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3in1 gameplay patch by Taoki, bot domination fix (now joins yellow/pink teams), dom...
[divverent/nexuiz.git] / data / qcsrc / server / teamplay.qc
1 string cache_mutatormsg;
2 string cache_lastmutatormsg;
3
4 // client counts for each team
5 float c1, c2, c3, c4;
6 // # of bots on those teams
7 float cb1, cb2, cb3, cb4;
8
9 float audit_teams_time;
10
11 float IsTeamBalanceForced()
12 {
13         if(intermission_running)
14                 return 0; // no rebalancing whatsoever please
15         if(!teams_matter)
16                 return 0;
17         if(cvar("g_campaign"))
18                 return 0;
19         if(!cvar("g_balance_teams_force"))
20                 return -1;
21         return 1;
22 }
23
24 void TeamchangeFrags(entity e)
25 {
26         PlayerScore_Clear(e);
27 }
28
29 vector TeamColor(float teem)
30 {
31         switch(teem)
32         {
33                 case COLOR_TEAM1:
34                         return '1 0.0625 0.0625';
35                 case COLOR_TEAM2:
36                         return '0.0625 0.0625 1';
37                 case COLOR_TEAM3:
38                         return '1 1 0.0625';
39                 case COLOR_TEAM4:
40                         return '1 0.0625 1';
41                 default:
42                         return '1 1 1';
43         }
44 }
45
46 string TeamName(float t)
47 {
48         return strcat(Team_ColorName(t), " Team");
49 }
50 string ColoredTeamName(float t)
51 {
52         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
53 }
54 string TeamNoName(float t)
55 {
56         // fixme: Search for team entities and get their .netname's!
57         if(t == 1)
58                 return "Red Team";
59         if(t == 2)
60                 return "Blue Team";
61         if(t == 3)
62                 return "Yellow Team";
63         if(t == 4)
64                 return "Pink Team";
65         return "Neutral Team";
66 }
67
68 void dom_init();
69 void ctf_init();
70 void runematch_init();
71 void tdm_init();
72 void nb_init();
73 void entcs_init();
74
75 void LogTeamchange(entity pl)
76 {
77         string str;
78         if(!cvar("sv_eventlog"))
79                 return;
80         if(pl.playerid < 1)
81                 return;
82         str = strcat(":team:", ftos(pl.playerid), ":");
83         str = strcat(str, ftos(pl.team));
84         GameLogEcho(str);
85 }
86
87 void WriteGameCvars()
88 {
89         cvar_set("g_dm", ftos(g_dm));
90         cvar_set("g_tdm", ftos(g_tdm));
91         cvar_set("g_domination", ftos(g_domination));
92         cvar_set("g_ctf", ftos(g_ctf));
93         cvar_set("g_runematch", ftos(g_runematch));
94         cvar_set("g_lms", ftos(g_lms));
95         cvar_set("g_arena", ftos(g_arena));
96         cvar_set("g_keyhunt", ftos(g_keyhunt));
97         cvar_set("g_assault", ftos(g_assault));
98         cvar_set("g_onslaught", ftos(g_onslaught));
99         cvar_set("g_race", ftos(g_race));
100         cvar_set("g_nexball", ftos(g_nexball));
101         cvar_set("g_cts", ftos(g_cts));
102 }
103
104 void ReadGameCvars()
105 {
106         float found;
107         float prev;
108         float i;
109
110         found = 0;
111         prev = cvar("gamecfg");
112         for(i = 0; i < 2; ++i)
113         {
114                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
115                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
116                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
117                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
118                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
119                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
120                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
121                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
122                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
123                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
124                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
125                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
126                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
127
128                 if(found)
129                         break;
130
131                 prev = -1; // second attempt takes place WITHOUT prev set
132         }
133
134         if(!found)
135                 g_dm = 1;
136
137         if(g_dm && cvar("deathmatch_force_teamplay"))
138         {
139                 g_dm = 0;
140                 g_tdm = 1;
141         }
142
143         teams_matter = 0;
144 }
145
146 void default_delayedinit()
147 {
148         if(!scores_initialized)
149                 ScoreRules_generic();
150 }
151
152 void ActivateTeamplay()
153 {
154         float teamplay_default;
155         teamplay_default = cvar("teamplay_default");
156
157         if(teamplay_default)
158                 teamplay = teamplay_default;
159         else
160                 teamplay = 3;
161         cvar_set("teamplay", ftos(teamplay));
162
163         teams_matter = 1;
164 }
165
166 void InitGameplayMode()
167 {
168         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
169
170         qualifying_override = -1;
171
172         VoteReset();
173
174         teams_matter = 0;
175         cvar_set("teamplay", "0");
176
177         // make sure only ONE type is selected
178         ReadGameCvars();
179         WriteGameCvars();
180
181         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
182         get_mi_min_max(1);
183         world.mins = mi_min;
184         world.maxs = mi_max;
185
186         MapInfo_LoadMapSettings(mapname);
