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centerprint handlign in csqc (#2555668 after large cleanups)
[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(!cvar("teamplay"))
16                 return 0;
17         if(cvar("g_campaign"))
18                 return 0;
19         if(!cvar("g_balance_teams_force"))
20                 return -1;
21         return 1;
22 }
23
24 void TeamchangeFrags(entity e)
25 {
26         PlayerScore_Clear(e);
27 }
28
29 vector TeamColor(float teem)
30 {
31         switch(teem)
32         {
33                 case COLOR_TEAM1:
34                         return '1 0.0625 0.0625';
35                 case COLOR_TEAM2:
36                         return '0.0625 0.0625 1';
37                 case COLOR_TEAM3:
38                         return '1 1 0.0625';
39                 case COLOR_TEAM4:
40                         return '1 0.0625 1';
41                 default:
42                         return '1 1 1';
43         }
44 }
45
46 string TeamName(float t)
47 {
48         return strcat(Team_ColorName(t), " Team");
49 }
50 string ColoredTeamName(float t)
51 {
52         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
53 }
54 string TeamNoName(float t)
55 {
56         // fixme: Search for team entities and get their .netname's!
57         if(t == 1)
58                 return "Red Team";
59         if(t == 2)
60                 return "Blue Team";
61         if(t == 3)
62                 return "Yellow Team";
63         if(t == 4)
64                 return "Pink Team";
65         return "Neutral Team";
66 }
67
68 void dom_init();
69 void ctf_init();
70 void runematch_init();
71 void tdm_init();
72 void entcs_init();
73
74 void LogTeamchange(entity pl)
75 {
76         string str;
77         if(!cvar("sv_eventlog"))
78                 return;
79         if(pl.playerid < 1)
80                 return;
81         str = strcat(":team:", ftos(pl.playerid), ":");
82         str = strcat(str, ftos(pl.team));
83         GameLogEcho(str);
84 }
85
86 void WriteGameCvars()
87 {
88         cvar_set("g_dm", ftos(g_dm));
89         cvar_set("g_tdm", ftos(g_tdm));
90         cvar_set("g_domination", ftos(g_domination));
91         cvar_set("g_ctf", ftos(g_ctf));
92         cvar_set("g_runematch", ftos(g_runematch));
93         cvar_set("g_lms", ftos(g_lms));
94         cvar_set("g_arena", ftos(g_arena));
95         cvar_set("g_keyhunt", ftos(g_keyhunt));
96         cvar_set("g_assault", ftos(g_assault));
97         cvar_set("g_onslaught", ftos(g_onslaught));
98         cvar_set("g_race", ftos(g_race));
99 }
100
101 void ReadGameCvars()
102 {
103         float found;
104         float prev;
105         float i;
106
107         found = 0;
108         prev = cvar("gamecfg");
109         for(i = 0; i < 2; ++i)
110         {
111                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
112                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
113                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
114                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
115                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
116                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
117                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
118                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
119                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
120                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
121                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
122
123                 if(found)
124                         break;
125
126                 prev = -1; // second attempt takes place WITHOUT prev set
127         }
128
129         if(!found)
130                 g_dm = 1;
131
132         if(g_dm && cvar("deathmatch_force_teamplay"))
133         {
134                 g_dm = 0;
135                 g_tdm = 1;
136         }
137
138         teams_matter = 0;
139 }
140
141 void default_delayedinit()
142 {
143         if(!scores_initialized)
144                 ScoreRules_generic();
145 }
146
147 void ActivateTeamplay()
148 {
149         float teamplay_default;
150         teamplay_default = cvar("teamplay_default");
151
152         if(teamplay_default)
153                 teamplay = teamplay_default;
154         else
155                 teamplay = 3;
156         cvar_set("teamplay", ftos(teamplay));
157
158         teams_matter = 1;
159 }
160
161 void InitGameplayMode()
162 {
163         float fraglimit_override, timelimit_override;
164
165         VoteReset();
166
167         teams_matter = 0;
168         cvar_set("teamplay", "0");
169
170         // make sure only ONE type is selected
