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fix fraglimit for win mode 3
[divverent/nexuiz.git] / data / qcsrc / server / teamplay.qc
1 string cache_motd;
2 string cache_mutatormsg;
3 string cache_lastmotd;
4 string cache_lastmutatormsg;
5
6 // client counts for each team
7 float c1, c2, c3, c4;
8 // # of bots on those teams
9 float cb1, cb2, cb3, cb4;
10
11 float audit_teams_time;
12
13 float IsTeamBalanceForced()
14 {
15         if(intermission_running)
16                 return 0; // no rebalancing whatsoever please
17         if(!cvar("teamplay"))
18                 return 0;
19         if(cvar("g_campaign"))
20                 return 0;
21         if(!cvar("g_balance_teams_force"))
22                 return -1;
23         return 1;
24 }
25
26 void TeamchangeFrags(entity e)
27 {
28         PlayerScore_Clear(e);
29 }
30
31 vector TeamColor(float teem)
32 {
33         switch(teem)
34         {
35                 case COLOR_TEAM1:
36                         return '1 0.0625 0.0625';
37                 case COLOR_TEAM2:
38                         return '0.0625 0.0625 1';
39                 case COLOR_TEAM3:
40                         return '1 1 0.0625';
41                 case COLOR_TEAM4:
42                         return '1 0.0625 1';
43                 default:
44                         return '1 1 1';
45         }
46 }
47
48 string TeamName(float t)
49 {
50         return strcat(Team_ColorName(t), " Team");
51 }
52 string ColoredTeamName(float t)
53 {
54         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
55 }
56 string TeamNoName(float t)
57 {
58         // fixme: Search for team entities and get their .netname's!
59         if(t == 1)
60                 return "Red Team";
61         if(t == 2)
62                 return "Blue Team";
63         if(t == 3)
64                 return "Yellow Team";
65         if(t == 4)
66                 return "Pink Team";
67         return "Neutral Team";
68 }
69
70 void dom_init();
71 void ctf_init();
72 void runematch_init();
73 void tdm_init();
74 void entcs_init();
75
76 void LogTeamchange(entity pl)
77 {
78         string str;
79         if(!cvar("sv_eventlog"))
80                 return;
81         if(pl.playerid < 1)
82                 return;
83         str = strcat(":team:", ftos(pl.playerid), ":");
84         str = strcat(str, ftos(pl.team));
85         GameLogEcho(str);
86 }
87
88 void WriteGameCvars()
89 {
90         cvar_set("g_dm", ftos(g_dm));
91         cvar_set("g_tdm", ftos(g_tdm));
92         cvar_set("g_domination", ftos(g_domination));
93         cvar_set("g_ctf", ftos(g_ctf));
94         cvar_set("g_runematch", ftos(g_runematch));
95         cvar_set("g_lms", ftos(g_lms));
96         cvar_set("g_arena", ftos(g_arena));
97         cvar_set("g_keyhunt", ftos(g_keyhunt));
98         cvar_set("g_assault", ftos(g_assault));
99         cvar_set("g_onslaught", ftos(g_onslaught));
100         cvar_set("g_race", ftos(g_race));
101 }
102
103 void ReadGameCvars()
104 {
105         float found;
106         float prev;
107         float i;
108
109         found = 0;
110         prev = cvar("gamecfg");
111         for(i = 0; i < 2; ++i)
112         {
113                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
114                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
115                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
116                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
117                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
118                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
119                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
120                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
121                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
122                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
123                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
124
125                 if(found)
126                         break;
127
128                 prev = -1; // second attempt takes place WITHOUT prev set
129         }
130
131         if(!found)
132                 g_dm = 1;
133
134         if(g_dm && cvar("deathmatch_force_teamplay"))
135         {
136                 g_dm = 0;
137                 g_tdm = 1;
138         }
139
140         teams_matter = 0;
141 }
142
143 void default_delayedinit()
144 {
145         if(!scores_initialized)
146                 ScoreRules_generic();
147 }
148
149 void ActivateTeamplay()
150 {
151         float teamplay_default;
152         teamplay_default = cvar("teamplay_default");
153
154         if(teamplay_default)
155                 cvar_set("teamplay", ftos(teamplay_default));
156         else
157                 cvar_set("teamplay", "3");
158