187
188         if not(cvar_value_issafe(world.fog))
189         {
190                 print("The current map contains a potentially harmful fog setting, ignored\n");
191                 world.fog = string_null;
192         }
193         if(MapInfo_Map_fog != "")
194                 if(MapInfo_Map_fog == "none")
195                         world.fog = string_null;
196                 else
197                         world.fog = strzone(MapInfo_Map_fog);
198         clientstuff = strzone(MapInfo_Map_clientstuff);
199
200         MapInfo_ClearTemps();
201
202         // in case mapinfo switched the type
203         ReadGameCvars();
204
205         // set both here, gamemode can override it later
206         timelimit_override = cvar("timelimit_override");
207         fraglimit_override = cvar("fraglimit_override");
208         leadlimit_override = cvar("leadlimit_override");
209
210         if(g_dm)
211         {
212                 game = GAME_DEATHMATCH;
213                 gamemode_name = "Deathmatch";
214         }
215
216         if(g_tdm)
217         {
218                 game = GAME_TEAM_DEATHMATCH;
219                 gamemode_name = "Team Deathmatch";
220                 ActivateTeamplay();
221                 tdm_init();
222         }
223
224         if(g_domination)
225         {
226                 game = GAME_DOMINATION;
227                 gamemode_name = "Domination";
228                 ActivateTeamplay();
229                 fraglimit_override = cvar("g_domination_point_limit");
230                 leadlimit_override = cvar("g_domination_point_leadlimit");
231                 dom_init();
232         }
233
234         if(g_ctf)
235         {
236                 game = GAME_CTF;
237                 gamemode_name = "Capture the Flag";
238                 ActivateTeamplay();
239                 if(cvar("g_campaign"))
240                         g_ctf_win_mode = 2;
241                 else
242                         g_ctf_win_mode = cvar("g_ctf_win_mode");
243                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
244                 if(g_ctf_win_mode == 2)
245                 {
246                         fraglimit_override = cvar("g_ctf_capture_limit");
247                         leadlimit_override = cvar("g_ctf_capture_leadlimit");
248                 }
249                 else
250                 {
251                         fraglimit_override = cvar("capturelimit_override");
252                         leadlimit_override = cvar("captureleadlimit_override");
253                 }
254                 ctf_init();
255         }
256
257         if(g_runematch)
258         {
259                 game = GAME_RUNEMATCH;
260                 gamemode_name = "Rune Match";
261                 if(cvar("deathmatch_force_teamplay"))
262                         ActivateTeamplay();
263                 fraglimit_override = cvar("g_runematch_point_limit");
264                 leadlimit_override = cvar("g_runematch_point_leadlimit");
265                 runematch_init();
266         }
267
268         if(g_lms)
269         {
270                 game = GAME_LMS;
271                 gamemode_name = "Last Man Standing";
272                 fraglimit_override = cvar("g_lms_lives_override");
273                 leadlimit_override = 0; // not supported by LMS
274                 if(fraglimit_override == 0)
275                         fraglimit_override = -1;
276                 lms_lowest_lives = 9999;
277                 lms_next_place = 0;
278                 ScoreRules_lms();
279         }
280
281         if(g_arena)
282         {
283                 game = GAME_ARENA;
284                 gamemode_name = "Arena";
285                 fraglimit_override = cvar("g_arena_point_limit");
286                 leadlimit_override = cvar("g_arena_point_leadlimit");
287                 maxspawned = cvar("g_arena_maxspawned");
288                 if(maxspawned < 2)
289                         maxspawned = 2;
290                 arena_roundbased = cvar("g_arena_roundbased");
291         }
292
293         if(g_keyhunt)
294         {
295                 game = GAME_KEYHUNT;
296                 gamemode_name = "Key Hunt";
297                 ActivateTeamplay();
298                 fraglimit_override = cvar("g_keyhunt_point_limit");
299                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
300                 kh_init();
301         }
302
303         if(g_assault)
304         {
305                 game = GAME_ASSAULT;
306                 gamemode_name = "Assault";
307                 ActivateTeamplay();
308                 ScoreRules_assault();
309         }
310
311         if(g_onslaught)
312         {
313                 game = GAME_ONSLAUGHT;
314                 gamemode_name = "Onslaught";
315                 ActivateTeamplay();
316         }
317
318         if(g_race)
319         {
320                 game = GAME_RACE;
321                 gamemode_name = "Race";
322
323                 if(cvar("g_race_teams"))
324                 {
325                         ActivateTeamplay();
326                         race_teams = bound(2, cvar("g_race_teams"), 4);
327                 }
328                 else
329                         race_teams = 0;
330
331                 qualifying_override = cvar("g_race_qualifying_timelimit_override");
332                 fraglimit_override = cvar("g_race_laps_limit");
333                 leadlimit_override = 0; // currently not supported by race
334         }
335
336         if(g_cts)
337         {
338                 game = GAME_CTS;
339                 gamemode_name = "CTS";
340                 g_race_qualifying = 1;
341                 fraglimit_override = 0;