171         ReadGameCvars();
172         WriteGameCvars();
173
174         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
175         get_mi_min_max(1);
176         world.mins = mi_min;
177         world.maxs = mi_max;
178
179         MapInfo_LoadMapSettings(mapname);
180
181         if not(cvar_value_issafe(world.fog))
182         {
183                 print("The current map contains a potentially harmful fog setting, ignored\n");
184                 world.fog = string_null;
185         }
186         if(MapInfo_Map_fog != "")
187                 if(MapInfo_Map_fog == "none")
188                         world.fog = string_null;
189                 else
190                         world.fog = strzone(MapInfo_Map_fog);
191         clientstuff = strzone(MapInfo_Map_clientstuff);
192         MapInfo_ClearTemps();
193
194         // in case mapinfo switched the type
195         ReadGameCvars();
196
197         // set both here, gamemode can override it later
198         timelimit_override = cvar("timelimit_override");
199         fraglimit_override = cvar("fraglimit_override");
200
201         if(g_dm)
202         {
203                 game = GAME_DEATHMATCH;
204                 gamemode_name = "Deathmatch";
205         }
206
207         if(g_tdm)
208         {
209                 game = GAME_TEAM_DEATHMATCH;
210                 gamemode_name = "Team Deathmatch";
211                 ActivateTeamplay();
212                 tdm_init();
213         }
214
215         if(g_domination)
216         {
217                 game = GAME_DOMINATION;
218                 gamemode_name = "Domination";
219                 ActivateTeamplay();
220                 fraglimit_override = cvar("g_domination_point_limit");
221                 dom_init();
222         }
223
224         if(g_ctf)
225         {
226                 game = GAME_CTF;
227                 gamemode_name = "Capture the Flag";
228                 ActivateTeamplay();
229                 if(cvar("g_campaign"))
230                         g_ctf_win_mode = 2;
231                 else
232                         g_ctf_win_mode = cvar("g_ctf_win_mode");
233                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
234                 if(g_ctf_win_mode == 2)
235                         fraglimit_override = cvar("g_ctf_capture_limit");
236                 else
237                         fraglimit_override = cvar("capturelimit_override");
238                 ctf_init();
239         }
240
241         if(g_runematch)
242         {
243                 game = GAME_RUNEMATCH;
244                 gamemode_name = "Rune Match";
245                 if(cvar("deathmatch_force_teamplay"))
246                         ActivateTeamplay();
247                 fraglimit_override = cvar("g_runematch_point_limit");
248                 runematch_init();
249         }
250
251         if(g_lms)
252         {
253                 game = GAME_LMS;
254                 gamemode_name = "Last Man Standing";
255                 fraglimit_override = cvar("g_lms_lives_override");
256                 if(fraglimit_override == 0)
257                         fraglimit_override = -1;
258                 lms_lowest_lives = 9999;
259                 lms_next_place = 0;
260                 ScoreRules_lms();
261         }
262
263         if(g_arena)
264         {
265                 game = GAME_ARENA;
266                 gamemode_name = "Arena";
267                 fraglimit_override = cvar("g_arena_point_limit");
268                 maxspawned = cvar("g_arena_maxspawned");
269                 if(maxspawned < 2)
270                         maxspawned = 2;
271                 arena_roundbased = cvar("g_arena_roundbased");
272         }
273
274         if(g_keyhunt)
275         {
276                 game = GAME_KEYHUNT;
277                 gamemode_name = "Key Hunt";
278                 ActivateTeamplay();
279                 fraglimit_override = cvar("g_keyhunt_point_limit");
280                 kh_init();
281         }
282
283         if(g_assault)
284         {
285                 game = GAME_ASSAULT;
286                 gamemode_name = "Assault";
287                 ActivateTeamplay();
288                 ScoreRules_assault();
289         }
290
291         if(g_onslaught)
292         {
293                 game = GAME_ONSLAUGHT;
294                 gamemode_name = "Onslaught";
295                 ActivateTeamplay();
296         }
297
298         if(g_race)
299         {
300                 game = GAME_RACE;
301                 gamemode_name = "Race";
302                 g_race_qualifying = cvar("g_race_qualifying");
303
304                 if(cvar("g_race_teams"))
305                 {
306                         g_race_qualifying = 0; // not supported!
