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
371         }
372
373         if(cvar("g_campaign"))
374         {
375                 centerprint(pl, campaign_message);
376                 return;
377         }
378
379         if(!self.BUTTON_INFO)
380         {
381                 if(self.classname == "observer")
382                 {
383                         if(g_lms)
384                         {
385                                 p = PlayerScore_Add(self, SP_LMS_RANK, 0);
386                                 if(p >= 666)
387                                         return centerprint_atprio(self, CENTERPRIO_SPAM, strcat(NEWLINES, "^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players"));
388                                 else if(p > 0)
389                                         return centerprint_atprio(self, CENTERPRIO_SPAM, strcat(NEWLINES, "^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players"));
390                         }
391                 }
392                 else if(self.classname == "spectator")
393                 {
394                         if(g_lms)
395                         {
396                                 p = PlayerScore_Add(self, SP_LMS_RANK, 0);
397                                 if(p)
398                                         return centerprint_atprio(self, CENTERPRIO_SPAM, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
399                         }
400                         if (g_arena)
401                                 return centerprint_atprio(self, CENTERPRIO_SPAM, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
402
403                         local string specString;
404                         specString = strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode");
405                         
406                         if(time < restart_countdown) //also show the countdown when being a spectator
407                                 specString = strcat(specString, "\n\n^1Game starts in ", ftos(restartAnnouncer.cnt + 1), " seconds^7");
408                         else if (timeoutStatus != 0)
409                                 specString = strcat(specString, "\n\n", getTimeoutText(1));
410                         return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
411                 }
412         }
413
414         if(g_minstagib)
415                 mutator = "^2Minstagib ^1";
416         else if(g_instagib)
417                 mutator = "^2Instagib ^1";
418         else if(g_rocketarena)
419                 mutator = "^2Rocketarena ^1";
420         else if(g_nixnex)
421                 mutator = "^2No Items Nexuiz ^1";
422
423         if(g_midair) {
424                 // to protect against unheedingly made changes
425                 if (modifications) {
426                         modifications = strcat(modifications, ", ");
427                 }
428                 modifications = "midair";
429         }
430         if(g_vampire) {
431                 if (modifications) {
432                         modifications = strcat(modifications, ", ");
433                 }
434                 modifications = strcat(modifications, "vampire");
435         }
436         if(g_laserguided_missile) {
437                 if (modifications) {
438                         modifications = strcat(modifications, ", ");
439                 }
440                 modifications = strcat(modifications, "laser-guided-missiles");
441         }
442         if(g_tourney) {
443                 if (modifications) {
444                         modifications = strcat(modifications, ", ");
445                 }
446                 modifications = strcat(modifications, "Tournament");
447         }
448
449         local string versionmessage;
450         versionmessage = GetClientVersionMessage(self.version);
451
452         s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
453         s = strcat(s, "^8\n\nmatch type is ^1", mutator, gamemode_name, "^8\n");
454
455         if(modifications != "")
456                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
457
458         if(g_tourney) {
459                 if(!tourneyInMatchStage)
460                         s = strcat(s, "\n^8The game is currently in ^3warmup-stage ^8!\n");
461                 else
462                         s = strcat(s, "\n^8The game is currently in ^3match-stage ^8!\n");
463         }
464
465         if(time < restart_countdown)
466                 s = strcat(s, "\n^1Game starts in ", ftos(restartAnnouncer.cnt + 1), " seconds^7");
467
468         if(timeoutStatus != 0)
469                 s = strcat(s, "\n\n", getTimeoutText(1));
470
471         if (g_grappling_hook)
472                 s = strcat(s, "\n\n^8grappling hook is enabled, press 'e' to use it\n");
473
474         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
475         {
476                 if(cache_lastmutatormsg)
477                         strunzone(cache_lastmutatormsg);
478                 if(cache_mutatormsg)
479                         strunzone(cache_mutatormsg);
480                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