342                 leadlimit_override = 0;
343         }
344
345         if(g_nexball)
346         {
347                 game = GAME_NEXBALL;
348                 gamemode_name = "Nexball";
349                 fraglimit_override = cvar("g_nexball_goallimit");
350                 leadlimit_override = cvar("g_nexball_goalleadlimit");
351                 ActivateTeamplay();
352                 nb_init();
353         }
354
355         if(teams_matter)
356                 entcs_init();
357
358         // save it (for the next startup)
359         cvar_set("gamecfg", ftos(game));
360
361         cache_mutatormsg = strzone("");
362         cache_lastmutatormsg = strzone("");
363
364         // enforce the server's universal frag/time limits
365         if(!cvar("g_campaign"))
366         {
367                 if(fraglimit_override >= 0)
368                         cvar_set("fraglimit", ftos(fraglimit_override));
369                 if(timelimit_override >= 0)
370                         cvar_set("timelimit", ftos(timelimit_override));
371                 if(leadlimit_override >= 0)
372                         cvar_set("leadlimit", ftos(leadlimit_override));
373                 if(qualifying_override >= 0)
374                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
375         }
376
377         if(g_race)
378         {
379                 // we need to find out the correct value for g_race_qualifying
380                 if(cvar("g_campaign"))
381                 {
382                         g_race_qualifying = 1;
383                 }
384                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
385                 {
386                         g_race_qualifying = 2;
387                         race_fraglimit = cvar("fraglimit");
388                         race_leadlimit = cvar("leadlimit");
389                         race_timelimit = cvar("timelimit");
390                         cvar_set("fraglimit", "0");
391                         cvar_set("leadlimit", "0");
392                         cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
393                 }
394                 else
395                         g_race_qualifying = 0;
396         }
397
398         if(g_race || g_cts)
399         {
400                 if(g_race_qualifying)
401                         independent_players = 1;
402
403                 ScoreRules_race();
404         }
405
406         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
407 }
408
409 string GetClientVersionMessage() {
410         local string versionmsg;
411         if (self.version_mismatch) {
412                 if(self.version < cvar("gameversion")) {
413                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
414                 } else {
415                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
416                 }
417         } else {
418                 versionmsg = "^2client version and server version are compatible.^8";
419         }
420         return versionmsg;
421 }
422
423
424 void PrintWelcomeMessage(entity pl)
425 {
426         string s, modifications, motd;
427
428         if(self.cvar_scr_centertime == 0) return;
429
430         if(cvar("g_campaign"))
431         {
432                 if(self.classname == "player")
433                         return;
434         }
435         else
436         {
437                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
438                         return;
439         }
440
441         if( !(timeoutStatus >= 1) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate
442                 if(self.welcomemessage_time > time) return;
443                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
444         }
445
446         if(cvar("g_campaign"))
447         {
448                 centerprint(pl, campaign_message);
449                 return;
450         }
451
452 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
453         if(!self.BUTTON_INFO)
454         {
455                 // TODO get rid of this too
456                 local string specString;
457                 specString = NEWLINES;
458                 //if(time < game_starttime) //also show the countdown when being a spectator
459                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
460                 //else
461                 if (timeoutStatus != 0)
462                         specString = strcat(specString, "\n\n", getTimeoutText(1));
463                 else
464                 {
465                         if(!self.BUTTON_INFO && self.classname == "player")
466                                 return;
467                         goto normal;
468                 }
469                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
470         }
471
472 :normal
473         modifications = "";
474         if(g_minstagib)
475                 modifications = strcat(modifications, ", MinstaGib");
476         if(g_nixnex)
477                 modifications = strcat(modifications, ", NixNex");
478         if(g_weaponarena)
479                 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
480         if(cvar("g_start_weapon_laser") == 0)
481                 modifications = strcat(modifications, ", No start weapons");
482         if(cvar("sv_gravity") < 800)
483                 modifications = strcat(modifications, ", Low gravity");
484         if(g_cloaked)
485                 modifications = strcat(modifications, ", Cloaked");
486         if(g_footsteps)
487                 modifications = strcat(modifications, ", Steps");
488         if(g_grappling_hook)
489                 modifications = strcat(modifications, ", Hook");
490         if(g_laserguided_missile)