307                         ActivateTeamplay();
308                         race_teams = bound(2, cvar("g_race_teams"), 4);
309                 }
310                 else
311                         race_teams = 0;
312
313                 if(g_race_qualifying == 1)
314                         fraglimit_override = 0;
315                 else
316                         fraglimit_override = cvar("g_race_laps_limit");
317
318                 if(g_race_qualifying)
319                         independent_players = 1;
320
321                 ScoreRules_race();
322         }
323
324         if(teams_matter)
325                 entcs_init();
326
327         // save it (for the next startup)
328         cvar_set("gamecfg", ftos(game));
329
330         cache_mutatormsg = strzone("");
331         cache_lastmutatormsg = strzone("");
332
333         // enforce the server's universal frag/time limits
334         if(!cvar("g_campaign"))
335         {
336                 if(fraglimit_override >= 0)
337                         cvar_set("fraglimit", ftos(fraglimit_override));
338                 if(timelimit_override >= 0)
339                         cvar_set("timelimit", ftos(timelimit_override));
340         }
341
342         if(g_race && g_race_qualifying == 2)
343         {
344                 race_fraglimit = cvar("fraglimit");
345                 cvar_set("fraglimit", "0");
346         }
347
348         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
349 }
350
351 string GetClientVersionMessage() {
352         local string versionmsg;
353         if (self.version_mismatch) {
354                 if(self.version < cvar("gameversion")) {
355                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
356                 } else {
357                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
358                 }
359         } else {
360                 versionmsg = "^2client version and server version are compatible.^8";
361         }
362         return versionmsg;
363 }
364
365
366 void PrintWelcomeMessage(entity pl)
367 {
368         string s, mutator, modifications, motd;
369
370         /*if(self.welcomemessage_time > time)
371                 return;
372         self.welcomemessage_time = time + 0.8; */
373
374         if(self.cvar_scr_centertime == 0) return;
375         if( !(timeoutStatus >= 1 || (time < game_starttime) ) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate
376                 if(self.welcomemessage_time > time) return;
377                 self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
378         }
379
380         if(cvar("g_campaign"))
381         {
382                 centerprint(pl, campaign_message);
383                 return;
384         }
385
386 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
387         if(!self.BUTTON_INFO)
388         {
389                 // TODO get rid of this too
390                 local string specString;
391                 specString = NEWLINES;
392                 //if(time < game_starttime) //also show the countdown when being a spectator
393                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
394                 //else
395                 if (timeoutStatus != 0)
396                         specString = strcat(specString, "\n\n", getTimeoutText(1));
397                 else
398                 {
399                         if(!self.BUTTON_INFO && self.classname == "player")
400                                 return;
401                         goto normal;
402                 }
403                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
404         }
405
406 :normal
407         if(g_minstagib)
408                 mutator = "^2Minstagib ^1";
409         else if(g_weaponarena)
410                 mutator = "^2", g_weaponarena_list, " Arena ^1";
411         else if(g_nixnex)
412                 mutator = "^2No Items Nexuiz ^1";
413
414         if(g_cloaked) {
415                 // to protect against unheedingly made changes
416                 if (modifications) {
417                         modifications = strcat(modifications, ", ");
418                 }
419                 modifications = "cloaked";
420         }
421         if(g_footsteps) {
422                 if (modifications) {
423                         modifications = strcat(modifications, ", ");
424                 }
425                 modifications = strcat(modifications, "footsteps");
426         }
427         if(g_midair) {
428                 if (modifications) {
429                         modifications = strcat(modifications, ", ");
430                 }
431                 modifications = strcat(modifications, "midair");
432         }
433         if(g_vampire) {
434                 if (modifications) {
435                         modifications = strcat(modifications, ", ");
436                 }
437                 modifications = strcat(modifications, "vampire");
438         }
439         if(g_laserguided_missile) {
440                 if (modifications) {
441                         modifications = strcat(modifications, ", ");
442                 }
443                 modifications = strcat(modifications, "laser guided missiles");
444         }
445         if(cvar("sv_gravity") < 800) {
446                 if (modifications) {
447                         modifications = strcat(modifications, ", ");
448                 }
449                 modifications = strcat(modifications, "low gravity");
450         }
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", mutator, 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         //sprint(pl, s);
489 }
490
491
492 void SetPlayerColors(entity pl, float _color)
493 {
494         /*string s;
495         s = ftos(cl);
496         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
497         pl.team = cl + 1;
498         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
499         pl.clientcolors = 16*cl + cl;*/
500
501         float pants, shirt;
502         pants = _color & 0x0F;
503         shirt = _color & 0xF0;
504
505
506         if(teamplay) {
507                 setcolor(pl, 16*pants + pants);
508         } else {
509                 setcolor(pl, shirt + pants);
510         }
511 }
512
513 void SetPlayerTeam(entity pl, float t, float s, float noprint)
514 {
515         float _color;
516
517         if(t == 4)
518                 _color = COLOR_TEAM4 - 1;
519         else if(t == 3)
520                 _color = COLOR_TEAM3 - 1;
521         else if(t == 2)
522                 _color = COLOR_TEAM2 - 1;
523         else
524                 _color = COLOR_TEAM1 - 1;
525
526         SetPlayerColors(pl,_color);
527
528         if(!noprint && t != s)
529         {