159         teams_matter = 1;
160 }
161
162 void InitGameplayMode()
163 {
164         float fraglimit_override, timelimit_override;
165
166         VoteReset();
167         
168         teams_matter = 0;
169         cvar_set("teamplay", "0");
170
171         // make sure only ONE type is selected
172         ReadGameCvars();
173         WriteGameCvars();
174
175         MapInfo_LoadMapSettings(mapname);
176         if not(cvar_value_issafe(world.fog))
177         {
178                 print("The current map contains a potentially harmful fog setting, ignored\n");
179                 world.fog = string_null;
180         }
181         if(MapInfo_Map_fog != "")
182                 if(MapInfo_Map_fog == "none")
183                         world.fog = string_null;
184                 else
185                         world.fog = strzone(MapInfo_Map_fog);
186         clientstuff = strzone(MapInfo_Map_clientstuff);
187         MapInfo_ClearTemps();
188
189         // in case mapinfo switched the type
190         ReadGameCvars();
191
192         // set both here, gamemode can override it later
193         timelimit_override = cvar("timelimit_override");
194         fraglimit_override = cvar("fraglimit_override");
195
196         if(g_dm)
197         {
198                 game = GAME_DEATHMATCH;
199                 gamemode_name = "Deathmatch";
200         }
201
202         if(g_tdm)
203         {
204                 game = GAME_TEAM_DEATHMATCH;
205                 gamemode_name = "Team Deathmatch";
206                 ActivateTeamplay();
207                 tdm_init();
208         }
209
210         if(g_domination)
211         {
212                 game = GAME_DOMINATION;
213                 gamemode_name = "Domination";
214                 ActivateTeamplay();
215                 fraglimit_override = cvar("g_domination_point_limit");
216                 dom_init();
217         }
218
219         if(g_ctf)
220         {
221                 game = GAME_CTF;
222                 gamemode_name = "Capture the Flag";
223                 ActivateTeamplay();
224                 g_ctf_win_mode = cvar("g_ctf_win_mode");
225                 if(g_ctf_win_mode >= 2)
226                         fraglimit_override = cvar("g_ctf_capture_limit");
227                 else
228                         fraglimit_override = cvar("capturelimit_override");
229                 ctf_init();
230         }
231
232         if(g_runematch)
233         {
234                 game = GAME_RUNEMATCH;
235                 gamemode_name = "Rune Match";
236                 if(cvar("deathmatch_force_teamplay"))
237                         ActivateTeamplay();
238                 fraglimit_override = cvar("g_runematch_point_limit");
239                 runematch_init();
240         }
241
242         if(g_lms)
243         {
244                 game = GAME_LMS;
245                 gamemode_name = "Last Man Standing";
246                 fraglimit_override = cvar("g_lms_lives_override");
247                 if(fraglimit_override == 0)
248                         fraglimit_override = -1;
249                 lms_lowest_lives = 9999;
250                 lms_next_place = 0;
251                 ScoreRules_lms();
252         }
253
254         if(g_arena)
255         {
256                 game = GAME_ARENA;
257                 gamemode_name = "Arena";
258                 fraglimit_override = cvar("g_arena_point_limit");
259                 maxspawned = cvar("g_arena_maxspawned");
260                 if(maxspawned < 2)
261                         maxspawned = 2;
262                 arena_roundbased = cvar("g_arena_roundbased");
263         }
264
265         if(g_keyhunt)
266         {
267                 game = GAME_KEYHUNT;
268                 gamemode_name = "Key Hunt";
269                 ActivateTeamplay();
270                 fraglimit_override = cvar("g_keyhunt_point_limit");
271                 kh_init();
272         }
273
274         if(g_assault)
275         {
276                 game = GAME_ASSAULT;
277                 gamemode_name = "Assault";
278                 ActivateTeamplay();
279         }
280
281         if(g_onslaught)
282         {
283                 game = GAME_ONSLAUGHT;
284                 gamemode_name = "Onslaught";
285                 ActivateTeamplay();
286                 entcs_init();
287         }
288
289         if(g_race)
290         {
291                 game = GAME_RACE;
292                 gamemode_name = "Race";
293                 g_race_qualifying = cvar("g_race_qualifying");
294
295                 // In campaign, only this mode makes sense...
296                 if(cvar("g_campaign"))
297                         g_race_qualifying = 1;
298
299                 if(cvar("g_race_teams"))
300                 {
301                         g_race_qualifying = 0; // not supported!