491                 modifications = strcat(modifications, ", LG missiles");
492         if(g_midair)
493                 modifications = strcat(modifications, ", Midair");
494         if(g_vampire)
495                 modifications = strcat(modifications, ", Vampire");
496         if(g_pinata)
497                 modifications = strcat(modifications, ", Pinata");
498         if(g_weapon_stay)
499                 modifications = strcat(modifications, ", Weapons stay");
500         if(g_bloodloss > 0)
501                 modifications = strcat(modifications, ", Bloodloss");
502         if(g_jetpack)
503                 modifications = strcat(modifications, ", Jet pack");
504         modifications = substring(modifications, 2, strlen(modifications) - 2);
505
506         local string versionmessage;
507         versionmessage = GetClientVersionMessage();
508
509         s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
510         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
511
512         if(modifications != "")
513                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
514
515         if(timeoutStatus != 0)
516                 s = strcat(s, "\n\n", getTimeoutText(1));
517
518         if (g_grappling_hook)
519                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
520
521         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
522         {
523                 if(cache_lastmutatormsg)
524                         strunzone(cache_lastmutatormsg);
525                 if(cache_mutatormsg)
526                         strunzone(cache_mutatormsg);
527                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
528                 cache_mutatormsg = strzone(cache_lastmutatormsg);
529         }
530
531         if (cache_mutatormsg != "") {
532                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
533         }
534
535         motd = cvar_string("sv_motd");
536         if (motd != "") {
537                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
538         }
539         s = strcat(s, "\n");
540
541         centerprint(pl, s);
542 }
543
544
545 void SetPlayerColors(entity pl, float _color)
546 {
547         /*string s;
548         s = ftos(cl);
549         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
550         pl.team = cl + 1;
551         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
552         pl.clientcolors = 16*cl + cl;*/
553
554         float pants, shirt;
555         pants = _color & 0x0F;
556         shirt = _color & 0xF0;
557
558
559         if(teams_matter) {
560                 setcolor(pl, 16*pants + pants);
561         } else {
562                 setcolor(pl, shirt + pants);
563         }
564 }
565
566 void SetPlayerTeam(entity pl, float t, float s, float noprint)
567 {
568         float _color;
569
570         if(t == 4)
571                 _color = COLOR_TEAM4 - 1;
572         else if(t == 3)
573                 _color = COLOR_TEAM3 - 1;
574         else if(t == 2)
575                 _color = COLOR_TEAM2 - 1;
576         else
577                 _color = COLOR_TEAM1 - 1;
578
579         SetPlayerColors(pl,_color);
580
581         if(!noprint && t != s)
582         {
583                 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
584                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
585         }
586
587         if(t != s)
588                 LogTeamchange(pl);
589 }
590
591 // set c1...c4 to show what teams are allowed
592 void CheckAllowedTeams (entity for_whom)
593 {
594         float dm;
595         entity head;
596         string teament_name;
597
598         c1 = c2 = c3 = c4 = -1;
599         cb1 = cb2 = cb3 = cb4 = 0;
600
601         if(g_onslaught)
602         {
603                 // onslaught is special
604                 head = findchain(classname, "onslaught_generator");
605                 while (head)
606                 {
607                         if (head.team == COLOR_TEAM1) c1 = 0;
608                         if (head.team == COLOR_TEAM2) c2 = 0;
609                         if (head.team == COLOR_TEAM3) c3 = 0;
610                         if (head.team == COLOR_TEAM4) c4 = 0;
611                         head = head.chain;
612                 }
613         }
614         else if(g_domination)
615                 teament_name = "dom_team";
616         else if(g_ctf)
617                 teament_name = "ctf_team";
618         else if(g_tdm)
619                 teament_name = "tdm_team";
620         else if(g_nexball)
621                 teament_name = "nexball_team";
622         else if(g_assault)
623                 c1 = c2 = 0; // Assault always has 2 teams
624         else
625         {
626                 // cover anything else by treating it like tdm with no teams spawned
627                 if(g_keyhunt)
628                         dm = kh_teams;
629                 else if(g_race)
630                         dm = race_teams;
631                 else
632                         dm = 2;
633
634                 if(dm >= 4)
635                         c1 = c2 = c3 = c4 = 0;
636                 else if(dm >= 3)
637                         c1 = c2 = c3 = 0;
638                 else
639                         c1 = c2 = 0;
640         }
641
642         // find out what teams are allowed if necessary
643         if(teament_name)
644         {
645                 head = find(world, classname, teament_name);
646                 while(head)
647                 {
648                         if(!(g_domination && head.netname == ""))
649                         {
650                                 if(head.team == COLOR_TEAM1)
651                                         c1 = 0;
