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correctly handle bots now between spectate/unspectate...
[divverent/nexuiz.git] / data / qcsrc / server / teamplay.qc
1 float GAME_DEATHMATCH           = 1;
2 float GAME_TEAM_DEATHMATCH      = 2;
3 float GAME_DOMINATION           = 3;
4 float GAME_CTF                  = 4;
5 float GAME_RUNEMATCH            = 5;
6 float GAME_LMS                  = 6;
7 float GAME_ARENA                = 7;
8 float GAME_KEYHUNT              = 8;
9
10 // client counts for each team
11 float c1, c2, c3, c4;
12 // # of bots on those teams
13 float cb1, cb2, cb3, cb4;
14
15 float g_domination, g_ctf, g_tdm, g_keyhunt;
16
17 float audit_teams_time;
18
19 float() IsTeamBalanceForced = {
20         if(intermission_running)
21                 return 0; // no rebalancing whatsoever please
22         if(!cvar("teamplay"))
23                 return 0;
24         if(cvar("g_campaign"))
25                 return 0;
26         if(!cvar("g_balance_teams_force"))
27                 return -1;
28         return 1;
29 }
30
31 void TeamchangeFrags(entity e)
32 {
33         if(e.classname == "player")
34         {
35                 // reduce frags during a team change
36                 DistributeFragsAmongTeam(e, (e.clientcolors & 0x0F) + 1, 1 - cvar("g_changeteam_fragtransfer") / 100);
37         }
38 }
39
40 string TeamName(float t)
41 {
42         // fixme: Search for team entities and get their .netname's!
43         if(t == COLOR_TEAM1)
44                 return "Red Team";
45         if(t == COLOR_TEAM2)
46                 return "Blue Team";
47         if(t == COLOR_TEAM3)
48                 return "Yellow Team";
49         if(t == COLOR_TEAM4)
50                 return "Pink Team";
51         return "Neutral Team";
52 }
53 string ColoredTeamName(float t)
54 {
55         // fixme: Search for team entities and get their .netname's!
56         if(t == COLOR_TEAM1)
57                 return "^1Red Team^7";
58         if(t == COLOR_TEAM2)
59                 return "^4Blue Team^7";
60         if(t == COLOR_TEAM3)
61                 return "^3Yellow Team^7";
62         if(t == COLOR_TEAM4)
63                 return "^6Pink Team^7";
64         return "Neutral Team";
65 }
66 string TeamNoName(float t)
67 {
68         // fixme: Search for team entities and get their .netname's!
69         if(t == 1)
70                 return "Red Team";
71         if(t == 2)
72                 return "Blue Team";
73         if(t == 3)
74                 return "Yellow Team";
75         if(t == 4)
76                 return "Pink Team";
77         return "Neutral Team";
78 }
79
80 void dom_init();
81 void ctf_init();
82 void runematch_init();
83 void tdm_init();
84
85 void(entity pl) LogTeamchange =
86 {
87         string str;
88         if(!cvar("sv_eventlog"))
89                 return;
90         if(pl.playerid < 1)
91                 return;
92         str = strcat(":team:", ftos(pl.playerid), ":");
93         str = strcat(str, ftos(pl.team));
94         GameLogEcho(str, FALSE);
95 }
96
97 void ResetGameCvars()
98 {
99         cvar_set("g_tdm", "0");
100         cvar_set("g_domination", "0");
101         cvar_set("g_ctf", "0");
102         cvar_set("g_runematch", "0");
103         cvar_set("g_lms", "0");
104         cvar_set("g_arena", "0");
105         cvar_set("g_keyhunt", "0");
106         cvar_set("teamplay", "0");
107 }
108
109 void ActivateTeamplay()
110 {
111         float teamplay_default;
112         teamplay_default = cvar("teamplay_default");
113
114         if(teamplay_default)
115                 cvar_set("teamplay", ftos(teamplay_default));
116         else
117                 cvar_set("teamplay", "3");
118 }
119
120 void InitGameplayMode()
121 {
122         float fraglimit_override, timelimit_override;
123
124         VoteReset();
125
126         game = cvar ("gamecfg");        // load game options
127
128         // game cvars get reset before map changes
129         // then map's cfg sets them as desired
130
131         // FIXME: also set a message or game mode name to print to players when the join
132
133         // set both here, gamemode can override it later
134         timelimit_override = cvar("timelimit_override");
135         fraglimit_override = cvar("fraglimit_override");
136
137         if(game == GAME_DOMINATION || cvar("g_domination"))
138         {
139                 ResetGameCvars();
140                 game = GAME_DOMINATION;
141                 cvar_set("g_domination", "1");
142
143                 ActivateTeamplay();
144
145                 fraglimit_override = cvar("g_domination_point_limit");
146
147                 gamemode_name = "Domination";
148                 teams_matter = 1;
149         }
150         else if(game == GAME_CTF || cvar("g_ctf"))
151         {
152                 ResetGameCvars();
153                 game = GAME_CTF;
154                 cvar_set("g_ctf", "1");
155
156                 ActivateTeamplay();
157
158                 fraglimit_override = cvar("g_ctf_capture_limit");
159
160                 gamemode_name = "Capture the Flag";
161                 teams_matter = 1;
162         }
163         else if((game == GAME_RUNEMATCH || cvar("g_runematch")) && !cvar("g_minstagib"))
164         {
165                 game = GAME_RUNEMATCH;
166                 cvar_set("g_runematch", "1");
167
168                 if(cvar("deathmatch_force_teamplay"))
169                         ActivateTeamplay();
170
171                 fraglimit_override = cvar("g_runematch_point_limit");
172
173                 gamemode_name = "Rune Match";
174                 if(cvar("teamplay"))
175                         teams_matter = 1;
176                 else