302                         ActivateTeamplay();
303                         race_teams = bound(2, cvar("g_race_teams"), 4);
304                 }
305                 else
306                         race_teams = 0;
307
308                 if(g_race_qualifying == 1)
309                         fraglimit_override = 0;
310                 else
311                         fraglimit_override = cvar("g_race_laps_limit");
312
313                 if(g_race_qualifying)
314                         independent_players = 1;
315
316                 ScoreRules_race();
317         }
318
319         // save it (for the next startup)
320         cvar_set("gamecfg", ftos(game));
321
322         cache_mutatormsg = strzone("");
323         cache_motd = strzone("");
324         cache_lastmutatormsg = strzone("");
325         cache_lastmotd = strzone("");
326
327         // enforce the server's universal frag/time limits
328         if(!cvar("g_campaign"))
329         {
330                 if(fraglimit_override >= 0)
331                         cvar_set("fraglimit", ftos(fraglimit_override));
332                 if(timelimit_override >= 0)
333                         cvar_set("timelimit", ftos(timelimit_override));
334         }
335
336         if(g_race && g_race_qualifying == 2)
337         {
338                 race_fraglimit = cvar("fraglimit");
339                 cvar_set("fraglimit", "0");
340         }
341
342         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
343 }
344
345 string GetClientVersionMessage() {
346         local string versionmsg;
347         if (self.version_mismatch) {
348                 if(self.version < cvar("gameversion")) {
349                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
350                 } else {
351                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
352                 }
353         } else {
354                 versionmsg = "^2client version and server version are compatible.^8";
355         }
356         return versionmsg;
357 }
358
359
360 void PrintWelcomeMessage(entity pl)
361 {
362         string s, mutator, modifications;
363
364         /*if(self.welcomemessage_time > time)
365                 return;
366         self.welcomemessage_time = time + 0.8; */
367
368         if(self.cvar_scr_centertime == 0) return;
369         if( !(timeoutStatus >= 1 || (time < restart_countdown) ) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate
370                 if(self.welcomemessage_time > time) return;
371                 self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
372         }
373
374         if(cvar("g_campaign"))
375         {
376                 centerprint(pl, campaign_message);
377                 return;
378         }
379
380         if(!self.BUTTON_INFO)
381         {
382                 // TODO get rid of this too
383                 local string specString;
384                 specString = NEWLINES;
385                 if(time < restart_countdown) //also show the countdown when being a spectator
386                         specString = strcat(specString, "\n\n^1Game starts in ", ftos(restartAnnouncer.cnt + 1), " seconds^7");
387                 else if (timeoutStatus != 0)
388                         specString = strcat(specString, "\n\n", getTimeoutText(1));
389                 else
390                 {
391                         if(!self.BUTTON_INFO && self.classname == "player")
392                                 return;
393                         goto normal;
394                 }
395                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
396         }
397
398 :normal
399         if(g_minstagib)
400                 mutator = "^2Minstagib ^1";
401         else if(g_rocketarena)
402                 mutator = "^2Rocketarena ^1";
403         else if(g_nixnex)
404                 mutator = "^2No Items Nexuiz ^1";
405
406         if(g_cloaked) {
407                 // to protect against unheedingly made changes
408                 if (modifications) {
409                         modifications = strcat(modifications, ", ");
410                 }
411                 modifications = "cloaked";
412         }
413         if(g_footsteps) {
414                 if (modifications) {
415                         modifications = strcat(modifications, ", ");
416                 }
417                 modifications = strcat(modifications, "footsteps");
418         }
419         if(g_midair) {
420                 if (modifications) {
421                         modifications = strcat(modifications, ", ");
422                 }
423                 modifications = strcat(modifications, "midair");
424         }
425         if(g_vampire) {
426                 if (modifications) {
427                         modifications = strcat(modifications, ", ");
428                 }
429                 modifications = strcat(modifications, "vampire");
430         }
431         if(g_laserguided_missile) {
432                 if (modifications) {
433                         modifications = strcat(modifications, ", ");
434                 }
435                 modifications = strcat(modifications, "laser guided missiles");
436         }
437         if(cvar("sv_gravity") < 800) {
438                 if (modifications) {
439                         modifications = strcat(modifications, ", ");
440                 }
441                 modifications = strcat(modifications, "low gravity");
442         }
443
444         local string versionmessage;
445         versionmessage = GetClientVersionMessage();
446
447         s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
448         s = strcat(s, "^8\n\nmatch type is ^1", mutator, gamemode_name, "^8\n");
449
450         if(modifications != "")
451                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
452
453         if(time < restart_countdown)
454                 s = strcat(s, "\n^1Game starts in ", ftos(restartAnnouncer.cnt + 1), " seconds^7");
455
456         if(timeoutStatus != 0)
457                 s = strcat(s, "\n\n", getTimeoutText(1));
458
459         if (g_grappling_hook)
460                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
461
462         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
463         {
464                 if(cache_lastmutatormsg)
465                         strunzone(cache_lastmutatormsg);
466                 if(cache_mutatormsg)
467                         strunzone(cache_mutatormsg);
468                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
469                 cache_mutatormsg = strzone(wordwrap(cache_lastmutatormsg, 50));
470         }
471
472         if (cache_mutatormsg != "") {
473                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
474         }
475         
476         if(cache_lastmotd != cvar_string("sv_motd"))
477         {
478                 if(cache_lastmotd)
479                         strunzone(cache_lastmotd);
480                 if(cache_motd)
481                         strunzone(cache_motd);
482                 cache_lastmotd = strzone(cvar_string("sv_motd"));
483                 cache_motd = strzone(wordwrap(cache_lastmotd, 50));
484         }
485
486         if (cache_motd != "") {
487                 s = strcat(s, "\n\n^8MOTD: ^7", cache_motd);
488         }
489         s = strcat(s, "\n");
490
491         centerprint(pl, s);
492         //sprint(pl, s);
493 }
494
495
496 void SetPlayerColors(entity pl, float _color)
497 {
498         /*string s;
499         s = ftos(cl);
500         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
501         pl.team = cl + 1;