530                 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
531                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
532         }
533
534         if(t != s)
535                 LogTeamchange(pl);
536 }
537
538
539
540
541
542
543 // set c1...c4 to show what teams are allowed
544 void CheckAllowedTeams (entity for_whom)
545 {
546         string teament_name;
547         float dm;
548         entity head;
549
550 //      if(!dom && !ctf)
551 //              dm = 1;
552
553         c1 = c2 = c3 = c4 = -1;
554         cb1 = cb2 = cb3 = cb4 = 0;
555
556         // onslaught is special
557         if(g_onslaught)
558         {
559                 head = findchain(classname, "onslaught_generator");
560                 while (head)
561                 {
562                         if (head.team == COLOR_TEAM1) c1 = 0;
563                         if (head.team == COLOR_TEAM2) c2 = 0;
564                         if (head.team == COLOR_TEAM3) c3 = 0;
565                         if (head.team == COLOR_TEAM4) c4 = 0;
566                         head = head.chain;
567                 }
568                 return;
569         }
570
571         if(g_domination)
572                 teament_name = "dom_team";
573         else if(g_ctf)
574                 teament_name = "ctf_team";
575         else if(g_tdm)
576                 teament_name = "tdm_team";
577         else if(g_assault)
578         {
579                 c1 = c2 = 0; // Assault always has 2 teams
580                 return;
581         }
582         else
583         {
584                 // cover anything else by treating it like tdm with no teams spawned
585                 if(g_keyhunt)
586                         dm = kh_teams;
587                 else if(g_race)
588                         dm = race_teams;
589                 else
590                         dm = cvar("g_tdm_teams");
591                 if(dm < 2)
592                         error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
593
594                 if(dm >= 4)
595                 {
596                         c1 = c2 = c3 = c4 = 0;
597                 }
598                 else if(dm >= 3)
599                 {
600                         c1 = c2 = c3 = 0;
601                 }
602                 else// if(dm >= 2)
603                 {
604                         c1 = c2 = 0;
605                 }
606                 return;
607         }
608
609         // first find out what teams are allowed
610         head = find(world, classname, teament_name);
611         while(head)
612         {
613                 if(!(g_domination && head.netname == ""))
614                 {
615                         if(head.team == COLOR_TEAM1)
616                         {
617                                 c1 = 0;
618                         }
619                         if(head.team == COLOR_TEAM2)
620                         {
621                                 c2 = 0;
622                         }
623                         if(head.team == COLOR_TEAM3)
624                         {
625                                 c3 = 0;
626                         }
627                         if(head.team == COLOR_TEAM4)
628                         {
629                                 c4 = 0;
630                         }
631                 }
632                 head = find(head, classname, teament_name);
633         }
634
635         if(for_whom)
636         {
637                 if(cvar("bot_vs_human") > 0)
638                 {
639                         // bots are all blue
640                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
641                                 c1 = c3 = c4 = -1;
642                         else
643                                 c2 = -1;
644                 }
645                 else if(cvar("bot_vs_human") < 0)
646                 {
647                         // bots are all red
648                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
649                                 c2 = c3 = c4 = -1;
650                         else
651                                 c1 = -1;
652                 }
653         }
654 }
655
656 float PlayerValue(entity p)
657 {
658         if(IsTeamBalanceForced() == 1)
659                 return 1;
660         return 1;
661 }
662
663 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
664 // teams that are allowed will now have their player counts stored in c1...c4
665 void GetTeamCounts(entity ignore)
666 {
667         entity head;
668         float value, bvalue;
669         // now count how many players are on each team already
670
671         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
672         // also remember the lowest-scoring player
673
674         FOR_EACH_PLAYER(head)
675         {
676                 if(head != ignore)// && head.netname != "")
677                 {
678                         value = PlayerValue(head);
679                         if(clienttype(head) == CLIENTTYPE_BOT)
680                                 bvalue = value;
681                         else
682                                 bvalue = 0;
683                         if(head.team == COLOR_TEAM1)
684                         {
685                                 if(c1 >= 0)
686                                 {
687                                         c1 = c1 + value;
688                                         cb1 = cb1 + bvalue;
689                                 }
690                         }
691                         if(head.team == COLOR_TEAM2)
692                         {
693                                 if(c2 >= 0)
694                                 {
695                                         c2 = c2 + value;
696                                         cb2 = cb2 + bvalue;
697                                 }
698                         }
699                         if(head.team == COLOR_TEAM3)
700                         {
701                                 if(c3 >= 0)
702                                 {
703                                         c3 = c3 + value;
704                                         cb3 = cb3 + bvalue;
705                                 }
706                         }
707                         if(head.team == COLOR_TEAM4)
708                         {
709                                 if(c4 >= 0)
710                                 {
711                                         c4 = c4 + value;
712                                         cb4 = cb4 + bvalue;
713                                 }
714                         }
715                 }
716         }
717 }
718
719 // returns # of smallest team (1, 2, 3, 4)
720 // NOTE: Assumes CheckAllowedTeams has already been called!
