]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/teamplay.qc
code cleanups in preparation of autocvars
[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(float player_id, float team_number, float type)
76 {
77         if(!cvar("sv_eventlog"))
78                 return;
79
80         if(player_id < 1)
81                 return;
82
83         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
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_ca", ftos(g_ca));
96         cvar_set("g_keyhunt", ftos(g_keyhunt));
97         cvar_set("g_assault", ftos(g_assault));
98         cvar_set("g_onslaught", ftos(g_onslaught));
99         cvar_set("g_race", ftos(g_race));
100         cvar_set("g_nexball", ftos(g_nexball));
101         cvar_set("g_cts", ftos(g_cts));
102 }
103
104 void ReadGameCvars()
105 {
106         float found;
107         float prev;
108         float i;
109
110         found = 0;
111         prev = cvar("gamecfg");
112         for(i = 0; i < 2; ++i)
113         {
114 //#NO AUTOCVARS START
115                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
116                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
117                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
118                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
119                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
120                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
121                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
122                 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
123                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
124                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
125                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
126                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
127                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
128                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
129 //#NO AUTOCVARS END
130
131                 if(found)
132                         break;
133
134                 prev = -1; // second attempt takes place WITHOUT prev set
135         }
136
137         if(!found)
138                 g_dm = 1;
139
140         if(g_dm && cvar("deathmatch_force_teamplay"))
141         {
142                 g_dm = 0;
143                 g_tdm = 1;
144         }
145
146         teams_matter = 0;
147 }
148
149 void default_delayedinit()
150 {
151         if(!scores_initialized)
152                 ScoreRules_generic();
153 }
154
155 void ActivateTeamplay()
156 {
157         float teamplay_default;
158         teamplay_default = cvar("teamplay_default");
159
160         if(teamplay_default)
161                 teamplay = teamplay_default;
162         else
163                 teamplay = 3;
164         cvar_set("teamplay", ftos(teamplay));
165
166         teams_matter = 1;
167 }
168
169 void InitGameplayMode()
170 {
171         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
172
173         qualifying_override = -1;
174
175         VoteReset();
176
177         teams_matter = 0;
178         cvar_set("teamplay", "0");
179
180         // make sure only ONE type is selected
181         ReadGameCvars();
182         WriteGameCvars();
183
184         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
185         get_mi_min_max(1);
186         world.mins = mi_min;
187         world.maxs = mi_max;
188
189         MapInfo_LoadMapSettings(mapname);
190
191         if not(cvar_value_issafe(world.fog))
192         {
193                 print("The current map contains a potentially harmful fog setting, ignored\n");
194                 world.fog = string_null;
195         }
196         if(MapInfo_Map_fog != "")
197                 if(MapInfo_Map_fog == "none")
198                         world.fog = string_null;
199                 else
200                         world.fog = strzone(MapInfo_Map_fog);
201         clientstuff = strzone(MapInfo_Map_clientstuff);
202
203         MapInfo_ClearTemps();
204
205         // in case mapinfo switched the type
206         ReadGameCvars();
207
208         // set both here, gamemode can override it later
209         timelimit_override = cvar("timelimit_override");
210         fraglimit_override = cvar("fraglimit_override");
211         leadlimit_override = cvar("leadlimit_override");
212
213         if(g_dm)
214         {
215                 game = GAME_DEATHMATCH;
216                 gamemode_name = "Deathmatch";
217         }
218
219         if(g_tdm)
220         {
221                 game = GAME_TEAM_DEATHMATCH;
222                 gamemode_name = "Team Deathmatch";
223                 ActivateTeamplay();
224                 tdm_init();
225                 if(cvar("g_tdm_team_spawns"))
226                         have_team_spawns = -1; // request team spawns
227         }
228
229         if(g_domination)
230         {
231                 game = GAME_DOMINATION;
232                 gamemode_name = "Domination";
233                 ActivateTeamplay();
234                 fraglimit_override = cvar("g_domination_point_limit");
235                 leadlimit_override = cvar("g_domination_point_leadlimit");
236                 dom_init();
237                 have_team_spawns = -1; // request team spawns
238         }
239
240         if(g_ctf)
241         {
242                 game = GAME_CTF;