502         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
503         pl.clientcolors = 16*cl + cl;*/
504
505         float pants, shirt;
506         pants = _color & 0x0F;
507         shirt = _color & 0xF0;
508
509
510         if(teamplay) {
511                 setcolor(pl, 16*pants + pants);
512         } else {
513                 setcolor(pl, shirt + pants);
514         }
515 }
516
517 void SetPlayerTeam(entity pl, float t, float s, float noprint)
518 {
519         float _color;
520
521         if(t == 4)
522                 _color = COLOR_TEAM4 - 1;
523         else if(t == 3)
524                 _color = COLOR_TEAM3 - 1;
525         else if(t == 2)
526                 _color = COLOR_TEAM2 - 1;
527         else
528                 _color = COLOR_TEAM1 - 1;
529
530         SetPlayerColors(pl,_color);
531
532         if(!noprint && t != s)
533         {
534                 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
535                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
536         }
537
538         if(t != s)
539                 LogTeamchange(pl);
540 }
541
542
543
544
545
546
547 // set c1...c4 to show what teams are allowed
548 void CheckAllowedTeams (entity for_whom)
549 {
550         string teament_name;
551         float dm;
552         entity head;
553
554 //      if(!dom && !ctf)
555 //              dm = 1;
556
557         c1 = c2 = c3 = c4 = -1;
558         cb1 = cb2 = cb3 = cb4 = 0;
559
560         // onslaught is special
561         if(g_onslaught)
562         {
563                 head = findchain(classname, "onslaught_generator");
564                 while (head)
565                 {
566                         if (head.team == COLOR_TEAM1) c1 = 0;
567                         if (head.team == COLOR_TEAM2) c2 = 0;
568                         if (head.team == COLOR_TEAM3) c3 = 0;
569                         if (head.team == COLOR_TEAM4) c4 = 0;
570                         head = head.chain;
571                 }
572                 return;
573         }
574
575         if(g_domination)
576                 teament_name = "dom_team";
577         else if(g_ctf)
578                 teament_name = "ctf_team";
579         else if(g_tdm)
580                 teament_name = "tdm_team";
581         else if(g_assault)
582         {
583                 c1 = c2 = 0; // Assault always has 2 teams
584                 return;
585         }
586         else
587         {
588                 // cover anything else by treating it like tdm with no teams spawned
589                 if(g_keyhunt)
590                         dm = kh_teams;
591                 else if(g_race)
592                         dm = race_teams;
593                 else
594                         dm = cvar("g_tdm_teams");
595                 if(dm < 2)
596                         error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
597
598                 if(dm >= 4)
599                 {
600                         c1 = c2 = c3 = c4 = 0;
601                 }
602                 else if(dm >= 3)
603                 {
604                         c1 = c2 = c3 = 0;
605                 }
606                 else// if(dm >= 2)
607                 {
608                         c1 = c2 = 0;
609                 }
610                 return;
611         }
612
613         // first find out what teams are allowed
614         head = find(world, classname, teament_name);
615         while(head)
616         {
617                 if(!(g_domination && head.netname == ""))
618                 {
619                         if(head.team == COLOR_TEAM1)
620                         {
621                                 c1 = 0;
622                         }
623                         if(head.team == COLOR_TEAM2)
624                         {
625                                 c2 = 0;
626                         }
627                         if(head.team == COLOR_TEAM3)
628                         {
629                                 c3 = 0;
630                         }
631                         if(head.team == COLOR_TEAM4)
632                         {
633                                 c4 = 0;
634                         }
635                 }
636                 head = find(head, classname, teament_name);
637         }
638
639         if(for_whom)
640         {
641                 if(cvar("bot_vs_human") > 0)
642                 {
643                         // bots are all blue
644                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
645                                 c1 = c3 = c4 = -1;
646                         else
647                                 c2 = -1;
648                 }
649                 else if(cvar("bot_vs_human") < 0)
650                 {
651                         // bots are all red
652                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
653                                 c2 = c3 = c4 = -1;
654                         else
655                                 c1 = -1;
656                 }
657         }
658 }
659
660 float PlayerValue(entity p)
661 {
662         if(IsTeamBalanceForced() == 1)
663                 return 1;
664         return 1;
665 }
666
667 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
668 // teams that are allowed will now have their player counts stored in c1...c4
669 void GetTeamCounts(entity ignore)
670 {
671         entity head;
672         float value, bvalue;
673         // now count how many players are on each team already
674
675         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
676         // also remember the lowest-scoring player
677
678         FOR_EACH_PLAYER(head)
679         {
680                 if(head != ignore)// && head.netname != "")
681                 {
682                         value = PlayerValue(head);
683                         if(clienttype(head) == CLIENTTYPE_BOT)
684                                 bvalue = value;
685                         else
686                                 bvalue = 0;
687                         if(head.team == COLOR_TEAM1)
688                         {
689                                 if(c1 >= 0)
690                                 {
691                                         c1 = c1 + value;
692                                         cb1 = cb1 + bvalue;
693                                 }
694                         }
695                         if(head.team == COLOR_TEAM2)
696                         {
697                                 if(c2 >= 0)
698                                 {
699                                         c2 = c2 + value;
700                                         cb2 = cb2 + bvalue;
701                                 }
702                         }
703                         if(head.team == COLOR_TEAM3)
704                         {
705                                 if(c3 >= 0)
706                                 {
707                                         c3 = c3 + value;
708                                         cb3 = cb3 + bvalue;
709                                 }
710                         }
711                         if(head.team == COLOR_TEAM4)
712                         {
713                                 if(c4 >= 0)
714                                 {
715                                         c4 = c4 + value;
716                                         cb4 = cb4 + bvalue;
717                                 }
718                         }
719                 }
720         }
721 }
722
723 // returns # of smallest team (1, 2, 3, 4)
724 // NOTE: Assumes CheckAllowedTeams has already been called!