481                 cache_mutatormsg = strzone(wordwrap(cache_lastmutatormsg, 50));
482         }
483
484         if (cache_mutatormsg != "") {
485                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
486         }
487         
488         if(cache_lastmotd != cvar_string("sv_motd"))
489         {
490                 if(cache_lastmotd)
491                         strunzone(cache_lastmotd);
492                 if(cache_motd)
493                         strunzone(cache_motd);
494                 cache_lastmotd = strzone(cvar_string("sv_motd"));
495                 cache_motd = strzone(wordwrap(cache_lastmotd, 50));
496         }
497
498         if (cache_motd != "") {
499                 s = strcat(s, "\n\n^8MOTD: ^7", cache_motd);
500         }
501         s = strcat(s, "\n");
502
503         centerprint(pl, s);
504         //sprint(pl, s);
505 }
506
507
508 void SetPlayerColors(entity pl, float _color)
509 {
510         /*string s;
511         s = ftos(cl);
512         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
513         pl.team = cl + 1;
514         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
515         pl.clientcolors = 16*cl + cl;*/
516
517         float pants, shirt;
518         pants = _color & 0x0F;
519         shirt = _color & 0xF0;
520
521
522         if(teamplay) {
523                 setcolor(pl, 16*pants + pants);
524         } else {
525                 setcolor(pl, shirt + pants);
526         }
527 }
528
529 void SetPlayerTeam(entity pl, float t, float s, float noprint)
530 {
531         float _color;
532
533         if(t == 4)
534                 _color = COLOR_TEAM4 - 1;
535         else if(t == 3)
536                 _color = COLOR_TEAM3 - 1;
537         else if(t == 2)
538                 _color = COLOR_TEAM2 - 1;
539         else
540                 _color = COLOR_TEAM1 - 1;
541
542         SetPlayerColors(pl,_color);
543
544         if(!noprint && t != s)
545         {
546                 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
547                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
548         }
549
550         if(t != s)
551                 LogTeamchange(pl);
552 }
553
554
555
556
557
558
559 // set c1...c4 to show what teams are allowed
560 void CheckAllowedTeams (entity for_whom)
561 {
562         string teament_name;
563         float dm;
564         entity head;
565
566 //      if(!dom && !ctf)
567 //              dm = 1;
568
569         c1 = c2 = c3 = c4 = -1;
570         cb1 = cb2 = cb3 = cb4 = 0;
571
572         // onslaught is special
573         if(g_onslaught)
574         {
575                 head = findchain(classname, "onslaught_generator");
576                 while (head)
577                 {
578                         if (head.team == COLOR_TEAM1) c1 = 0;
579                         if (head.team == COLOR_TEAM2) c2 = 0;
580                         if (head.team == COLOR_TEAM3) c3 = 0;
581                         if (head.team == COLOR_TEAM4) c4 = 0;
582                         head = head.chain;
583                 }
584                 return;
585         }
586
587         if(g_domination)
588                 teament_name = "dom_team";
589         else if(g_ctf)
590                 teament_name = "ctf_team";
591         else if(g_tdm)
592                 teament_name = "tdm_team";
593         else if(g_assault)
594         {
595                 c1 = c2 = 0; // Assault always has 2 teams
596                 return;
597         }
598         else
599         {
600                 // cover anything else by treating it like tdm with no teams spawned
601                 if(g_keyhunt)
602                         dm = kh_teams;
603                 else
604                         dm = cvar("g_tdm_teams");
605                 if(dm < 2)
606                         error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
607
608                 if(dm >= 4)
609                 {
610                         c1 = c2 = c3 = c4 = 0;
611                 }
612                 else if(dm >= 3)
613                 {
614                         c1 = c2 = c3 = 0;
615                 }
616                 else// if(dm >= 2)
617                 {
618                         c1 = c2 = 0;
619                 }
620                 return;
621         }
622
623         // first find out what teams are allowed
624         head = find(world, classname, teament_name);
625         while(head)
626         {
627                 if(!(g_domination && head.netname == ""))
628                 {
629                         if(head.team == COLOR_TEAM1)
630                         {
631                                 c1 = 0;
632                         }
633                         if(head.team == COLOR_TEAM2)
634                         {
635                                 c2 = 0;
636                         }
637                         if(head.team == COLOR_TEAM3)
638                         {
639                                 c3 = 0;
640                         }
641                         if(head.team == COLOR_TEAM4)
642                         {
643                                 c4 = 0;
644                         }
645                 }