177                         teams_matter = 0;
178         }
179         else if(game == GAME_DEATHMATCH || game == GAME_TEAM_DEATHMATCH || cvar("g_tdm"))
180         {
181                 if(!cvar("deathmatch"))
182                         cvar_set("deathmatch", "1");
183
184
185                 if(game == GAME_TEAM_DEATHMATCH || cvar("g_tdm") || cvar("deathmatch_force_teamplay"))
186                 {
187                         ResetGameCvars();
188                         game = GAME_TEAM_DEATHMATCH;
189                         gamemode_name = "Team Deathmatch";
190                         ActivateTeamplay();
191                         teams_matter = 1;
192                         cvar_set("g_tdm", "1");
193                 }
194                 else
195                 {
196                         ResetGameCvars();
197                         game = GAME_DEATHMATCH;
198                         gamemode_name = "Deathmatch";
199                         teams_matter = 0;
200                 }
201
202                 fraglimit_override = cvar("fraglimit_override");
203         }
204         else if(game == GAME_LMS || cvar("g_lms"))
205         {
206                 ResetGameCvars();
207                 game = GAME_LMS;
208                 cvar_set("g_lms", "1");
209                 fraglimit_override = cvar("g_lms_lives_override");
210                 if(fraglimit_override == 0)
211                         fraglimit_override = -1;
212                 gamemode_name = "Last Man Standing";
213                 teams_matter = 0;
214                 lms_lowest_lives = 999;
215         }
216         else if(game == GAME_ARENA || cvar("g_arena"))
217         {
218                 ResetGameCvars();
219                 game = GAME_ARENA;
220                 cvar_set("g_arena", "1");
221                 fraglimit_override = cvar("g_arena_point_limit");
222                 maxspawned = cvar("g_arena_maxspawned");
223                 if(maxspawned < 2)
224                         maxspawned = 2;
225                 arena_roundbased = cvar("g_arena_roundbased");
226                 gamemode_name = "Arena";
227                 teams_matter = 0;
228         }
229         else if(game == GAME_KEYHUNT || cvar("g_keyhunt"))
230         {
231                 ResetGameCvars();
232                 game = GAME_KEYHUNT;
233                 cvar_set("g_keyhunt", "1");
234                 fraglimit_override = cvar("g_keyhunt_point_limit");
235                 ActivateTeamplay();
236                 gamemode_name = "Key Hunt";
237                 teams_matter = 1;
238         }
239         else
240         {
241                 // we can only assume...
242                 ResetGameCvars();
243                 gamemode_name = "Deathmatch";
244                 teams_matter = 0;
245         }
246 /*      else if(game == GAME_TEAM_DEATHMATCH)
247         {
248                 if(!cvar("deathmatch"))
249                         cvar_set("deathmatch", "1");
250
251                 //if(!cvar("teamplay"))
252                 //      cvar_set("teamplay", "3");
253                 ActivateTeamplay();
254
255                 fraglimit_override = cvar("fraglimit_override");
256         }*/
257
258         // enforce the server's universal frag/time limits
259         if(!cvar("g_campaign"))
260         {
261                 if(fraglimit_override >= 0)
262                         cvar_set("fraglimit", ftos(fraglimit_override));
263                 if(timelimit_override >= 0)
264                         cvar_set("timelimit", ftos(timelimit_override));
265         }
266
267         if (game == GAME_DOMINATION)//cvar("g_domination"))
268                 dom_init();
269         else if (game == GAME_CTF)//cvar("g_ctf"))
270                 ctf_init();
271         else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
272                 runematch_init();
273         else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
274                 tdm_init();
275         else if (game == GAME_KEYHUNT)//cvar("g_keyhunt"))
276                 kh_init();
277
278         // those mutators rule each other out
279         if(cvar("g_minstagib"))
280         {
281                 cvar_set("g_instagib", "0");
282                 cvar_set("g_rocketarena", "0");
283         }
284         if(cvar("g_instagib"))
285         {
286                 cvar_set("g_minstagib", "0");
287                 cvar_set("g_rocketarena", "0");
288         }
289         if(cvar("g_rocketarena"))
290         {
291                 cvar_set("g_instagib", "0");
292                 cvar_set("g_minstagib", "0");
293         }
294
295         registercvar("_motd", "");
296         registercvar("_mutatormsg", "");
297         cvar_set("_motd", wordwrap(cvar_string("sv_motd"), 50));
298         cvar_set("_mutatormsg", wordwrap(cvar_string("g_mutatormsg"), 50));
299
300         g_domination = cvar("g_domination");
301         g_ctf = cvar("g_ctf");
302         g_tdm = cvar("g_tdm");
303         g_keyhunt = cvar("g_keyhunt");
304 }
305
306 string GetClientVersionMessage(float v) {
307         local string versionmsg;
308         if (v == 1) {
309                 versionmsg = "^1client is too old to get versioninfo.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nUPDATE!!! (http://www.nexuiz.com)^8";
310                 // either that or someone wants to be funny
311         } else if (v != cvar("gameversion")) {
312                 if(v < cvar("gameversion")) {
313                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
314                 } else {
315                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
316                 }
317         } else {