721 float FindSmallestTeam(entity pl, float ignore_pl)
722 {
723         float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
724         totalteams = 0;
725
726         // find out what teams are available
727         //CheckAllowedTeams();
728
729         // make sure there are at least 2 teams to join
730         if(c1 >= 0)
731                 totalteams = totalteams + 1;
732         if(c2 >= 0)
733                 totalteams = totalteams + 1;
734         if(c3 >= 0)
735                 totalteams = totalteams + 1;
736         if(c4 >= 0)
737                 totalteams = totalteams + 1;
738
739         if(cvar("bot_vs_human"))
740                 totalteams += 1;
741
742         if(totalteams <= 1)
743         {
744                 if(g_domination)
745                         error("Too few teams available for domination\n");
746                 else if(g_ctf)
747                         error("Too few teams available for ctf\n");
748                 else if(g_keyhunt)
749                         error("Too few teams available for key hunt\n");
750                 else
751                         error("Too few teams available for team deathmatch\n");
752         }
753
754         // count how many players are in each team
755         if(ignore_pl)
756                 GetTeamCounts(pl);
757         else
758                 GetTeamCounts(world);
759
760         // c1...c4 now have counts of each team
761         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
762
763         smallestteam = 0;
764         smallestteam_count = 999999999;
765         smallestteam_score = 999999999;
766
767         // 2 gives priority to what team you're already on, 1 goes in order
768         // 2 doesn't seem to work though...
769         balance_type = 1;
770
771         if(bots_would_leave)
772         //if(pl.classname != "player")
773         if(clienttype(pl) != CLIENTTYPE_BOT)
774         {
775                 c1 -= cb1 * 255.0/256;
776                 c2 -= cb2 * 255.0/256;
777                 c3 -= cb3 * 255.0/256;
778                 c4 -= cb4 * 255.0/256;
779         }
780
781         if(balance_type == 1)
782         {
783                 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
784                 {
785                         smallestteam = 1;
786                         smallestteam_count = c1;
787                         smallestteam_score = team1_score;
788                 }
789                 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
790                 {
791                         smallestteam = 2;
792                         smallestteam_count = c2;
793                         smallestteam_score = team2_score;
794                 }
795                 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
796                 {
797                         smallestteam = 3;
798                         smallestteam_count = c3;
799                         smallestteam_score = team3_score;
800                 }
801                 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
802                 {
803                         smallestteam = 4;
804                         smallestteam_count = c4;
805                         smallestteam_score = team4_score;
806                 }
807         }
808         else
809         {
810                 if(c1 >= 0 && (c1 < smallestteam_count ||
811                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
812                 {
813                         smallestteam = 1;
814                         smallestteam_count = c1;
815                 }
816                 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
817                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
818                 {
819                         smallestteam = 2;
820                         smallestteam_count = c2;
821                 }
822                 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
823                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
824                 {
825                         smallestteam = 3;
826                         smallestteam_count = c3;
827                 }
828                 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
829                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
830                 {
831                         smallestteam = 4;
832                         smallestteam_count = c4;
833                 }
834         }
835
836         return smallestteam;
837 }
838
839 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
840 {
841         float smallest, selectedteam;
842
843         // don't join a team if we're not playing a team game
844         if(!cvar("teamplay") && !g_domination && !g_ctf && !g_keyhunt)
845                 return 0;
846
847         // find out what teams are available
848         CheckAllowedTeams(pl);
849
850         if(g_domination)
851         {
852                 // <div0> WHY? TODO
853                 if(cvar("g_domination_default_teams") < 3)
854                         c3 = 999999999;
855                 if(cvar("g_domination_default_teams") < 4)
856                         c4 = 999999999;
857         }
858
859         // if we don't care what team he ends up on, put him on whatever team he entered as.