652                                 else if(head.team == COLOR_TEAM2)
653                                         c2 = 0;
654                                 else if(head.team == COLOR_TEAM3)
655                                         c3 = 0;
656                                 else if(head.team == COLOR_TEAM4)
657                                         c4 = 0;
658                         }
659                         head = find(head, classname, teament_name);
660                 }
661         }
662
663         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
664         if(c3==-1&&c4==-1)
665         if(cvar("bot_vs_human") && for_whom)
666         {
667                 if(cvar("bot_vs_human") > 0)
668                 {
669                         // bots are all blue
670                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
671                                 c1 = c3 = c4 = -1;
672                         else
673                                 c2 = -1;
674                 }
675                 else
676                 {
677                         // bots are all red
678                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
679                                 c2 = c3 = c4 = -1;
680                         else
681                                 c1 = -1;
682                 }
683         }
684 }
685
686 float PlayerValue(entity p)
687 {
688         if(IsTeamBalanceForced() == 1)
689                 return 1;
690         return 1;
691 }
692
693 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
694 // teams that are allowed will now have their player counts stored in c1...c4
695 void GetTeamCounts(entity ignore)
696 {
697         entity head;
698         float value, bvalue;
699         // now count how many players are on each team already
700
701         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
702         // also remember the lowest-scoring player
703
704         FOR_EACH_PLAYER(head)
705         {
706                 if(head != ignore)// && head.netname != "")
707                 {
708                         value = PlayerValue(head);
709                         if(clienttype(head) == CLIENTTYPE_BOT)
710                                 bvalue = value;
711                         else
712                                 bvalue = 0;
713                         if(head.team == COLOR_TEAM1)
714                         {
715                                 if(c1 >= 0)
716                                 {
717                                         c1 = c1 + value;
718                                         cb1 = cb1 + bvalue;
719                                 }
720                         }
721                         if(head.team == COLOR_TEAM2)
722                         {
723                                 if(c2 >= 0)
724                                 {
725                                         c2 = c2 + value;
726                                         cb2 = cb2 + bvalue;
727                                 }
728                         }
729                         if(head.team == COLOR_TEAM3)
730                         {
731                                 if(c3 >= 0)
732                                 {
733                                         c3 = c3 + value;
734                                         cb3 = cb3 + bvalue;
735                                 }
736                         }
737                         if(head.team == COLOR_TEAM4)
738                         {
739                                 if(c4 >= 0)
740                                 {
741                                         c4 = c4 + value;
742                                         cb4 = cb4 + bvalue;
743                                 }
744                         }
745                 }
746         }
747 }
748
749 // returns # of smallest team (1, 2, 3, 4)
750 // NOTE: Assumes CheckAllowedTeams has already been called!
751 float FindSmallestTeam(entity pl, float ignore_pl)
752 {
753         float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
754         totalteams = 0;
755
756         // find out what teams are available
757         //CheckAllowedTeams();
758
759         // make sure there are at least 2 teams to join
760         if(c1 >= 0)
761                 totalteams = totalteams + 1;
762         if(c2 >= 0)
763                 totalteams = totalteams + 1;
764         if(c3 >= 0)
765                 totalteams = totalteams + 1;
766         if(c4 >= 0)
767                 totalteams = totalteams + 1;
768
769         if(cvar("bot_vs_human"))
770                 totalteams += 1;
771
772         if(totalteams <= 1)
773         {
774                 if(g_domination)
775                         error("Too few teams available for domination\n");
776                 else if(g_ctf)
777                         error("Too few teams available for ctf\n");
778                 else if(g_keyhunt)
779                         error("Too few teams available for key hunt\n");
780                 else
781                         error("Too few teams available for team deathmatch\n");
782         }
783
784         // count how many players are in each team
785         if(ignore_pl)
786                 GetTeamCounts(pl);
787         else
788                 GetTeamCounts(world);
789
790         // c1...c4 now have counts of each team
791         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
792
793         smallestteam = 0;
794         smallestteam_count = 999999999;
795         smallestteam_score = 999999999;
796
797         // 2 gives priority to what team you're already on, 1 goes in order
798         // 2 doesn't seem to work though...