725 float FindSmallestTeam(entity pl, float ignore_pl)
726 {
727         float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
728         totalteams = 0;
729
730         // find out what teams are available
731         //CheckAllowedTeams();
732
733         // make sure there are at least 2 teams to join
734         if(c1 >= 0)
735                 totalteams = totalteams + 1;
736         if(c2 >= 0)
737                 totalteams = totalteams + 1;
738         if(c3 >= 0)
739                 totalteams = totalteams + 1;
740         if(c4 >= 0)
741                 totalteams = totalteams + 1;
742
743         if(cvar("bot_vs_human"))
744                 totalteams += 1;
745
746         if(totalteams <= 1)
747         {
748                 if(g_domination)
749                         error("Too few teams available for domination\n");
750                 else if(g_ctf)
751                         error("Too few teams available for ctf\n");
752                 else if(g_keyhunt)
753                         error("Too few teams available for key hunt\n");
754                 else
755                         error("Too few teams available for team deathmatch\n");
756         }
757
758         // count how many players are in each team
759         if(ignore_pl)
760                 GetTeamCounts(pl);
761         else
762                 GetTeamCounts(world);
763
764         // c1...c4 now have counts of each team
765         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
766
767         smallestteam = 0;
768         smallestteam_count = 999999999;
769         smallestteam_score = 999999999;
770
771         // 2 gives priority to what team you're already on, 1 goes in order
772         // 2 doesn't seem to work though...
773         balance_type = 1;
774
775         if(bots_would_leave)
776         //if(pl.classname != "player")
777         if(clienttype(pl) != CLIENTTYPE_BOT)
778         {
779                 c1 -= cb1 * 255.0/256;
780                 c2 -= cb2 * 255.0/256;
781                 c3 -= cb3 * 255.0/256;
782                 c4 -= cb4 * 255.0/256;
783         }
784
785         if(balance_type == 1)
786         {
787                 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
788                 {
789                         smallestteam = 1;
790                         smallestteam_count = c1;
791                         smallestteam_score = team1_score;
792                 }
793                 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
794                 {
795                         smallestteam = 2;
796                         smallestteam_count = c2;
797                         smallestteam_score = team2_score;
798                 }
799                 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
800                 {
801                         smallestteam = 3;
802                         smallestteam_count = c3;
803                         smallestteam_score = team3_score;
804                 }
805                 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
806                 {
807                         smallestteam = 4;
808                         smallestteam_count = c4;
809                         smallestteam_score = team4_score;
810                 }
811         }
812         else
813         {
814                 if(c1 >= 0 && (c1 < smallestteam_count ||
815                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
816                 {
817                         smallestteam = 1;
818                         smallestteam_count = c1;
819                 }
820                 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
821                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
822                 {
823                         smallestteam = 2;
824                         smallestteam_count = c2;
825                 }
826                 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
827                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
828                 {
829                         smallestteam = 3;
830                         smallestteam_count = c3;
831                 }
832                 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
833                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
834                 {
835                         smallestteam = 4;
836                         smallestteam_count = c4;
837                 }
838         }
839
840         return smallestteam;
841 }
842
843 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
844 {
845         float smallest, selectedteam;
846
847         // don't join a team if we're not playing a team game
848         if(!cvar("teamplay") && !g_domination && !g_ctf && !g_keyhunt)
849                 return 0;
850
851         // find out what teams are available
852         CheckAllowedTeams(pl);
853
854         if(g_domination)
855         {
856                 // <div0> WHY? TODO
857                 if(cvar("g_domination_default_teams") < 3)
858                         c3 = 999999999;
859                 if(cvar("g_domination_default_teams") < 4)
860                         c4 = 999999999;
861         }
862
863         // if we don't care what team he ends up on, put him on whatever team he entered as.