646                 head = find(head, classname, teament_name);
647         }
648
649         if(for_whom)
650         {
651                 if(cvar("bot_vs_human") > 0)
652                 {
653                         // bots are all blue
654                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
655                                 c1 = c3 = c4 = -1;
656                         else
657                                 c2 = -1;
658                 }
659                 else if(cvar("bot_vs_human") < 0)
660                 {
661                         // bots are all red
662                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
663                                 c2 = c3 = c4 = -1;
664                         else
665                                 c1 = -1;
666                 }
667         }
668 }
669
670 float PlayerValue(entity p)
671 {
672         if(IsTeamBalanceForced() == 1)
673                 return 1;
674         return 1;
675 }
676
677 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
678 // teams that are allowed will now have their player counts stored in c1...c4
679 void GetTeamCounts(entity ignore)
680 {
681         entity head;
682         float value, bvalue;
683         // now count how many players are on each team already
684
685         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
686         // also remember the lowest-scoring player
687
688         FOR_EACH_PLAYER(head)
689         {
690                 if(head != ignore)// && head.netname != "")
691                 {
692                         value = PlayerValue(head);
693                         if(clienttype(head) == CLIENTTYPE_BOT)
694                                 bvalue = value;
695                         else
696                                 bvalue = 0;
697                         if(head.team == COLOR_TEAM1)
698                         {
699                                 if(c1 >= 0)
700                                 {
701                                         c1 = c1 + value;
702                                         cb1 = cb1 + bvalue;
703                                 }
704                         }
705                         if(head.team == COLOR_TEAM2)
706                         {
707                                 if(c2 >= 0)
708                                 {
709                                         c2 = c2 + value;
710                                         cb2 = cb2 + bvalue;
711                                 }
712                         }
713                         if(head.team == COLOR_TEAM3)
714                         {
715                                 if(c3 >= 0)
716                                 {
717                                         c3 = c3 + value;
718                                         cb3 = cb3 + bvalue;
719                                 }
720                         }
721                         if(head.team == COLOR_TEAM4)
722                         {
723                                 if(c4 >= 0)
724                                 {
725                                         c4 = c4 + value;
726                                         cb4 = cb4 + bvalue;
727                                 }
728                         }
729                 }
730         }
731 }
732
733 // returns # of smallest team (1, 2, 3, 4)
734 // NOTE: Assumes CheckAllowedTeams has already been called!
735 float FindSmallestTeam(entity pl, float ignore_pl)
736 {
737         float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
738         totalteams = 0;
739
740         // find out what teams are available
741         //CheckAllowedTeams();
742
743         // make sure there are at least 2 teams to join
744         if(c1 >= 0)
745                 totalteams = totalteams + 1;
746         if(c2 >= 0)
747                 totalteams = totalteams + 1;
748         if(c3 >= 0)
749                 totalteams = totalteams + 1;
750         if(c4 >= 0)
751                 totalteams = totalteams + 1;
752
753         if(cvar("bot_vs_human"))
754                 totalteams += 1;
755
756         if(totalteams <= 1)
757         {
758                 if(g_domination)
759                         error("Too few teams available for domination\n");
760                 else if(g_ctf)
761                         error("Too few teams available for ctf\n");
762                 else if(g_keyhunt)
763                         error("Too few teams available for key hunt\n");
764                 else
765                         error("Too few teams available for team deathmatch\n");
766         }
767
768         // count how many players are in each team
769         if(ignore_pl)
770                 GetTeamCounts(pl);
771         else
772                 GetTeamCounts(world);
773
774         // c1...c4 now have counts of each team
775         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
776
777         smallestteam = 0;
778         smallestteam_count = 999999999;
779         smallestteam_score = 999999999;
780
781         // 2 gives priority to what team you're already on, 1 goes in order
782         // 2 doesn't seem to work though...