318                 versionmsg = "^2client version and server version are compatible.^8";
319         }
320         return strzone(versionmsg);
321
322 }
323
324
325 void PrintWelcomeMessage(entity pl)
326 {
327         string s, mutator, modifications, padding;
328
329         /*if(self.welcomemessage_time > time)
330                 return;
331         self.welcomemessage_time = time + 0.8; */
332
333         if(self.cvar_scr_centertime == 0) return;
334         if(self.welcomemessage_time > time) return;
335         self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
336
337         if(cvar("g_campaign"))
338         {
339                 centerprint(pl, campaign_message);
340                 return;
341         }
342
343         if(self.classname == "observer")
344         {
345                 if(cvar("g_lms") && self.frags <= 0 && self.frags > -666)
346                         return centerprint(self, strcat(NEWLINES, "^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players"));
347                 else if(cvar("g_lms") && self.frags == -666)
348                         return centerprint(self, strcat(NEWLINES, "^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players"));
349         }
350         else if(self.classname == "spectator")
351         {
352                 if ((cvar("g_lms") && self.frags < 1) || cvar("g_arena"))
353                         return centerprint(self, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
354                 else
355                         return centerprint(self, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
356         }
357
358
359         if(cvar("g_minstagib"))
360                 mutator = "^2Minstagib ^1";
361         else if(cvar("g_instagib"))
362                 mutator = "^2Instagib ^1";
363         else if(cvar("g_rocketarena"))
364                 mutator = "^2Rocketarena ^1";
365         else if(cvar("g_nixnex"))
366                 mutator = "^2No Items Nexuiz ^1";
367
368         if(cvar("g_midair")) {
369                 // to protect against unheedingly made changes
370                 if (modifications) {
371                         modifications = strcat(modifications, ", ");
372                 }
373                 modifications = "midair";
374         }
375         if(cvar("g_vampire")) {
376                 if (modifications) {
377                         modifications = strcat(modifications, ", ");
378                 }
379                 modifications = strcat(modifications, "vampire");
380         }
381         if(cvar("g_laserguided_missile")) {
382                 if (modifications) {
383                         modifications = strcat(modifications, ", ");
384                 }
385                 modifications = strcat(modifications, "laser-guided-missiles");
386         }
387
388         local string versionmessage;
389         versionmessage = GetClientVersionMessage(self.version);
390
391         s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
392         s = strcat(s, "^8\n\nmatch type is ^1", mutator, gamemode_name, "^8\n");
393
394         if(modifications != "")
395                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
396
397         if((self.classname == "observer" || self.classname == "spectator") && self.version == cvar("gameversion")) {
398                 if(!cvar("g_arena"))
399                         s = strcat(s,"^7\n\n\npress jump to play\npress attack to spectate other players\n\n");
400                 else if(player_count < 2 && arena_roundbased)
401                 {
402                         s = strcat(s, "\n\n\n^1waiting for second player to start match^7\n\n");
403                 }
404                 else
405                 {
406                         s = strcat(s, "\n\n\n");
407                         if(champion)
408                                 s = strcat(s, "^7current champion is: ", champion.netname, "\n\n");
409                         s = strcat(s,"^7press attack to spectate other players\n\n");
410                 }
411         }
412
413
414         s = strzone(s);
415
416         if (cvar("g_grappling_hook"))
417                 s = strcat(s, "\n\n^8grappling hook is enabled, press 'e' to use it\n");
418
419         if (cvar_string("_mutatormsg") != "") {
420                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cvar_string("_mutatormsg"));
421         }
422
423         if (cvar_string("_motd") != "") {
424                 s = strcat(s, "\n\n^8MOTD: ^7", cvar_string("_motd"));
425         }
426
427         s = strcat(s, "\n");
428         if(cvar("fraglimit"))
429         {
430                 padding = "";
431                 if(cvar("timelimit"))
432                         padding = "        ";
433                         //        " minutes"
434                 s = strcat(s, "\n^8frag limit: ^7", cvar_string("fraglimit"), padding);
435         }
436         if(cvar("timelimit"))
437                 s = strcat(s, "\n^8time limit: ^7", cvar_string("timelimit"), " minutes");
438
439         s = strzone(s);
440
441         centerprint(pl, s);
442         //sprint(pl, s);
443
444         strunzone(s);
445 }
446
447
448 void SetPlayerColors(entity pl, float _color)
449 {
450         /*string s;
451         s = ftos(cl);
452         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
453         pl.team = cl + 1;
454         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
455         pl.clientcolors = 16*cl + cl;*/
456
457         float pants, shirt;
458         pants = _color & 0x0F;
459         shirt = _color & 0xF0;
460
461
462         if(teamplay) {
463                 setcolor(pl, 16*pants + pants);
464         } else {
465                 setcolor(pl, shirt + pants);