799         balance_type = 1;
800
801         if(bots_would_leave)
802         //if(pl.classname != "player")
803         if(clienttype(pl) != CLIENTTYPE_BOT)
804         {
805                 c1 -= cb1 * 255.0/256;
806                 c2 -= cb2 * 255.0/256;
807                 c3 -= cb3 * 255.0/256;
808                 c4 -= cb4 * 255.0/256;
809         }
810
811         if(balance_type == 1)
812         {
813                 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
814                 {
815                         smallestteam = 1;
816                         smallestteam_count = c1;
817                         smallestteam_score = team1_score;
818                 }
819                 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
820                 {
821                         smallestteam = 2;
822                         smallestteam_count = c2;
823                         smallestteam_score = team2_score;
824                 }
825                 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
826                 {
827                         smallestteam = 3;
828                         smallestteam_count = c3;
829                         smallestteam_score = team3_score;
830                 }
831                 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
832                 {
833                         smallestteam = 4;
834                         smallestteam_count = c4;
835                         smallestteam_score = team4_score;
836                 }
837         }
838         else
839         {
840                 if(c1 >= 0 && (c1 < smallestteam_count ||
841                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
842                 {
843                         smallestteam = 1;
844                         smallestteam_count = c1;
845                 }
846                 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
847                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
848                 {
849                         smallestteam = 2;
850                         smallestteam_count = c2;
851                 }
852                 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
853                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
854                 {
855                         smallestteam = 3;
856                         smallestteam_count = c3;
857                 }
858                 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
859                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
860                 {
861                         smallestteam = 4;
862                         smallestteam_count = c4;
863                 }
864         }
865
866         return smallestteam;
867 }
868
869 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
870 {
871         float smallest, selectedteam;
872
873         // don't join a team if we're not playing a team game
874         if(!teams_matter)
875                 return 0;
876
877         // find out what teams are available
878         CheckAllowedTeams(pl);
879
880         // if we don't care what team he ends up on, put him on whatever team he entered as.
881         // if he's not on a valid team, then let other code put him on the smallest team
882         if(!forcebestteam)
883         {
884                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
885                         selectedteam = pl.team;
886                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
887                         selectedteam = pl.team;
888                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
889                         selectedteam = pl.team;
890                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
891                         selectedteam = pl.team;
892                 else
893                         selectedteam = -1;
894                 if(selectedteam > 0)
895                 {
896                         if(!only_return_best)
897                         {
898                                 SetPlayerColors(pl, selectedteam - 1);
899                                 LogTeamchange(pl);
900                         }
901                         return selectedteam;
902                 }
903                 // otherwise end up on the smallest team (handled below)
904         }
905
906         smallest = FindSmallestTeam(pl, TRUE);
907
908
909         if(!only_return_best)
910         {
911                 TeamchangeFrags(self);
912                 if(smallest == 1)
913                 {
914                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
915                 }
916                 else if(smallest == 2)
917                 {
918                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
919                 }
920                 else if(smallest == 3)
921                 {
922                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
923                 }
924                 else if(smallest == 4)
925                 {
926                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
927                 }
928                 else
929                 {
930                         error("smallest team: invalid team\n");
931                 }
932                 LogTeamchange(pl);
933                 if(pl.deadflag == DEAD_NO)
934                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
935         }
936
937         return smallest;
938 }
939
940 //void() ctf_playerchanged;
941 void SV_ChangeTeam(float _color)
942 {
943         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
944
945         // in normal deathmatch we can just apply the color and we're done
946         if(!teams_matter) {
947                 SetPlayerColors(self, _color);
948                 return;
949         }
950
951         scolor = self.clientcolors & 0x0F;
952         dcolor = _color & 0x0F;
953
954         if(scolor == COLOR_TEAM1 - 1)
955                 steam = 1;
956         else if(scolor == COLOR_TEAM2 - 1)
957                 steam = 2;
958         else if(scolor == COLOR_TEAM3 - 1)
959                 steam = 3;
960         else // if(scolor == COLOR_TEAM4 - 1)
961                 steam = 4;
962         if(dcolor == COLOR_TEAM1 - 1)
963                 dteam = 1;
964         else if(dcolor == COLOR_TEAM2 - 1)
965                 dteam = 2;
966         else if(dcolor == COLOR_TEAM3 - 1)
967                 dteam = 3;
968         else // if(dcolor == COLOR_TEAM4 - 1)
969                 dteam = 4;
970
971         CheckAllowedTeams(self);
972