783         balance_type = 1;
784
785         if(bots_would_leave)
786         //if(pl.classname != "player")
787         if(clienttype(pl) != CLIENTTYPE_BOT)
788         {
789                 c1 -= cb1 * 255.0/256;
790                 c2 -= cb2 * 255.0/256;
791                 c3 -= cb3 * 255.0/256;
792                 c4 -= cb4 * 255.0/256;
793         }
794
795         if(balance_type == 1)
796         {
797                 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
798                 {
799                         smallestteam = 1;
800                         smallestteam_count = c1;
801                         smallestteam_score = team1_score;
802                 }
803                 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
804                 {
805                         smallestteam = 2;
806                         smallestteam_count = c2;
807                         smallestteam_score = team2_score;
808                 }
809                 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
810                 {
811                         smallestteam = 3;
812                         smallestteam_count = c3;
813                         smallestteam_score = team3_score;
814                 }
815                 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
816                 {
817                         smallestteam = 4;
818                         smallestteam_count = c4;
819                         smallestteam_score = team4_score;
820                 }
821         }
822         else
823         {
824                 if(c1 >= 0 && (c1 < smallestteam_count ||
825                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
826                 {
827                         smallestteam = 1;
828                         smallestteam_count = c1;
829                 }
830                 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
831                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
832                 {
833                         smallestteam = 2;
834                         smallestteam_count = c2;
835                 }
836                 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
837                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
838                 {
839                         smallestteam = 3;
840                         smallestteam_count = c3;
841                 }
842                 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
843                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
844                 {
845                         smallestteam = 4;
846                         smallestteam_count = c4;
847                 }
848         }
849
850         return smallestteam;
851 }
852
853 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
854 {
855         float smallest, selectedteam;
856
857         // don't join a team if we're not playing a team game
858         if(!cvar("teamplay") && !g_domination && !g_ctf && !g_keyhunt)
859                 return 0;
860
861         // find out what teams are available
862         CheckAllowedTeams(pl);
863
864         if(g_domination)
865         {
866                 // <div0> WHY? TODO
867                 if(cvar("g_domination_default_teams") < 3)
868                         c3 = 999999999;
869                 if(cvar("g_domination_default_teams") < 4)
870                         c4 = 999999999;
871         }
872
873         // if we don't care what team he ends up on, put him on whatever team he entered as.
874         // if he's not on a valid team, then let other code put him on the smallest team
875         if(!forcebestteam)
876         {
877                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
878                         selectedteam = pl.team;
879                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
880                         selectedteam = pl.team;
881                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
882                         selectedteam = pl.team;
883                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
884                         selectedteam = pl.team;
885                 else
886                         selectedteam = -1;
887                 if(selectedteam > 0)
888                 {
889                         if(!only_return_best)
890                         {
891                                 SetPlayerColors(pl, selectedteam - 1);
892                                 LogTeamchange(pl);
893                         }
894                         return selectedteam;
895                 }
896                 // otherwise end up on the smallest team (handled below)
897         }
898
899         smallest = FindSmallestTeam(pl, TRUE);
900
901
902         if(!only_return_best)
903         {
904                 TeamchangeFrags(self);
905                 if(smallest == 1)
906                 {
907                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
908                 }
909                 else if(smallest == 2)
910                 {
911                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
912                 }
913                 else if(smallest == 3)
914                 {
915                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
916                 }
917                 else if(smallest == 4)
918                 {
919                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
920                 }
921                 else
922                 {
923                         error("smallest team: invalid team\n");
924                 }
925                 LogTeamchange(pl);
926                 if(pl.deadflag == DEAD_NO)
927                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
928         }
929
930         return smallest;
931 }
932
933 //void() ctf_playerchanged;
934 void SV_ChangeTeam(float _color)
935 {
936         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
937
938         // in normal deathmatch we can just apply the color and we're done
939         if(!cvar("teamplay")) {
940                 SetPlayerColors(self, _color);
941                 return;
942         }
943
944         scolor = self.clientcolors & 0x0F;
945         dcolor = _color & 0x0F;
946