466         }
467 }
468
469 void SetPlayerTeam(entity pl, float t, float s, float noprint)
470 {
471         float _color;
472
473         if(t == 4)
474                 _color = COLOR_TEAM4 - 1;
475         else if(t == 3)
476                 _color = COLOR_TEAM3 - 1;
477         else if(t == 2)
478                 _color = COLOR_TEAM2 - 1;
479         else
480                 _color = COLOR_TEAM1 - 1;
481
482         SetPlayerColors(pl,_color);
483
484         if(!noprint && t != s)
485         {
486                 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
487                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
488         }
489
490         if(t != s)
491                 LogTeamchange(pl);
492 }
493
494
495
496
497
498
499 // set c1...c4 to show what teams are allowed
500 void CheckAllowedTeams ()
501 {
502         string teament_name;
503         float dm;
504         entity head;
505
506 //      if(!dom && !ctf)
507 //              dm = 1;
508
509         c1 = c2 = c3 = c4 = -1;
510         cb1 = cb2 = cb3 = cb4 = 0;
511
512         if(g_domination)
513                 teament_name = "dom_team";
514         else if(g_ctf)
515                 teament_name = "ctf_team";
516         else if(g_tdm)
517                 teament_name = "tdm_team";
518         else
519         {
520                 // cover anything else by treating it like tdm with no teams spawned
521                 if(g_keyhunt)
522                         dm = kh_teams;
523                 else
524                         dm = cvar("g_tdm_teams");
525                 if(dm < 2)
526                         error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
527
528                 if(dm >= 4)
529                 {
530                         c1 = c2 = c3 = c4 = 0;
531                 }
532                 else if(dm >= 3)
533                 {
534                         c1 = c2 = c3 = 0;
535                 }
536                 else// if(dm >= 2)
537                 {
538                         c1 = c2 = 0;
539                 }
540                 return;
541         }
542
543         // first find out what teams are allowed
544         head = find(world, classname, teament_name);
545         while(head)
546         {
547                 if(!(g_domination && head.netname == ""))
548                 {
549                         if(head.team == COLOR_TEAM1)
550                         {
551                                 c1 = 0;
552                         }
553                         if(head.team == COLOR_TEAM2)
554                         {
555                                 c2 = 0;
556                         }
557                         if(head.team == COLOR_TEAM3)
558                         {
559                                 c3 = 0;
560                         }
561                         if(head.team == COLOR_TEAM4)
562                         {
563                                 c4 = 0;
564                         }
565                 }
566                 head = find(head, classname, teament_name);
567         }
568 }
569
570 float PlayerValue(entity p)
571 {
572         if(IsTeamBalanceForced() == 1)
573                 return 1;
574         return 1;
575 }
576
577 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
578 // teams that are allowed will now have their player counts stored in c1...c4
579 void GetTeamCounts(entity ignore)
580 {
581         entity head;
582         float value, bvalue;
583         // now count how many players are on each team already
584
585         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
586         // also remember the lowest-scoring player
587
588         FOR_EACH_PLAYER(head)
589         {
590                 if(head != ignore)// && head.netname != "")
591                 {
592                         value = PlayerValue(head);
593                         if(clienttype(head) == CLIENTTYPE_BOT)
594                                 bvalue = value;
595                         else
596                                 bvalue = 0;
597                         if(head.team == COLOR_TEAM1)
598                         {
599                                 if(c1 >= 0)
600                                 {
601                                         c1 = c1 + value;
602                                         cb1 = cb1 + bvalue;
603                                 }
604                         }
605                         if(head.team == COLOR_TEAM2)
606                         {
607                                 if(c2 >= 0)
608                                 {
609                                         c2 = c2 + value;
610                                         cb2 = cb2 + bvalue;
611                                 }
612                         }
613                         if(head.team == COLOR_TEAM3)
614                         {
615                                 if(c3 >= 0)
616                                 {
617                                         c3 = c3 + value;
618                                         cb3 = cb3 + bvalue;
619                                 }
620                         }
621                         if(head.team == COLOR_TEAM4)
622                         {
623                                 if(c4 >= 0)
624                                 {
625                                         c4 = c4 + value;
626                                         cb4 = cb4 + bvalue;
627                                 }
628                         }
629                 }
630         }
631 }
632
633 // returns # of smallest team (1, 2, 3, 4)
634 // NOTE: Assumes CheckAllowedTeams has already been called!