243                 gamemode_name = "Capture the Flag";
244                 ActivateTeamplay();
245                 if(cvar("g_campaign"))
246                         g_ctf_win_mode = 2;
247                 else
248                         g_ctf_win_mode = cvar("g_ctf_win_mode");
249                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
250                 if(g_ctf_win_mode == 2)
251                 {
252                         fraglimit_override = cvar("g_ctf_capture_limit");
253                         leadlimit_override = cvar("g_ctf_capture_leadlimit");
254                 }
255                 else
256                 {
257                         fraglimit_override = cvar("capturelimit_override");
258                         leadlimit_override = cvar("captureleadlimit_override");
259                 }
260                 ctf_init();
261                 have_team_spawns = -1; // request team spawns
262         }
263
264         if(g_runematch)
265         {
266                 game = GAME_RUNEMATCH;
267                 gamemode_name = "Rune Match";
268                 if(cvar("deathmatch_force_teamplay"))
269                         ActivateTeamplay();
270                 fraglimit_override = cvar("g_runematch_point_limit");
271                 leadlimit_override = cvar("g_runematch_point_leadlimit");
272                 runematch_init();
273         }
274
275         if(g_lms)
276         {
277                 game = GAME_LMS;
278                 gamemode_name = "Last Man Standing";
279                 fraglimit_override = cvar("g_lms_lives_override");
280                 leadlimit_override = 0; // not supported by LMS
281                 if(fraglimit_override == 0)
282                         fraglimit_override = -1;
283                 lms_lowest_lives = 9999;
284                 lms_next_place = 0;
285                 ScoreRules_lms();
286         }
287
288         if(g_arena)
289         {
290                 game = GAME_ARENA;
291                 gamemode_name = "Arena";
292                 fraglimit_override = cvar("g_arena_point_limit");
293                 leadlimit_override = cvar("g_arena_point_leadlimit");
294                 maxspawned = cvar("g_arena_maxspawned");
295                 if(maxspawned < 2)
296                         maxspawned = 2;
297                 arena_roundbased = cvar("g_arena_roundbased");
298         }
299
300         if(g_ca)
301         {
302                 game = GAME_CA;
303                 gamemode_name = "Clan Arena";
304                 ActivateTeamplay();
305                 fraglimit_override = cvar("g_ca_point_limit");
306                 leadlimit_override = cvar("g_ca_point_leadlimit");
307                 precache_sound("ctf/red_capture.wav");
308                 precache_sound("ctf/blue_capture.wav");
309         }
310         if(g_keyhunt)
311         {
312                 game = GAME_KEYHUNT;
313                 gamemode_name = "Key Hunt";
314                 ActivateTeamplay();
315                 fraglimit_override = cvar("g_keyhunt_point_limit");
316                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
317                 kh_init();
318         }
319
320         if(g_assault)
321         {
322                 game = GAME_ASSAULT;
323                 gamemode_name = "Assault";
324                 ActivateTeamplay();
325                 ScoreRules_assault();
326                 have_team_spawns = -1; // request team spawns
327         }
328
329         if(g_onslaught)
330         {
331                 game = GAME_ONSLAUGHT;
332                 gamemode_name = "Onslaught";
333                 ActivateTeamplay();
334                 have_team_spawns = -1; // request team spawns
335         }
336
337         if(g_race)
338         {
339                 game = GAME_RACE;
340                 gamemode_name = "Race";
341
342                 if(cvar("g_race_teams"))
343                 {
344                         ActivateTeamplay();
345                         race_teams = bound(2, cvar("g_race_teams"), 4);
346                         have_team_spawns = -1; // request team spawns
347                 }
348                 else
349                         race_teams = 0;
350
351                 qualifying_override = cvar("g_race_qualifying_timelimit_override");
352                 fraglimit_override = cvar("g_race_laps_limit");
353                 leadlimit_override = 0; // currently not supported by race
354         }
355
356         if(g_cts)
357         {
358                 game = GAME_CTS;
359                 gamemode_name = "CTS";
360                 g_race_qualifying = 1;
361                 fraglimit_override = 0;
362                 leadlimit_override = 0;
363         }
364
365         if(g_nexball)
366         {
367                 game = GAME_NEXBALL;
368                 gamemode_name = "Nexball";
369                 fraglimit_override = cvar("g_nexball_goallimit");
370                 leadlimit_override = cvar("g_nexball_goalleadlimit");
371                 ActivateTeamplay();
372                 nb_init();
373                 have_team_spawns = -1; // request team spawns
374         }
375
376         if(teams_matter)
377                 entcs_init();
378
379         // save it (for the next startup)
380         cvar_set("gamecfg", ftos(game));
381
382         cache_mutatormsg = strzone("");
383         cache_lastmutatormsg = strzone("");
384
385         // enforce the server's universal frag/time limits