947         if(scolor == COLOR_TEAM1 - 1)
948                 steam = 1;
949         else if(scolor == COLOR_TEAM2 - 1)
950                 steam = 2;
951         else if(scolor == COLOR_TEAM3 - 1)
952                 steam = 3;
953         else if(scolor == COLOR_TEAM4 - 1)
954                 steam = 4;
955         if(dcolor == COLOR_TEAM1 - 1)
956                 dteam = 1;
957         else if(dcolor == COLOR_TEAM2 - 1)
958                 dteam = 2;
959         else if(dcolor == COLOR_TEAM3 - 1)
960                 dteam = 3;
961         else if(dcolor == COLOR_TEAM4 - 1)
962                 dteam = 4;
963
964         CheckAllowedTeams(self);
965
966         if(dteam == 1 && c1 < 0) dteam = 4;
967         if(dteam == 4 && c4 < 0) dteam = 3;
968         if(dteam == 3 && c3 < 0) dteam = 2;
969         if(dteam == 2 && c2 < 0) dteam = 1;
970
971         // not changing teams
972         if(scolor == dcolor)
973         {
974                 //bprint("same team change\n");
975                 SetPlayerTeam(self, dteam, steam, TRUE);
976                 return;
977         }
978
979         if(cvar("teamplay"))
980         {
981                 if(cvar("g_campaign") || cvar("g_changeteam_banned"))
982                 {
983                         sprint(self, "Team changes not allowed\n");
984                         return; // changing teams is not allowed
985                 }
986
987                 if(!cvar("g_campaign") && cvar("g_balance_teams_prevent_imbalance"))
988                 {
989                         // only allow changing to a smaller or equal size team
990
991                         // find out what teams are available
992                         //CheckAllowedTeams();
993                         // count how many players on each team
994                         GetTeamCounts(world);
995
996                         // get desired team
997                         if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
998                         {
999                                 dcount = c1;
1000                                 dbotcount = cb1;
1001                         }
1002                         else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1003                         {
1004                                 dcount = c2;
1005                                 dbotcount = cb2;
1006                         }
1007                         else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1008                         {
1009                                 dcount = c3;
1010                                 dbotcount = cb3;
1011                         }
1012                         else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1013                         {
1014                                 dcount = c4;
1015                                 dbotcount = cb4;
1016                         }
1017                         else
1018                         {
1019                                 sprint(self, "Cannot change to an invalid team\n");
1020
1021                                 return;
1022                         }
1023
1024                         // get starting team
1025                         if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1026                                 scount = c1;
1027                         else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1028                                 scount = c2;
1029                         else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1030                                 scount = c3;
1031                         else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1032                                 scount = c4;
1033
1034                         if(scount) // started at a valid, nonempty team
1035                         {
1036                                 // check if we're trying to change to a larger team that doens't have bots to swap with
1037                                 if(dcount >= scount && dbotcount <= 0)
1038                                 {
1039                                         sprint(self, "Cannot change to a larger team\n");
1040                                         return; // can't change to a larger team
1041                                 }
1042                         }
1043                 }
1044         }
1045
1046 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1047
1048         if(cvar("teamplay") && 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(cvar("teamplay") && 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 float lastRebalanceInfo;
1207 void CauseRebalance(float source_team, float howmany_toomany)
1208 {
1209         float steam;
1210         entity head;
1211
1212         if(IsTeamBalanceForced() == 1)
1213         {
1214                 bprint("Rebalancing Teams\n");
1215                 ShufflePlayerOutOfTeam(source_team);
1216         }
1217         else
1218         {
1219                 if(howmany_toomany < cvar("g_balance_teams_complain"))
1220                         return;
1221                 if(time < lastRebalanceInfo + 90)
1222                         return;
1223                 lastRebalanceInfo = time;
1224                 if(source_team == 1)
1225                         steam = COLOR_TEAM1;
1226                 else if(source_team == 2)
1227                         steam = COLOR_TEAM2;
1228                 else if(source_team == 3)
1229                         steam = COLOR_TEAM3;
1230                 else if(source_team == 4)
1231                         steam = COLOR_TEAM4;
1232                 ServerConsoleEcho(strcat("Team ", ftos(source_team), " too large, complaining."), TRUE);
1233                 FOR_EACH_REALPLAYER(head)
1234                 {
1235                         if(head.team == steam)
1236                         {
1237                                 sprint(head, "\{1}\{13}^3SERVER NOTICE:^7 One of you please change teams!\n");
1238                                 centerprint_atprio(head, CENTERPRIO_REBALANCE, "^3SERVER NOTICE:\n\n^7Someone of you please change teams!");
1239                         }
1240                 }
1241         }
1242 }
1243
1244 // part of g_balance_teams_force
1245 // occasionally perform an audit of the teams to make
1246 // sure they're more or less balanced in player count.
