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