386         if(!cvar("g_campaign"))
387         {
388                 if(fraglimit_override >= 0)
389                         cvar_set("fraglimit", ftos(fraglimit_override));
390                 if(timelimit_override >= 0)
391                         cvar_set("timelimit", ftos(timelimit_override));
392                 if(leadlimit_override >= 0)
393                         cvar_set("leadlimit", ftos(leadlimit_override));
394                 if(qualifying_override >= 0)
395                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
396         }
397
398         if(g_race)
399         {
400                 // we need to find out the correct value for g_race_qualifying
401                 if(cvar("g_campaign"))
402                 {
403                         g_race_qualifying = 1;
404                 }
405                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
406                 {
407                         g_race_qualifying = 2;
408                         race_fraglimit = cvar("fraglimit");
409                         race_leadlimit = cvar("leadlimit");
410                         race_timelimit = cvar("timelimit");
411                         cvar_set("fraglimit", "0");
412                         cvar_set("leadlimit", "0");
413                         cvar_set("timelimit", ftos(cvar("g_race_qualifying_timelimit")));
414                 }
415                 else
416                         g_race_qualifying = 0;
417         }
418
419         if(g_race || g_cts)
420         {
421                 if(g_race_qualifying)
422                         independent_players = 1;
423
424                 ScoreRules_race();
425         }
426
427         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
428 }
429
430 string GetClientVersionMessage() {
431         local string versionmsg;
432         if (self.version_mismatch) {
433                 if(self.version < cvar("gameversion")) {
434                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
435                 } else {
436                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
437                 }
438         } else {
439                 versionmsg = "^2client version and server version are compatible.^8";
440         }
441         return versionmsg;
442 }
443
444
445 void PrintWelcomeMessage(entity pl)
446 {
447         string s, modifications, motd;
448
449         if(self.cvar_scr_centertime == 0) return;
450
451         if(cvar("g_campaign"))
452         {
453                 if(self.classname == "player" && !self.BUTTON_INFO)
454                         return;
455         }
456         else
457         {
458                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
459                         return;
460         }
461
462         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
463                 if(self.welcomemessage_time > time) return;
464                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
465         }
466
467         if(cvar("g_campaign"))
468         {
469                 centerprint(pl, campaign_message);
470                 return;
471         }
472
473 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
474         if(!self.BUTTON_INFO)
475         {
476                 // TODO get rid of this too
477                 local string specString;
478                 specString = NEWLINES;
479                 //if(time < game_starttime) //also show the countdown when being a spectator
480                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
481                 //else
482                 if (timeoutStatus != 0)
483                         specString = strcat(specString, "\n\n", getTimeoutText(1));
484                 else
485                 {
486                         if(self.classname == "player")
487                                 return;
488                         goto normal;
489                 }
490                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
491         }
492
493 :normal
494         modifications = "";
495         if(g_minstagib)
496                 modifications = strcat(modifications, ", MinstaGib");
497         if(g_nixnex)
498                 modifications = strcat(modifications, ", NixNex");
499         if(g_weaponarena)
500         {
501                 if(g_weaponarena_random)
502                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
503                 else
504                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
505         }
506         if(cvar("g_start_weapon_laser") == 0)
507                 modifications = strcat(modifications, ", No start weapons");
508         if(cvar("sv_gravity") < 800)
509                 modifications = strcat(modifications, ", Low gravity");
510         if(g_cloaked)
511                 modifications = strcat(modifications, ", Cloaked");
512         if(g_footsteps)
513                 modifications = strcat(modifications, ", Steps");
514         if(g_grappling_hook)
515                 modifications = strcat(modifications, ", Hook");
516         if(g_laserguided_missile)
517                 modifications = strcat(modifications, ", LG missiles");
518         if(g_midair)
519                 modifications = strcat(modifications, ", Midair");
520         if(g_vampire)
521                 modifications = strcat(modifications, ", Vampire");
522         if(g_pinata)