1247 void AuditTeams()
1248 {
1249         float numplayers, numteams, smallest, toomany;
1250         float balance;
1251         balance = IsTeamBalanceForced();
1252         if(balance == 0)
1253                 return;
1254
1255         if(audit_teams_time > time)
1256                 return;
1257
1258         audit_teams_time = time + 4 + random();
1259
1260 //      bprint("Auditing teams\n");
1261
1262         CheckAllowedTeams(world);
1263         GetTeamCounts(world);
1264
1265
1266         numteams = numplayers = smallest = 0;
1267         if(c1 >= 0)
1268         {
1269                 numteams = numteams + 1;
1270                 numplayers = numplayers + c1;
1271                 smallest = c1;
1272         }
1273         if(c2 >= 0)
1274         {
1275                 numteams = numteams + 1;
1276                 numplayers = numplayers + c2;
1277                 if(c2 < smallest)
1278                         smallest = c2;
1279         }
1280         if(c3 >= 0)
1281         {
1282                 numteams = numteams + 1;
1283                 numplayers = numplayers + c3;
1284                 if(c3 < smallest)
1285                         smallest = c3;
1286         }
1287         if(c4 >= 0)
1288         {
1289                 numteams = numteams + 1;
1290                 numplayers = numplayers + c4;
1291                 if(c4 < smallest)
1292                         smallest = c4;
1293         }
1294
1295         if(numplayers <= 0)
1296                 return; // no players to move around
1297         if(numteams < 2)
1298                 return; // don't bother shuffling if for some reason there aren't any teams
1299
1300         toomany = smallest + 1;
1301
1302         if(c1 && c1 > toomany)
1303                 CauseRebalance(1, c1 - toomany);
1304         if(c2 && c2 > toomany)
1305                 CauseRebalance(2, c2 - toomany);
1306         if(c3 && c3 > toomany)
1307                 CauseRebalance(3, c3 - toomany);
1308         if(c4 && c4 > toomany)
1309                 CauseRebalance(4, c4 - toomany);
1310
1311         // if teams are still unbalanced, balance them further in the next audit,
1312         // which will happen sooner (keep doing rapid audits until things are in order)
1313         audit_teams_time = time + 0.7 + random()*0.3;
1314 }
1315
1316
1317
1318 // code from here on is just to support maps that don't have team entities
1319 void tdm_spawnteam (string teamname, float teamcolor)
1320 {
1321         local entity e;
1322         e = spawn();
1323         e.classname = "tdm_team";
1324         e.netname = teamname;
1325         e.cnt = teamcolor;
1326         e.team = e.cnt + 1;
1327 };
1328
1329 // spawn some default teams if the map is not set up for tdm
1330 void tdm_spawnteams()
1331 {
1332         float numteams;
1333
1334         numteams = cvar("g_tdm_teams");
1335
1336         tdm_spawnteam("Red", COLOR_TEAM1-1);
1337         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1338         if(numteams >= 3)
1339                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1340         if(numteams >= 4)
1341                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1342 };
1343
1344 void tdm_delayedinit()
1345 {
1346         self.think = SUB_Remove;
1347         self.nextthink = time;
1348         // if no teams are found, spawn defaults
1349         if (find(world, classname, "tdm_team") == world)
1350                 tdm_spawnteams();
1351 };
1352
1353 void tdm_init()
1354 {
1355         local entity e;
1356         e = spawn();
1357         e.think = tdm_delayedinit;
1358         e.nextthink = time + 0.1;
1359 };
1360
1361