864         // if he's not on a valid team, then let other code put him on the smallest team
865         if(!forcebestteam)
866         {
867                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
868                         selectedteam = pl.team;
869                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
870                         selectedteam = pl.team;
871                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
872                         selectedteam = pl.team;
873                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
874                         selectedteam = pl.team;
875                 else
876                         selectedteam = -1;
877                 if(selectedteam > 0)
878                 {
879                         if(!only_return_best)
880                         {
881                                 SetPlayerColors(pl, selectedteam - 1);
882                                 LogTeamchange(pl);
883                         }
884                         return selectedteam;
885                 }
886                 // otherwise end up on the smallest team (handled below)
887         }
888
889         smallest = FindSmallestTeam(pl, TRUE);
890
891
892         if(!only_return_best)
893         {
894                 TeamchangeFrags(self);
895                 if(smallest == 1)
896                 {
897                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
898                 }
899                 else if(smallest == 2)
900                 {
901                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
902                 }
903                 else if(smallest == 3)
904                 {
905                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
906                 }
907                 else if(smallest == 4)
908                 {
909                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
910                 }
911                 else
912                 {
913                         error("smallest team: invalid team\n");
914                 }
915                 LogTeamchange(pl);
916                 if(pl.deadflag == DEAD_NO)
917                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
918         }
919
920         return smallest;
921 }
922
923 //void() ctf_playerchanged;
924 void SV_ChangeTeam(float _color)
925 {
926         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
927
928         // in normal deathmatch we can just apply the color and we're done
929         if(!cvar("teamplay")) {
930                 SetPlayerColors(self, _color);
931                 return;
932         }
933
934         scolor = self.clientcolors & 0x0F;
935         dcolor = _color & 0x0F;
936
937         if(scolor == COLOR_TEAM1 - 1)
938                 steam = 1;
939         else if(scolor == COLOR_TEAM2 - 1)
940                 steam = 2;
941         else if(scolor == COLOR_TEAM3 - 1)
942                 steam = 3;
943         else if(scolor == COLOR_TEAM4 - 1)
944                 steam = 4;
945         if(dcolor == COLOR_TEAM1 - 1)
946                 dteam = 1;
947         else if(dcolor == COLOR_TEAM2 - 1)
948                 dteam = 2;
949         else if(dcolor == COLOR_TEAM3 - 1)
950                 dteam = 3;
951         else if(dcolor == COLOR_TEAM4 - 1)
952                 dteam = 4;
953
954         CheckAllowedTeams(self);
955
956         if(dteam == 1 && c1 < 0) dteam = 4;
957         if(dteam == 4 && c4 < 0) dteam = 3;
958         if(dteam == 3 && c3 < 0) dteam = 2;
959         if(dteam == 2 && c2 < 0) dteam = 1;
960
961         // not changing teams
962         if(scolor == dcolor)
963         {
964                 //bprint("same team change\n");
965                 SetPlayerTeam(self, dteam, steam, TRUE);
966                 return;
967         }
968
969         if(cvar("teamplay"))
970         {
971                 if(cvar("g_campaign") || cvar("g_changeteam_banned"))
972                 {
973                         sprint(self, "Team changes not allowed\n");
974                         return; // changing teams is not allowed
975                 }
976
977                 if(!cvar("g_campaign") && cvar("g_balance_teams_prevent_imbalance"))
978                 {
979                         // only allow changing to a smaller or equal size team
980
981                         // find out what teams are available
982                         //CheckAllowedTeams();
983                         // count how many players on each team
984                         GetTeamCounts(world);
985
986                         // get desired team
987                         if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
988                         {
989                                 dcount = c1;
990                                 dbotcount = cb1;
991                         }
992                         else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
993                         {
994                                 dcount = c2;
995                                 dbotcount = cb2;
996                         }
997                         else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
998                         {
999                                 dcount = c3;
1000                                 dbotcount = cb3;
1001                         }
1002                         else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1003                         {
1004                                 dcount = c4;
1005                                 dbotcount = cb4;
1006                         }
1007                         else
1008                         {
1009                                 sprint(self, "Cannot change to an invalid team\n");
1010
1011                                 return;
1012                         }
1013
1014                         // get starting team