973         if(dteam == 1 && c1 < 0) dteam = 4;
974         if(dteam == 4 && c4 < 0) dteam = 3;
975         if(dteam == 3 && c3 < 0) dteam = 2;
976         if(dteam == 2 && c2 < 0) dteam = 1;
977
978         // not changing teams
979         if(scolor == dcolor)
980         {
981                 //bprint("same team change\n");
982                 SetPlayerTeam(self, dteam, steam, TRUE);
983                 return;
984         }
985
986         if(cvar("g_campaign"))
987         {
988                 sprint(self, "Team changes not allowed\n");
989                 return; // changing teams is not allowed
990         }
991
992         if(cvar("g_changeteam_banned") && self.wasplayer)
993         {
994                 sprint(self, "Team changes not allowed\n");
995                 return;
996         }
997
998         if(cvar("g_balance_teams_prevent_imbalance"))
999         {
1000                 // only allow changing to a smaller or equal size team
1001
1002                 // find out what teams are available
1003                 //CheckAllowedTeams();
1004                 // count how many players on each team
1005                 GetTeamCounts(world);
1006
1007                 // get desired team
1008                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1009                 {
1010                         dcount = c1;
1011                         dbotcount = cb1;
1012                 }
1013                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1014                 {
1015                         dcount = c2;
1016                         dbotcount = cb2;
1017                 }
1018                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1019                 {
1020                         dcount = c3;
1021                         dbotcount = cb3;
1022                 }
1023                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1024                 {
1025                         dcount = c4;
1026                         dbotcount = cb4;
1027                 }
1028                 else
1029                 {
1030                         sprint(self, "Cannot change to an invalid team\n");
1031
1032                         return;
1033                 }
1034
1035                 // get starting team
1036                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1037                         scount = c1;
1038                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1039                         scount = c2;
1040                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1041                         scount = c3;
1042                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1043                         scount = c4;
1044
1045                 if(scount) // started at a valid, nonempty team
1046                 {
1047                         // check if we're trying to change to a larger team that doens't have bots to swap with
1048                         if(dcount >= scount && dbotcount <= 0)
1049                         {
1050                                 sprint(self, "Cannot change to a larger team\n");
1051                                 return; // can't change to a larger team
1052                         }
1053                 }
1054         }
1055
1056 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1057
1058         if(self.classname == "player" && steam != dteam)
1059         {
1060                 // reduce frags during a team change
1061                 TeamchangeFrags(self);
1062         }
1063
1064         SetPlayerTeam(self, dteam, steam, FALSE);
1065
1066         if(self.classname == "player" && steam != dteam)
1067         {
1068                 // kill player when changing teams
1069                 if(self.deadflag == DEAD_NO)
1070                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1071         }
1072         //ctf_playerchanged();
1073 }
1074
1075 void ShufflePlayerOutOfTeam (float source_team)
1076 {
1077         float smallestteam, smallestteam_count, steam;
1078         float lowest_bot_score, lowest_player_score;
1079         entity head, lowest_bot, lowest_player, selected;
1080
1081         smallestteam = 0;
1082         smallestteam_count = 999999999;
1083
1084         if(c1 >= 0 && c1 < smallestteam_count)
1085         {
1086                 smallestteam = 1;
1087                 smallestteam_count = c1;
1088         }
1089         if(c2 >= 0 && c2 < smallestteam_count)
1090         {
1091                 smallestteam = 2;
1092                 smallestteam_count = c2;
1093         }
1094         if(c3 >= 0 && c3 < smallestteam_count)
1095         {
1096                 smallestteam = 3;
1097                 smallestteam_count = c3;
1098         }
1099         if(c4 >= 0 && c4 < smallestteam_count)
1100         {
1101                 smallestteam = 4;
1102                 smallestteam_count = c4;
1103         }
1104
1105         if(!smallestteam)
1106         {
1107                 bprint("warning: no smallest team\n");
1108                 return;
1109         }
1110
1111         if(source_team == 1)
1112                 steam = COLOR_TEAM1;
1113         else if(source_team == 2)
1114                 steam = COLOR_TEAM2;
1115         else if(source_team == 3)
1116                 steam = COLOR_TEAM3;
1117         else if(source_team == 4)
1118                 steam = COLOR_TEAM4;
1119
1120         lowest_bot = world;
1121         lowest_bot_score = 999999999;
1122         lowest_player = world;
1123         lowest_player_score = 999999999;
1124
1125         // find the lowest-scoring player & bot of that team
1126         FOR_EACH_PLAYER(head)
1127         {
1128                 if(head.team == steam)
1129                 {
1130                         if(head.isbot)
1131                         {
1132                                 if(head.totalfrags < lowest_bot_score)
1133                                 {
1134                                         lowest_bot = head;
1135                                         lowest_bot_score = head.totalfrags;
1136                                 }
1137                         }
1138                         else
1139                         {
1140                                 if(head.totalfrags < lowest_player_score)
1141                                 {
1142                                         lowest_player = head;
1143                                         lowest_player_score = head.totalfrags;
1144                                 }
1145                         }
1146                 }
1147         }
1148
1149         // prefers to move a bot...