635 float FindSmallestTeam(entity pl, float ignore_pl)
636 {
637         float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
638         totalteams = 0;
639
640         // find out what teams are available
641         //CheckAllowedTeams();
642
643         // make sure there are at least 2 teams to join
644         if(c1 >= 0)
645                 totalteams = totalteams + 1;
646         if(c2 >= 0)
647                 totalteams = totalteams + 1;
648         if(c3 >= 0)
649                 totalteams = totalteams + 1;
650         if(c4 >= 0)
651                 totalteams = totalteams + 1;
652
653         if(totalteams <= 1)
654         {
655                 if(g_domination)
656                         error("Too few teams available for domination\n");
657                 else if(g_ctf)
658                         error("Too few teams available for ctf\n");
659                 else if(g_keyhunt)
660                         error("Too few teams available for key hunt\n");
661                 else
662                         error("Too few teams available for team deathmatch\n");
663         }
664
665
666         // count how many players are in each team
667         if(ignore_pl)
668                 GetTeamCounts(pl);
669         else
670                 GetTeamCounts(world);
671
672         // c1...c4 now have counts of each team
673         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
674
675         smallestteam = 0;
676         smallestteam_count = 999999999;
677         smallestteam_score = 999999999;
678
679         // 2 gives priority to what team you're already on, 1 goes in order
680         // 2 doesn't seem to work though...
681         balance_type = 1;
682
683         if(bots_would_leave)
684         if(pl.classname != "player")
685         if(clienttype(pl) != CLIENTTYPE_BOT)
686         {
687                 c1 -= cb1 * 255.0/256;
688                 c2 -= cb2 * 255.0/256;
689                 c3 -= cb3 * 255.0/256;
690                 c4 -= cb4 * 255.0/256;
691         }
692
693         if(balance_type == 1)
694         {
695                 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
696                 {
697                         smallestteam = 1;
698                         smallestteam_count = c1;
699                         smallestteam_score = team1_score;
700                 }
701                 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
702                 {
703                         smallestteam = 2;
704                         smallestteam_count = c2;
705                         smallestteam_score = team2_score;
706                 }
707                 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
708                 {
709                         smallestteam = 3;
710                         smallestteam_count = c3;
711                         smallestteam_score = team3_score;
712                 }
713                 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
714                 {
715                         smallestteam = 4;
716                         smallestteam_count = c4;
717                         smallestteam_score = team4_score;
718                 }
719         }
720         else
721         {
722                 if(c1 >= 0 && (c1 < smallestteam_count ||
723                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
724                 {
725                         smallestteam = 1;
726                         smallestteam_count = c1;
727                 }
728                 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
729                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
730                 {
731                         smallestteam = 2;
732                         smallestteam_count = c2;
733                 }
734                 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
735                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
736                 {
737                         smallestteam = 3;
738                         smallestteam_count = c3;
739                 }
740                 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
741                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
742                 {
743                         smallestteam = 4;
744                         smallestteam_count = c4;
745                 }
746         }
747
748         return smallestteam;
749 }
750
751 float JoinBestTeam(entity pl, float only_return_best)
752 {
753         float smallest, selectedteam;
754
755         // don't join a team if we're not playing a team game
756         if(!cvar("teamplay") && !g_domination && !g_ctf && !g_keyhunt)
757                 return 0;
758
759         // find out what teams are available
760         CheckAllowedTeams();
761
762         if(cvar("g_domination"))
763         {
764                 if(cvar("g_domination_default_teams") < 3)
765                         c3 = 999999999;
766                 if(cvar("g_domination_default_teams") < 4)
767                         c4 = 999999999;
768         }
769
770         // if we don't care what team he ends up on, put him on whatever team he entered as.
