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