523                 modifications = strcat(modifications, ", Pinata");
524         if(g_weapon_stay)
525                 modifications = strcat(modifications, ", Weapons stay");
526         if(g_bloodloss > 0)
527                 modifications = strcat(modifications, ", Bloodloss");
528         if(g_jetpack)
529                 modifications = strcat(modifications, ", Jet pack");
530         modifications = substring(modifications, 2, strlen(modifications) - 2);
531
532         local string versionmessage;
533         versionmessage = GetClientVersionMessage();
534
535         s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
536         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
537
538         if(modifications != "")
539                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
540
541         if(timeoutStatus != 0)
542                 s = strcat(s, "\n\n", getTimeoutText(1));
543
544         if (g_grappling_hook)
545                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
546
547         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
548         {
549                 if(cache_lastmutatormsg)
550                         strunzone(cache_lastmutatormsg);
551                 if(cache_mutatormsg)
552                         strunzone(cache_mutatormsg);
553                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
554                 cache_mutatormsg = strzone(cache_lastmutatormsg);
555         }
556
557         if (cache_mutatormsg != "") {
558                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
559         }
560
561         motd = cvar_string("sv_motd");
562         if (motd != "") {
563                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
564         }
565         s = strcat(s, "\n");
566
567         centerprint(pl, s);
568 }
569
570
571 void SetPlayerColors(entity pl, float _color)
572 {
573         /*string s;
574         s = ftos(cl);
575         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
576         pl.team = cl + 1;
577         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
578         pl.clientcolors = 16*cl + cl;*/
579
580         float pants, shirt;
581         pants = _color & 0x0F;
582         shirt = _color & 0xF0;
583
584
585         if(teams_matter) {
586                 setcolor(pl, 16*pants + pants);
587         } else {
588                 setcolor(pl, shirt + pants);
589         }
590 }
591
592 void SetPlayerTeam(entity pl, float t, float s, float noprint)
593 {
594         float _color;
595
596         if(t == 4)
597                 _color = COLOR_TEAM4 - 1;
598         else if(t == 3)
599                 _color = COLOR_TEAM3 - 1;
600         else if(t == 2)
601                 _color = COLOR_TEAM2 - 1;
602         else
603                 _color = COLOR_TEAM1 - 1;
604
605         SetPlayerColors(pl,_color);
606
607         if(t != s) {
608                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
609
610                 if(!noprint)
611                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
612         }
613
614 }
615
616 // set c1...c4 to show what teams are allowed
617 void CheckAllowedTeams (entity for_whom)
618 {
619         float dm;
620         entity head;
621         string teament_name;
622
623         c1 = c2 = c3 = c4 = -1;
624         cb1 = cb2 = cb3 = cb4 = 0;
625
626         if(g_onslaught)
627         {
628                 // onslaught is special
629                 head = findchain(classname, "onslaught_generator");
630                 while (head)
631                 {
632                         if (head.team == COLOR_TEAM1) c1 = 0;
633                         if (head.team == COLOR_TEAM2) c2 = 0;
634                         if (head.team == COLOR_TEAM3) c3 = 0;
635                         if (head.team == COLOR_TEAM4) c4 = 0;
636                         head = head.chain;
637                 }
638         }
639         else if(g_domination)
640                 teament_name = "dom_team";
641         else if(g_ctf)
642                 teament_name = "ctf_team";
643         else if(g_tdm)
644                 teament_name = "tdm_team";
645         else if(g_nexball)
646                 teament_name = "nexball_team";
647         else if(g_assault)
648                 c1 = c2 = 0; // Assault always has 2 teams
649         else
650         {
651                 // cover anything else by treating it like tdm with no teams spawned
652                 if(g_keyhunt)
653                         dm = kh_teams;
654                 else if(g_race)
655                         dm = race_teams;
656                 else
657                         dm = 2;
658
659                 if(dm >= 4)
660                         c1 = c2 = c3 = c4 = 0;
661                 else if(dm >= 3)
662                         c1 = c2 = c3 = 0;
663                 else
664                         c1 = c2 = 0;
665         }
666
667         // find out what teams are allowed if necessary
668         if(teament_name)
669         {
670                 head = find(world, classname, teament_name);
671                 while(head)
672                 {
673                         if(!(g_domination && head.netname == ""))
674                         {
675                                 if(head.team == COLOR_TEAM1)
676                                         c1 = 0;
677                                 else if(head.team == COLOR_TEAM2)
678                                         c2 = 0;