1015                         if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1016                                 scount = c1;
1017                         else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1018                                 scount = c2;
1019                         else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1020                                 scount = c3;
1021                         else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1022                                 scount = c4;
1023
1024                         if(scount) // started at a valid, nonempty team
1025                         {
1026                                 // check if we're trying to change to a larger team that doens't have bots to swap with
1027                                 if(dcount >= scount && dbotcount <= 0)
1028                                 {
1029                                         sprint(self, "Cannot change to a larger team\n");
1030                                         return; // can't change to a larger team
1031                                 }
1032                         }
1033                 }
1034         }
1035
1036 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1037
1038         if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1039         {
1040                 // reduce frags during a team change
1041                 TeamchangeFrags(self);
1042         }
1043
1044         SetPlayerTeam(self, dteam, steam, FALSE);
1045
1046         if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1047         {
1048                 // kill player when changing teams
1049                 if(self.deadflag == DEAD_NO)
1050                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1051         }
1052         //ctf_playerchanged();
1053 }
1054
1055 void ShufflePlayerOutOfTeam (float source_team)
1056 {
1057         float smallestteam, smallestteam_count, steam;
1058         float lowest_bot_score, lowest_player_score;
1059         entity head, lowest_bot, lowest_player, selected;
1060
1061         smallestteam = 0;
1062         smallestteam_count = 999999999;
1063
1064         if(c1 >= 0 && c1 < smallestteam_count)
1065         {
1066                 smallestteam = 1;
1067                 smallestteam_count = c1;
1068         }
1069         if(c2 >= 0 && c2 < smallestteam_count)
1070         {
1071                 smallestteam = 2;
1072                 smallestteam_count = c2;
1073         }
1074         if(c3 >= 0 && c3 < smallestteam_count)
1075         {
1076                 smallestteam = 3;
1077                 smallestteam_count = c3;
1078         }
1079         if(c4 >= 0 && c4 < smallestteam_count)
1080         {
1081                 smallestteam = 4;
1082                 smallestteam_count = c4;
1083         }
1084
1085         if(!smallestteam)
1086         {
1087                 bprint("warning: no smallest team\n");
1088                 return;
1089         }
1090
1091         if(source_team == 1)
1092                 steam = COLOR_TEAM1;
1093         else if(source_team == 2)
1094                 steam = COLOR_TEAM2;
1095         else if(source_team == 3)
1096                 steam = COLOR_TEAM3;
1097         else if(source_team == 4)
1098                 steam = COLOR_TEAM4;
1099
1100         lowest_bot = world;
1101         lowest_bot_score = 999999999;
1102         lowest_player = world;
1103         lowest_player_score = 999999999;
1104
1105         // find the lowest-scoring player & bot of that team
1106         FOR_EACH_PLAYER(head)
1107         {
1108                 if(head.team == steam)
1109                 {
1110                         if(head.isbot)
1111                         {
1112                                 if(head.totalfrags < lowest_bot_score)
1113                                 {
1114                                         lowest_bot = head;
1115                                         lowest_bot_score = head.totalfrags;
1116                                 }
1117                         }
1118                         else
1119                         {
1120                                 if(head.totalfrags < lowest_player_score)
1121                                 {
1122                                         lowest_player = head;
1123                                         lowest_player_score = head.totalfrags;
1124                                 }
1125                         }
1126                 }
1127         }
1128
1129         // prefers to move a bot...
1130         if(lowest_bot != world)
1131                 selected = lowest_bot;
1132         // but it will move a player if it has to
1133         else
1134                 selected = lowest_player;
1135         // don't do anything if it couldn't find anyone
1136         if(!selected)
1137         {
1138                 bprint("warning: couldn't find a player to move from team\n");
1139                 return;
1140         }
1141
1142         // smallest team gains a member
1143         if(smallestteam == 1)
1144         {
1145                 c1 = c1 + 1;
1146         }
1147         else if(smallestteam == 2)
1148         {
1149                 c2 = c2 + 1;
1150         }
1151         else if(smallestteam == 3)
1152         {
1153                 c3 = c3 + 1;
1154         }
1155         else if(smallestteam == 4)
1156         {
1157                 c4 = c4 + 1;
1158         }
1159         else
1160         {
1161                 bprint("warning: destination team invalid\n");
1162                 return;
1163         }
1164         // source team loses a member
1165         if(source_team == 1)
1166         {
1167                 c1 = c1 + 1;
1168         }
1169         else if(source_team == 2)
1170         {
1171                 c2 = c2 + 2;
1172         }
1173         else if(source_team == 3)
1174         {