771         // if he's not on a valid team, then let other code put him on the smallest team
772         if(!cvar("g_campaign") && !cvar("g_balance_teams") && !cvar("g_balance_teams_force"))
773         {
774                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
775                         selectedteam = pl.team;
776                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
777                         selectedteam = pl.team;
778                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
779                         selectedteam = pl.team;
780                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
781                         selectedteam = pl.team;
782                 else
783                         selectedteam = -1;
784                 if(selectedteam > 0)
785                 {
786                         if(!only_return_best)
787                         {
788                                 SetPlayerColors(pl, selectedteam - 1);
789                                 LogTeamchange(pl);
790                         }
791                         return selectedteam;
792                 }
793                 // otherwise end up on the smallest team (handled below)
794         }
795
796         smallest = FindSmallestTeam(pl, TRUE);
797
798
799         if(!only_return_best)
800         {
801                 TeamchangeFrags(self);
802                 if(smallest == 1)
803                 {
804                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
805                 }
806                 else if(smallest == 2)
807                 {
808                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
809                 }
810                 else if(smallest == 3)
811                 {
812                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
813                 }
814                 else if(smallest == 4)
815                 {
816                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
817                 }
818                 else
819                 {
820                         error("smallest team: invalid team\n");
821                 }
822                 LogTeamchange(pl);
823                 if(pl.deadflag == DEAD_NO)
824                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
825         }
826
827         return smallest;
828 }
829
830
831 void SV_ChangeTeam(float _color)
832 {
833         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
834
835         // in normal deathmatch we can just apply the color and we're done
836         if(!cvar("teamplay")) {
837                 SetPlayerColors(self, _color);
838                 return;
839         }
840
841         scolor = self.clientcolors & 0x0F;
842         dcolor = _color & 0x0F;
843
844         if(scolor == COLOR_TEAM1 - 1)
845                 steam = 1;
846         else if(scolor == COLOR_TEAM2 - 1)
847                 steam = 2;
848         else if(scolor == COLOR_TEAM3 - 1)
849                 steam = 3;
850         else if(scolor == COLOR_TEAM4 - 1)
851                 steam = 4;
852         if(dcolor == COLOR_TEAM1 - 1)
853                 dteam = 1;
854         else if(dcolor == COLOR_TEAM2 - 1)
855                 dteam = 2;
856         else if(dcolor == COLOR_TEAM3 - 1)
857                 dteam = 3;
858         else if(dcolor == COLOR_TEAM4 - 1)
859                 dteam = 4;
860
861         // remap invalid teams in dom & ctf
862         /*
863         if(cvar("g_ctf") && dteam == 3)
864                 dteam = 2;
865         else if(cvar("g_ctf") && dteam == 4)
866                 dteam = 1;
867         else if((cvar("g_domination") && cvar("g_domination_default_teams") < 3) || (cvar("g_tdm") && cvar("g_tdm_teams") < 3))
868         {
869                 if(dteam == 3)
870                         dteam = 2;
871                 else if(dteam == 4)
872                         dteam = 1;
873         }
874         else if((cvar("g_domination") && cvar("g_domination_default_teams") < 4) || (cvar("g_tdm") && cvar("g_tdm_teams") < 4))
875         {
876                 if(dteam == 4)
877                         dteam = 1;
878         }
879         */
880
881         CheckAllowedTeams();
882         if(dteam == 3 && c3 < 0)
883                 dteam = 2;
884         if(dteam == 4 && c4 < 0)
885                 dteam = 1;
886
887         // not changing teams
888         if(scolor == dcolor)
889         {
890                 //bprint("same team change\n");
891                 SetPlayerTeam(self, dteam, steam, TRUE);
892                 return;
893         }
894
895         if(cvar("teamplay"))
896         {
897                 if(cvar("g_campaign") || cvar("g_changeteam_banned"))
898                 {
899                         sprint(self, "Team changes not allowed\n");
900                         return; // changing teams is not allowed
901                 }
902
903                 if(!cvar("g_campaign") && cvar("g_balance_teams_prevent_imbalance"))
904                 {
905                         // only allow changing to a smaller or equal size team
906
907                         // find out what teams are available
908                         CheckAllowedTeams();
909                         // count how many players on each team
910                         GetTeamCounts(world);
911
912                         // get desired team
913                         if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
914                         {
915                                 dcount = c1;
916                                 dbotcount = cb1;
917                         }
918                         else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
919                         {
920                                 dcount = c2;
921                                 dbotcount = cb2;
922                         }
923                         else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
924                         {
925                                 dcount = c3;
926                                 dbotcount = cb3;
927                         }
928                         else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
929                         {
930                                 dcount = c4;
931                                 dbotcount = cb4;
932                         }
933                         else
934                         {
935                                 sprint(self, "Cannot change to an invalid team\n");
936
937                                 return;
938                         }
939
940                         // get starting team
941                         if(steam == 1)//scolor == COLOR_TEAM1 - 1)
942                                 scount = c1;
943                         else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
944                                 scount = c2;
945                         else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
946                                 scount = c3;
947                         else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
948                                 scount = c4;
949
950                         if(scount) // started at a valid, nonempty team
951                         {
952                                 // check if we're trying to change to a larger team that doens't have bots to swap with