679                                 else if(head.team == COLOR_TEAM3)
680                                         c3 = 0;
681                                 else if(head.team == COLOR_TEAM4)
682                                         c4 = 0;
683                         }
684                         head = find(head, classname, teament_name);
685                 }
686         }
687
688         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
689         if(c3==-1&&c4==-1)
690         if(cvar("bot_vs_human") && for_whom)
691         {
692                 if(cvar("bot_vs_human") > 0)
693                 {
694                         // bots are all blue
695                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
696                                 c1 = c3 = c4 = -1;
697                         else
698                                 c2 = -1;
699                 }
700                 else
701                 {
702                         // bots are all red
703                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
704                                 c2 = c3 = c4 = -1;
705                         else
706                                 c1 = -1;
707                 }
708         }
709 }
710
711 float PlayerValue(entity p)
712 {
713         if(IsTeamBalanceForced() == 1)
714                 return 1;
715         return 1;
716 }
717
718 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
719 // teams that are allowed will now have their player counts stored in c1...c4
720 void GetTeamCounts(entity ignore)
721 {
722         entity head;
723         float value, bvalue;
724         // now count how many players are on each team already
725
726         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
727         // also remember the lowest-scoring player
728
729         FOR_EACH_PLAYER(head)
730         {
731                 if(head != ignore)// && head.netname != "")
732                 {
733                         value = PlayerValue(head);
734                         if(clienttype(head) == CLIENTTYPE_BOT)
735                                 bvalue = value;
736                         else
737                                 bvalue = 0;
738                         if(head.team == COLOR_TEAM1)
739                         {
740                                 if(c1 >= 0)
741                                 {
742                                         c1 = c1 + value;
743                                         cb1 = cb1 + bvalue;
744                                 }
745                         }
746                         if(head.team == COLOR_TEAM2)
747                         {
748                                 if(c2 >= 0)
749                                 {
750                                         c2 = c2 + value;
751                                         cb2 = cb2 + bvalue;
752                                 }
753                         }
754                         if(head.team == COLOR_TEAM3)
755                         {
756                                 if(c3 >= 0)
757                                 {
758                                         c3 = c3 + value;
759                                         cb3 = cb3 + bvalue;
760                                 }
761                         }
762                         if(head.team == COLOR_TEAM4)
763                         {
764                                 if(c4 >= 0)
765                                 {
766                                         c4 = c4 + value;
767                                         cb4 = cb4 + bvalue;
768                                 }
769                         }
770                 }
771         }
772 }
773
774 // returns # of smallest team (1, 2, 3, 4)
775 // NOTE: Assumes CheckAllowedTeams has already been called!
776 float FindSmallestTeam(entity pl, float ignore_pl)
777 {
778         float totalteams, balance_type, maxc;
779         totalteams = 0;
780
781         // find out what teams are available
782         //CheckAllowedTeams();
783
784         // make sure there are at least 2 teams to join
785         if(c1 >= 0)
786                 totalteams = totalteams + 1;
787         if(c2 >= 0)
788                 totalteams = totalteams + 1;
789         if(c3 >= 0)
790                 totalteams = totalteams + 1;
791         if(c4 >= 0)
792                 totalteams = totalteams + 1;
793
794         if(cvar("bot_vs_human"))
795                 totalteams += 1;
796
797         if(totalteams <= 1)
798         {
799                 if(g_domination)
800                         error("Too few teams available for domination\n");
801                 else if(g_ctf)
802                         error("Too few teams available for ctf\n");
803                 else if(g_keyhunt)
804                         error("Too few teams available for key hunt\n");
805                 else
806                         error("Too few teams available for team deathmatch\n");
807         }
808
809         // count how many players are in each team
810         if(ignore_pl)
811                 GetTeamCounts(pl);
812         else
813                 GetTeamCounts(world);
814
815         // c1...c4 now have counts of each team
816         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
817
818         // 2 gives priority to what team you're already on, 1 goes in order
819         // 2 doesn't seem to work though...