1175                 c3 = c3 + 3;
1176         }
1177         else if(source_team == 4)
1178         {
1179                 c4 = c4 + 4;
1180         }
1181         else
1182         {
1183                 bprint("warning: source team invalid\n");
1184                 return;
1185         }
1186
1187         // move the player to the new team
1188         TeamchangeFrags(selected);
1189         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1190
1191         if(selected.deadflag == DEAD_NO)
1192                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1193         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1194 }
1195
1196 float lastRebalanceInfo;
1197 void CauseRebalance(float source_team, float howmany_toomany)
1198 {
1199         float steam;
1200         entity head;
1201
1202         if(IsTeamBalanceForced() == 1)
1203         {
1204                 bprint("Rebalancing Teams\n");
1205                 ShufflePlayerOutOfTeam(source_team);
1206         }
1207         else
1208         {
1209                 if(howmany_toomany < cvar("g_balance_teams_complain"))
1210                         return;
1211                 if(time < lastRebalanceInfo + 90)
1212                         return;
1213                 lastRebalanceInfo = time;
1214                 if(source_team == 1)
1215                         steam = COLOR_TEAM1;
1216                 else if(source_team == 2)
1217                         steam = COLOR_TEAM2;
1218                 else if(source_team == 3)
1219                         steam = COLOR_TEAM3;
1220                 else if(source_team == 4)
1221                         steam = COLOR_TEAM4;
1222                 print("Team ", ftos(source_team), " too large, complaining.\n");
1223                 FOR_EACH_REALPLAYER(head)
1224                 {
1225                         if(head.team == steam)
1226                         {
1227                                 sprint(head, "\{1}\{13}^3SERVER NOTICE:^7 One of you please change teams!\n");
1228                                 centerprint_atprio(head, CENTERPRIO_REBALANCE, "^3SERVER NOTICE:\n\n^7Someone of you please change teams!");
1229                         }
1230                 }
1231         }
1232 }
1233
1234 // part of g_balance_teams_force
1235 // occasionally perform an audit of the teams to make
1236 // sure they're more or less balanced in player count.
1237 void AuditTeams()
1238 {
1239         float numplayers, numteams, smallest, toomany;
1240         float balance;
1241         balance = IsTeamBalanceForced();
1242         if(balance == 0)
1243                 return;
1244
1245         if(audit_teams_time > time)
1246                 return;
1247
1248         audit_teams_time = time + 4 + random();
1249
1250 //      bprint("Auditing teams\n");
1251
1252         CheckAllowedTeams(world);
1253         GetTeamCounts(world);
1254
1255
1256         numteams = numplayers = smallest = 0;
1257         if(c1 >= 0)
1258         {
1259                 numteams = numteams + 1;
1260                 numplayers = numplayers + c1;
1261                 smallest = c1;
1262         }
1263         if(c2 >= 0)
1264         {
1265                 numteams = numteams + 1;
1266                 numplayers = numplayers + c2;
1267                 if(c2 < smallest)
1268                         smallest = c2;
1269         }
1270         if(c3 >= 0)
1271         {
1272                 numteams = numteams + 1;
1273                 numplayers = numplayers + c3;
1274                 if(c3 < smallest)
1275                         smallest = c3;
1276         }
1277         if(c4 >= 0)
1278         {
1279                 numteams = numteams + 1;
1280                 numplayers = numplayers + c4;
1281                 if(c4 < smallest)
1282                         smallest = c4;
1283         }
1284
1285         if(numplayers <= 0)
1286                 return; // no players to move around
1287         if(numteams < 2)
1288                 return; // don't bother shuffling if for some reason there aren't any teams
1289
1290         toomany = smallest + 1;
1291
1292         if(c1 && c1 > toomany)
1293                 CauseRebalance(1, c1 - toomany);
1294         if(c2 && c2 > toomany)
1295                 CauseRebalance(2, c2 - toomany);
1296         if(c3 && c3 > toomany)
1297                 CauseRebalance(3, c3 - toomany);
1298         if(c4 && c4 > toomany)
1299                 CauseRebalance(4, c4 - toomany);
1300
1301         // if teams are still unbalanced, balance them further in the next audit,
1302         // which will happen sooner (keep doing rapid audits until things are in order)
1303         audit_teams_time = time + 0.7 + random()*0.3;
1304 }
1305
1306
1307
1308 // code from here on is just to support maps that don't have team entities
1309 void tdm_spawnteam (string teamname, float teamcolor)
1310 {
1311         local entity e;
1312         e = spawn();
1313         e.classname = "tdm_team";
1314         e.netname = teamname;
1315         e.cnt = teamcolor;
1316         e.team = e.cnt + 1;
1317 };
1318
1319 // spawn some default teams if the map is not set up for tdm
1320 void tdm_spawnteams()
1321 {
1322         float numteams;
1323
1324         numteams = cvar("g_tdm_teams");
1325
1326         tdm_spawnteam("Red", COLOR_TEAM1-1);
1327         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1328         if(numteams >= 3)
1329                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1330         if(numteams >= 4)
1331                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1332 };
1333
1334 void tdm_delayedinit()
1335 {
1336         // if no teams are found, spawn defaults
1337         if (find(world, classname, "tdm_team") == world)
1338                 tdm_spawnteams();
1339 };
1340
1341 void tdm_init()
1342 {
1343         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1344 };