953                                 if(dcount >= scount && dbotcount <= 0)
954                                 {
955                                         sprint(self, "Cannot change to a larger team\n");
956                                         return; // can't change to a larger team
957                                 }
958                         }
959                 }
960         }
961
962 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
963
964         if(cvar("teamplay") && self.classname == "player" && steam != dteam)
965         {
966                 // reduce frags during a team change
967                 TeamchangeFrags(self);
968         }
969
970         SetPlayerTeam(self, dteam, steam, FALSE);
971
972         if(cvar("teamplay") && self.classname == "player" && steam != dteam)
973         {
974                 // kill player when changing teams
975                 if(self.deadflag == DEAD_NO)
976                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
977         }
978 }
979
980 void ShufflePlayerOutOfTeam (float source_team)
981 {
982         float smallestteam, smallestteam_count, steam;
983         float lowest_bot_score, lowest_player_score;
984         entity head, lowest_bot, lowest_player, selected;
985
986         smallestteam = 0;
987         smallestteam_count = 999999999;
988
989         if(c1 >= 0 && c1 < smallestteam_count)
990         {
991                 smallestteam = 1;
992                 smallestteam_count = c1;
993         }
994         if(c2 >= 0 && c2 < smallestteam_count)
995         {
996                 smallestteam = 2;
997                 smallestteam_count = c2;
998         }
999         if(c3 >= 0 && c3 < smallestteam_count)
1000         {
1001                 smallestteam = 3;
1002                 smallestteam_count = c3;
1003         }
1004         if(c4 >= 0 && c4 < smallestteam_count)
1005         {
1006                 smallestteam = 4;
1007                 smallestteam_count = c4;
1008         }
1009
1010         if(!smallestteam)
1011         {
1012                 bprint("warning: no smallest team\n");
1013                 return;
1014         }
1015
1016         if(source_team == 1)
1017                 steam = COLOR_TEAM1;
1018         else if(source_team == 2)
1019                 steam = COLOR_TEAM2;
1020         else if(source_team == 3)
1021                 steam = COLOR_TEAM3;
1022         else if(source_team == 4)
1023                 steam = COLOR_TEAM4;
1024
1025         lowest_bot = world;
1026         lowest_bot_score = 999999999;
1027         lowest_player = world;
1028         lowest_player_score = 999999999;
1029
1030         // find the lowest-scoring player & bot of that team
1031         FOR_EACH_PLAYER(head)
1032         {
1033                 if(head.team == steam)
1034                 {
1035                         if(head.isbot)
1036                         {
1037                                 if(head.frags < lowest_bot_score)
1038                                 {
1039                                         lowest_bot = head;
1040                                         lowest_bot_score = head.frags;
1041                                 }
1042                         }
1043                         else
1044                         {
1045                                 if(head.frags < lowest_player_score)
1046                                 {
1047                                         lowest_player = head;
1048                                         lowest_player_score = head.frags;
1049                                 }
1050                         }
1051                 }
1052         }
1053
1054         // prefers to move a bot...
1055         if(lowest_bot != world)
1056                 selected = lowest_bot;
1057         // but it will move a player if it has to
1058         else
1059                 selected = lowest_player;
1060         // don't do anything if it couldn't find anyone
1061         if(!selected)
1062         {
1063                 bprint("warning: couldn't find a player to move from team\n");
1064                 return;
1065         }
1066
1067         // smallest team gains a member
1068         if(smallestteam == 1)
1069         {
1070                 c1 = c1 + 1;
1071         }
1072         else if(smallestteam == 2)
1073         {
1074                 c2 = c2 + 1;
1075         }
1076         else if(smallestteam == 3)
1077         {
1078                 c3 = c3 + 1;
1079         }
1080         else if(smallestteam == 4)
1081         {
1082                 c4 = c4 + 1;
1083         }
1084         else
1085         {
1086                 bprint("warning: destination team invalid\n");
1087                 return;
1088         }
1089         // source team loses a member
1090         if(source_team == 1)
1091         {
1092                 c1 = c1 + 1;
1093         }
1094         else if(source_team == 2)
1095         {
1096                 c2 = c2 + 2;
1097         }
1098         else if(source_team == 3)
1099         {
1100                 c3 = c3 + 3;
1101         }
1102         else if(source_team == 4)
1103         {
1104                 c4 = c4 + 4;
1105         }
1106         else
1107         {
1108                 bprint("warning: source team invalid\n");
1109                 return;
1110         }
1111
1112         // move the player to the new team
1113         TeamchangeFrags(selected);
1114         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1115
1116         if(selected.deadflag == DEAD_NO)
1117                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1118         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1119 }
1120
1121 float lastRebalanceInfo;
1122 void CauseRebalance(float source_team, float howmany_toomany)
1123 {
1124         float steam;
1125         entity head;
1126
1127         if(IsTeamBalanceForced() == 1)
1128         {
1129                 bprint("Rebalancing Teams\n");
1130                 ShufflePlayerOutOfTeam(source_team);
1131         }
1132         else
1133         {
1134                 if(howmany_toomany < cvar("g_balance_teams_complain"))
1135                         return;
1136                 if(time < lastRebalanceInfo + 90)
1137                         return;
1138                 lastRebalanceInfo = time;
1139                 if(source_team == 1)
1140                         steam = COLOR_TEAM1;
1141                 else if(source_team == 2)
1142                         steam = COLOR_TEAM2;
1143                 else if(source_team == 3)
1144                         steam = COLOR_TEAM3;
1145                 else if(source_team == 4)
1146                         steam = COLOR_TEAM4;
1147                 ServerConsoleEcho(strcat("Team ", ftos(source_team), " too large, complaining."), TRUE);
1148                 FOR_EACH_REALPLAYER(head)
1149                 {
1150                         if(head.team == steam)
1151                         {
1152                                 sprint(head, "\{1}\{13}^3SERVER NOTICE:^7 One of you please change teams!\n");
1153                                 centerprint_atprio(head, CENTERPRIO_REBALANCE, "^3SERVER NOTICE:\n\n^7Someone of you please change teams!");
1154                         }
1155                 }
1156         }
1157 }
1158
1159 // part of g_balance_teams_force
1160 // occasionally perform an audit of the teams to make
1161 // sure they're more or less balanced in player count.
