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