1150         if(lowest_bot != world)
1151                 selected = lowest_bot;
1152         // but it will move a player if it has to
1153         else
1154                 selected = lowest_player;
1155         // don't do anything if it couldn't find anyone
1156         if(!selected)
1157         {
1158                 bprint("warning: couldn't find a player to move from team\n");
1159                 return;
1160         }
1161
1162         // smallest team gains a member
1163         if(smallestteam == 1)
1164         {
1165                 c1 = c1 + 1;
1166         }
1167         else if(smallestteam == 2)
1168         {
1169                 c2 = c2 + 1;
1170         }
1171         else if(smallestteam == 3)
1172         {
1173                 c3 = c3 + 1;
1174         }
1175         else if(smallestteam == 4)
1176         {
1177                 c4 = c4 + 1;
1178         }
1179         else
1180         {
1181                 bprint("warning: destination team invalid\n");
1182                 return;
1183         }
1184         // source team loses a member
1185         if(source_team == 1)
1186         {
1187                 c1 = c1 + 1;
1188         }
1189         else if(source_team == 2)
1190         {
1191                 c2 = c2 + 2;
1192         }
1193         else if(source_team == 3)
1194         {
1195                 c3 = c3 + 3;
1196         }
1197         else if(source_team == 4)
1198         {
1199                 c4 = c4 + 4;
1200         }
1201         else
1202         {
1203                 bprint("warning: source team invalid\n");
1204                 return;
1205         }
1206
1207         // move the player to the new team
1208         TeamchangeFrags(selected);
1209         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1210
1211         if(selected.deadflag == DEAD_NO)
1212                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1213         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1214 }
1215
1216 void CauseRebalance(float source_team, float howmany_toomany)
1217 {
1218         if(IsTeamBalanceForced() == 1)
1219         {
1220                 bprint("Rebalancing Teams\n");
1221                 ShufflePlayerOutOfTeam(source_team);
1222         }
1223 }
1224
1225 // part of g_balance_teams_force
1226 // occasionally perform an audit of the teams to make
1227 // sure they're more or less balanced in player count.
1228 void AuditTeams()
1229 {
1230         float numplayers, numteams, smallest, toomany;
1231         float balance;
1232         balance = IsTeamBalanceForced();
1233         if(balance == 0)
1234                 return;
1235
1236         if(audit_teams_time > time)
1237                 return;
1238
1239         audit_teams_time = time + 4 + random();
1240
1241 //      bprint("Auditing teams\n");
1242
1243         CheckAllowedTeams(world);
1244         GetTeamCounts(world);
1245
1246
1247         numteams = numplayers = smallest = 0;
1248         if(c1 >= 0)
1249         {
1250                 numteams = numteams + 1;
1251                 numplayers = numplayers + c1;
1252                 smallest = c1;
1253         }
1254         if(c2 >= 0)
1255         {
1256                 numteams = numteams + 1;
1257                 numplayers = numplayers + c2;
1258                 if(c2 < smallest)
1259                         smallest = c2;
1260         }
1261         if(c3 >= 0)
1262         {
1263                 numteams = numteams + 1;
1264                 numplayers = numplayers + c3;
1265                 if(c3 < smallest)
1266                         smallest = c3;
1267         }
1268         if(c4 >= 0)
1269         {
1270                 numteams = numteams + 1;
1271                 numplayers = numplayers + c4;
1272                 if(c4 < smallest)
1273                         smallest = c4;
1274         }
1275
1276         if(numplayers <= 0)
1277                 return; // no players to move around
1278         if(numteams < 2)
1279                 return; // don't bother shuffling if for some reason there aren't any teams
1280
1281         toomany = smallest + 1;
1282
1283         if(c1 && c1 > toomany)
1284                 CauseRebalance(1, c1 - toomany);
1285         if(c2 && c2 > toomany)
1286                 CauseRebalance(2, c2 - toomany);
1287         if(c3 && c3 > toomany)
1288                 CauseRebalance(3, c3 - toomany);
1289         if(c4 && c4 > toomany)
1290                 CauseRebalance(4, c4 - toomany);
1291
1292         // if teams are still unbalanced, balance them further in the next audit,
1293         // which will happen sooner (keep doing rapid audits until things are in order)
1294         audit_teams_time = time + 0.7 + random()*0.3;
1295 }
1296
1297 // code from here on is just to support maps that don't have team entities
1298 void tdm_spawnteam (string teamname, float teamcolor)
1299 {
1300         local entity e;
1301         e = spawn();
1302         e.classname = "tdm_team";
1303         e.netname = teamname;
1304         e.cnt = teamcolor;
1305         e.team = e.cnt + 1;
1306 };
1307
1308 // spawn some default teams if the map is not set up for tdm
1309 void tdm_spawnteams()
1310 {
1311         float numteams;
1312
1313         numteams = cvar("g_tdm_teams_override");
1314         if(numteams < 2)
1315                 numteams = cvar("g_tdm_teams");
1316         numteams = bound(2, numteams, 4);
1317
1318         tdm_spawnteam("Red", COLOR_TEAM1-1);
1319         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1320         if(numteams >= 3)
1321                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1322         if(numteams >= 4)
1323                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1324 };
1325
1326 void tdm_delayedinit()
1327 {
1328         // if no teams are found, spawn defaults
1329         if (find(world, classname, "tdm_team") == world)
1330                 tdm_spawnteams();
1331 };
1332
1333 void tdm_init()
1334 {
1335         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1336 };