1162 void AuditTeams()
1163 {
1164         float numplayers, numteams, smallest, toomany;
1165         float balance;
1166         balance = IsTeamBalanceForced();
1167         if(balance == 0)
1168                 return;
1169
1170         if(audit_teams_time > time)
1171                 return;
1172
1173         audit_teams_time = time + 4 + random();
1174
1175 //      bprint("Auditing teams\n");
1176
1177         CheckAllowedTeams();
1178         GetTeamCounts(world);
1179
1180
1181         numteams = numplayers = smallest = 0;
1182         if(c1 >= 0)
1183         {
1184                 numteams = numteams + 1;
1185                 numplayers = numplayers + c1;
1186                 smallest = c1;
1187         }
1188         if(c2 >= 0)
1189         {
1190                 numteams = numteams + 1;
1191                 numplayers = numplayers + c2;
1192                 if(c2 < smallest)
1193                         smallest = c2;
1194         }
1195         if(c3 >= 0)
1196         {
1197                 numteams = numteams + 1;
1198                 numplayers = numplayers + c3;
1199                 if(c3 < smallest)
1200                         smallest = c3;
1201         }
1202         if(c4 >= 0)
1203         {
1204                 numteams = numteams + 1;
1205                 numplayers = numplayers + c4;
1206                 if(c4 < smallest)
1207                         smallest = c4;
1208         }
1209
1210         if(numplayers <= 0)
1211                 return; // no players to move around
1212         if(numteams < 2)
1213                 return; // don't bother shuffling if for some reason there aren't any teams
1214
1215         toomany = smallest + 1;
1216
1217         if(c1 && c1 > toomany)
1218                 CauseRebalance(1, c1 - toomany);
1219         if(c2 && c2 > toomany)
1220                 CauseRebalance(2, c2 - toomany);
1221         if(c3 && c3 > toomany)
1222                 CauseRebalance(3, c3 - toomany);
1223         if(c4 && c4 > toomany)
1224                 CauseRebalance(4, c4 - toomany);
1225
1226         // if teams are still unbalanced, balance them further in the next audit,
1227         // which will happen sooner (keep doing rapid audits until things are in order)
1228         audit_teams_time = time + 0.7 + random()*0.3;
1229 }
1230
1231
1232
1233 /*void(entity e, float first) UpdateTeamScore =
1234 {
1235         clientno = e.FIXME;
1236         if(first)
1237         {
1238                 WriteByte (MSG_ALL, SVC_UPDATENAME);
1239                 WriteByte (MSG_ALL, clientno);
1240                 WriteString (MSG_ALL, e.netname);
1241
1242                 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
1243                 WriteByte (MSG_ALL, clientno);
1244                 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
1245         }
1246
1247         WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
1248         WriteByte (MSG_ALL, clientno);
1249         WriteShort (MSG_ALL, e.frags + 10000);
1250 };
1251
1252 */
1253
1254
1255 // code from here on is just to support maps that don't have team entities
1256 void tdm_spawnteam (string teamname, float teamcolor)
1257 {
1258         local entity e;
1259         e = spawn();
1260         e.classname = "tdm_team";
1261         e.netname = teamname;
1262         e.cnt = teamcolor;
1263         e.team = e.cnt + 1;
1264 };
1265
1266 // spawn some default teams if the map is not set up for tdm
1267 void() tdm_spawnteams =
1268 {
1269         float numteams;
1270
1271         numteams = cvar("g_tdm_teams");
1272
1273         tdm_spawnteam("Red", COLOR_TEAM1-1);
1274         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1275 };
1276
1277 void() tdm_delayedinit =
1278 {
1279         self.think = SUB_Remove;
1280         self.nextthink = time;
1281         // if no teams are found, spawn defaults
1282         if (find(world, classname, "tdm_team") == world)
1283                 tdm_spawnteams();
1284 };
1285
1286 void() tdm_init =
1287 {
1288         local entity e;
1289         e = spawn();
1290         e.think = tdm_delayedinit;
1291         e.nextthink = time + 0.1;
1292 };
1293
1294