860         // if he's not on a valid team, then let other code put him on the smallest team
861         if(!forcebestteam)
862         {
863                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
864                         selectedteam = pl.team;
865                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
866                         selectedteam = pl.team;
867                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
868                         selectedteam = pl.team;
869                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
870                         selectedteam = pl.team;
871                 else
872                         selectedteam = -1;
873                 if(selectedteam > 0)
874                 {
875                         if(!only_return_best)
876                         {
877                                 SetPlayerColors(pl, selectedteam - 1);
878                                 LogTeamchange(pl);
879                         }
880                         return selectedteam;
881                 }
882                 // otherwise end up on the smallest team (handled below)
883         }
884
885         smallest = FindSmallestTeam(pl, TRUE);
886
887
888         if(!only_return_best)
889         {
890                 TeamchangeFrags(self);
891                 if(smallest == 1)
892                 {
893                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
894                 }
895                 else if(smallest == 2)
896                 {
897                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
898                 }
899                 else if(smallest == 3)
900                 {
901                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
902                 }
903                 else if(smallest == 4)
904                 {
905                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
906                 }
907                 else
908                 {
909                         error("smallest team: invalid team\n");
910                 }
911                 LogTeamchange(pl);
912                 if(pl.deadflag == DEAD_NO)
913                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
914         }
915
916         return smallest;
917 }
918
919 //void() ctf_playerchanged;
920 void SV_ChangeTeam(float _color)
921 {
922         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
923
924         // in normal deathmatch we can just apply the color and we're done
925         if(!cvar("teamplay")) {
926                 SetPlayerColors(self, _color);
927                 return;
928         }
929
930         scolor = self.clientcolors & 0x0F;
931         dcolor = _color & 0x0F;
932
933         if(scolor == COLOR_TEAM1 - 1)
934                 steam = 1;
935         else if(scolor == COLOR_TEAM2 - 1)
936                 steam = 2;
937         else if(scolor == COLOR_TEAM3 - 1)
938                 steam = 3;
939         else if(scolor == COLOR_TEAM4 - 1)
940                 steam = 4;
941         if(dcolor == COLOR_TEAM1 - 1)
942                 dteam = 1;
943         else if(dcolor == COLOR_TEAM2 - 1)
944                 dteam = 2;
945         else if(dcolor == COLOR_TEAM3 - 1)
946                 dteam = 3;
947         else if(dcolor == COLOR_TEAM4 - 1)
948                 dteam = 4;
949
950         CheckAllowedTeams(self);
951
952         if(dteam == 1 && c1 < 0) dteam = 4;
953         if(dteam == 4 && c4 < 0) dteam = 3;
954         if(dteam == 3 && c3 < 0) dteam = 2;
955         if(dteam == 2 && c2 < 0) dteam = 1;
956
957         // not changing teams
958         if(scolor == dcolor)
959         {
960                 //bprint("same team change\n");
961                 SetPlayerTeam(self, dteam, steam, TRUE);
962                 return;
963         }
964
965         if(cvar("teamplay"))
966         {
967                 if(cvar("g_campaign") || cvar("g_changeteam_banned"))
968                 {
969                         sprint(self, "Team changes not allowed\n");
970                         return; // changing teams is not allowed
971                 }
972
973                 if(!cvar("g_campaign") && cvar("g_balance_teams_prevent_imbalance"))
974                 {
975                         // only allow changing to a smaller or equal size team
976
977                         // find out what teams are available
978                         //CheckAllowedTeams();
979                         // count how many players on each team
980                         GetTeamCounts(world);
981
982                         // get desired team
983                         if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
984                         {
985                                 dcount = c1;
986                                 dbotcount = cb1;
987                         }
988                         else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
989                         {
990                                 dcount = c2;
991                                 dbotcount = cb2;
992                         }
993                         else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
994                         {
995                                 dcount = c3;
996                                 dbotcount = cb3;
997                         }
998                         else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
999                         {
1000                                 dcount = c4;
1001                                 dbotcount = cb4;
1002                         }
1003                         else
1004                         {
1005                                 sprint(self, "Cannot change to an invalid team\n");
1006
1007                                 return;
1008                         }
1009
1010                         // get starting team
1011                         if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1012                                 scount = c1;
1013                         else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1014                                 scount = c2;
1015                         else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1016                                 scount = c3;
1017                         else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1018                                 scount = c4;
1019
1020                         if(scount) // started at a valid, nonempty team
1021                         {
1022                                 // check if we're trying to change to a larger team that doens't have bots to swap with
1023                                 if(dcount >= scount && dbotcount <= 0)
1024                                 {
1025                                         sprint(self, "Cannot change to a larger team\n");
1026                                         return; // can't change to a larger team
1027                                 }
1028                         }
1029                 }
1030         }
1031
1032 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1033
1034         if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1035         {
1036                 // reduce frags during a team change
1037                 TeamchangeFrags(self);
1038         }
1039
1040         SetPlayerTeam(self, dteam, steam, FALSE);
1041
1042         if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1043         {
1044                 // kill player when changing teams
1045                 if(self.deadflag == DEAD_NO)
1046                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1047         }
1048         //ctf_playerchanged();
1049 }
1050
1051 void ShufflePlayerOutOfTeam (float source_team)
1052 {
1053         float smallestteam, smallestteam_count, steam;
1054         float lowest_bot_score, lowest_player_score;
1055         entity head, lowest_bot, lowest_player, selected;
1056
1057         smallestteam = 0;
1058         smallestteam_count = 999999999;
1059
1060         if(c1 >= 0 && c1 < smallestteam_count)
1061         {
1062                 smallestteam = 1;
1063                 smallestteam_count = c1;
1064         }
1065         if(c2 >= 0 && c2 < smallestteam_count)
1066         {
1067                 smallestteam = 2;
1068                 smallestteam_count = c2;
1069         }
1070         if(c3 >= 0 && c3 < smallestteam_count)
1071         {
1072                 smallestteam = 3;
1073                 smallestteam_count = c3;
1074         }
1075         if(c4 >= 0 && c4 < smallestteam_count)
1076         {
1077                 smallestteam = 4;
1078                 smallestteam_count = c4;
1079         }
1080
1081         if(!smallestteam)
1082         {
1083                 bprint("warning: no smallest team\n");
1084                 return;
1085         }
1086
1087         if(source_team == 1)
1088                 steam = COLOR_TEAM1;
1089         else if(source_team == 2)
1090                 steam = COLOR_TEAM2;
1091         else if(source_team == 3)
1092                 steam = COLOR_TEAM3;
1093         else if(source_team == 4)
1094                 steam = COLOR_TEAM4;
1095
1096         lowest_bot = world;
1097         lowest_bot_score = 999999999;
1098         lowest_player = world;
1099         lowest_player_score = 999999999;
1100
1101         // find the lowest-scoring player & bot of that team
1102         FOR_EACH_PLAYER(head)
1103         {
1104                 if(head.team == steam)
1105                 {
1106                         if(head.isbot)
1107                         {
1108                                 if(head.totalfrags < lowest_bot_score)
1109                                 {
1110                                         lowest_bot = head;
1111                                         lowest_bot_score = head.totalfrags;
1112                                 }
1113                         }
1114                         else
1115                         {
1116                                 if(head.totalfrags < lowest_player_score)
1117                                 {
1118                                         lowest_player = head;
1119                                         lowest_player_score = head.totalfrags;
1120                                 }
1121                         }
1122                 }
1123         }
1124
1125         // prefers to move a bot...
1126         if(lowest_bot != world)
1127                 selected = lowest_bot;
1128         // but it will move a player if it has to
1129         else
1130                 selected = lowest_player;
1131         // don't do anything if it couldn't find anyone
1132         if(!selected)
1133         {
1134                 bprint("warning: couldn't find a player to move from team\n");
1135                 return;
1136         }
1137
1138         // smallest team gains a member
1139         if(smallestteam == 1)
1140         {
1141                 c1 = c1 + 1;
1142         }
1143         else if(smallestteam == 2)
1144         {
1145                 c2 = c2 + 1;
1146         }
1147         else if(smallestteam == 3)
1148         {
1149                 c3 = c3 + 1;
1150         }
1151         else if(smallestteam == 4)
1152         {
1153                 c4 = c4 + 1;
1154         }
1155         else
1156         {
1157                 bprint("warning: destination team invalid\n");
1158                 return;
1159         }
1160         // source team loses a member
1161         if(source_team == 1)
1162         {
1163                 c1 = c1 + 1;
1164         }
1165         else if(source_team == 2)
1166         {
1167                 c2 = c2 + 2;
1168         }
1169         else if(source_team == 3)
1170         {
1171                 c3 = c3 + 3;
1172         }
1173         else if(source_team == 4)
1174         {
1175                 c4 = c4 + 4;
1176         }
1177         else
1178         {
1179                 bprint("warning: source team invalid\n");
1180                 return;
1181         }
1182
1183         // move the player to the new team
1184         TeamchangeFrags(selected);
1185         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1186
1187         if(selected.deadflag == DEAD_NO)
1188                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1189         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1190 }
1191
1192 void CauseRebalance(float source_team, float howmany_toomany)
1193 {
1194         if(IsTeamBalanceForced() == 1)
1195         {
1196                 bprint("Rebalancing Teams\n");
1197                 ShufflePlayerOutOfTeam(source_team);
1198         }
1199 }
1200
1201 // part of g_balance_teams_force
1202 // occasionally perform an audit of the teams to make
1203 // sure they're more or less balanced in player count.
1204 void AuditTeams()
1205 {
1206         float numplayers, numteams, smallest, toomany;
1207         float balance;
1208         balance = IsTeamBalanceForced();
1209         if(balance == 0)
1210                 return;
1211
1212         if(audit_teams_time > time)
1213                 return;
1214
1215         audit_teams_time = time + 4 + random();
1216
1217 //      bprint("Auditing teams\n");
1218
1219         CheckAllowedTeams(world);
1220         GetTeamCounts(world);
1221
1222
1223         numteams = numplayers = smallest = 0;
1224         if(c1 >= 0)
1225         {
1226                 numteams = numteams + 1;
1227                 numplayers = numplayers + c1;
1228                 smallest = c1;
1229         }
1230         if(c2 >= 0)
1231         {
1232                 numteams = numteams + 1;
1233                 numplayers = numplayers + c2;
1234                 if(c2 < smallest)
1235                         smallest = c2;
1236         }
1237         if(c3 >= 0)
1238         {
1239                 numteams = numteams + 1;
1240                 numplayers = numplayers + c3;
1241                 if(c3 < smallest)
1242                         smallest = c3;
1243         }
1244         if(c4 >= 0)
1245         {
1246                 numteams = numteams + 1;
1247                 numplayers = numplayers + c4;
1248                 if(c4 < smallest)
1249                         smallest = c4;
1250         }
1251
1252         if(numplayers <= 0)
1253                 return; // no players to move around
1254         if(numteams < 2)
1255                 return; // don't bother shuffling if for some reason there aren't any teams
1256
1257         toomany = smallest + 1;
1258
1259         if(c1 && c1 > toomany)
1260                 CauseRebalance(1, c1 - toomany);
1261         if(c2 && c2 > toomany)
1262                 CauseRebalance(2, c2 - toomany);
1263         if(c3 && c3 > toomany)
1264                 CauseRebalance(3, c3 - toomany);
1265         if(c4 && c4 > toomany)
1266                 CauseRebalance(4, c4 - toomany);
1267
1268         // if teams are still unbalanced, balance them further in the next audit,
1269         // which will happen sooner (keep doing rapid audits until things are in order)
1270         audit_teams_time = time + 0.7 + random()*0.3;
1271 }
1272
1273 // code from here on is just to support maps that don't have team entities
1274 void tdm_spawnteam (string teamname, float teamcolor)
1275 {
1276         local entity e;
1277         e = spawn();
1278         e.classname = "tdm_team";
1279         e.netname = teamname;
1280         e.cnt = teamcolor;
1281         e.team = e.cnt + 1;
1282 };
1283
1284 // spawn some default teams if the map is not set up for tdm
1285 void tdm_spawnteams()
1286 {
1287         float numteams;
1288
1289         numteams = cvar("g_tdm_teams");
1290
1291         tdm_spawnteam("Red", COLOR_TEAM1-1);
1292         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1293         if(numteams >= 3)
1294                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1295         if(numteams >= 4)
1296                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1297 };
1298
1299 void tdm_delayedinit()
1300 {
1301         // if no teams are found, spawn defaults
1302         if (find(world, classname, "tdm_team") == world)
1303                 tdm_spawnteams();
1304 };
1305
1306 void tdm_init()
1307 {
1308         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1309 };