820         balance_type = 1;
821
822         if(bots_would_leave)
823         //if(pl.classname != "player")
824         if(clienttype(pl) != CLIENTTYPE_BOT)
825         {
826                 c1 -= cb1 * 255.0/256.0;
827                 c2 -= cb2 * 255.0/256.0;
828                 c3 -= cb3 * 255.0/256.0;
829                 c4 -= cb4 * 255.0/256.0;
830         }
831         maxc = max4(c1, c2, c3, c4);
832
833         RandomSelection_Init();
834         if(balance_type == 1)
835         {
836                 // 1: use team count, then score (note: can only use 8 significant bits of score)
837                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
838                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
839                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
840                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
841         }
842         else if(balance_type == 2)
843         {
844                 // 1: use team count, if equal prefer own team
845                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
846                 if(c2 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
847                 if(c3 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
848                 if(c4 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
849         }
850         else if(balance_type == 3)
851         {
852                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
853                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
854                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
855                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
856                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
857         }
858         return RandomSelection_chosen_float;
859 }
860
861 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
862 {
863         float smallest, selectedteam;
864
865         // don't join a team if we're not playing a team game
866         if(!teams_matter)
867                 return 0;
868
869         // find out what teams are available
870         CheckAllowedTeams(pl);
871
872         // if we don't care what team he ends up on, put him on whatever team he entered as.
873         // if he's not on a valid team, then let other code put him on the smallest team
874         if(!forcebestteam)
875         {
876                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
877                         selectedteam = pl.team;
878                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
879                         selectedteam = pl.team;
880                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
881                         selectedteam = pl.team;
882                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
883                         selectedteam = pl.team;
884                 else
885                         selectedteam = -1;
886
887                 if(selectedteam > 0)
888                 {
889                         if(!only_return_best)
890                         {
891                                 SetPlayerColors(pl, selectedteam - 1);
892
893                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
894                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
895                                 LogTeamchange(pl.playerid, pl.team, 99);
896                         }
897                         return selectedteam;
898                 }
899                 // otherwise end up on the smallest team (handled below)
900         }
901
902         smallest = FindSmallestTeam(pl, TRUE);
903
904         if(!only_return_best)
905         {
906                 TeamchangeFrags(self);
907                 if(smallest == 1)
908                 {
909                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
910                 }
911                 else if(smallest == 2)
912                 {
913                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
914                 }
915                 else if(smallest == 3)
916                 {
917                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
918                 }
919                 else if(smallest == 4)
920                 {
921                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
922                 }
923                 else
924                 {
925                         error("smallest team: invalid team\n");
926                 }
927
928                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
929
930                 if(pl.deadflag == DEAD_NO)
931                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
932         }
933
934         return smallest;
935 }
936
937 //void() ctf_playerchanged;
938 void SV_ChangeTeam(float _color)
939 {
940         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
941
942         // in normal deathmatch we can just apply the color and we're done
943         if(!teams_matter) {
944                 SetPlayerColors(self, _color);
945                 return;
946         }
947
948         scolor = self.clientcolors & 0x0F;
949         dcolor = _color & 0x0F;
950
951         if(scolor == COLOR_TEAM1 - 1)
952                 steam = 1;
953         else if(scolor == COLOR_TEAM2 - 1)
954                 steam = 2;
955         else if(scolor == COLOR_TEAM3 - 1)
956                 steam = 3;
957         else // if(scolor == COLOR_TEAM4 - 1)
958                 steam = 4;
959         if(dcolor == COLOR_TEAM1 - 1)
960                 dteam = 1;
961         else if(dcolor == COLOR_TEAM2 - 1)
962                 dteam = 2;
963         else if(dcolor == COLOR_TEAM3 - 1)
964                 dteam = 3;
965         else // if(dcolor == COLOR_TEAM4 - 1)
966                 dteam = 4;
967
968         CheckAllowedTeams(self);
969
970         if(dteam == 1 && c1 < 0) dteam = 4;
971         if(dteam == 4 && c4 < 0) dteam = 3;
972         if(dteam == 3 && c3 < 0) dteam = 2;
973         if(dteam == 2 && c2 < 0) dteam = 1;
974
975         // not changing teams
976         if(scolor == dcolor)
977         {
978                 //bprint("same team change\n");
979                 SetPlayerTeam(self, dteam, steam, TRUE);
980                 return;
981         }
982
983         if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
984                 sprint(self, "Team changes not allowed\n");
985                 return; // changing teams is not allowed
986         }
987
988         if(cvar("g_balance_teams_prevent_imbalance"))
989         {
990                 // only allow changing to a smaller or equal size team
991
992                 // find out what teams are available
993                 //CheckAllowedTeams();
994                 // count how many players on each team
995                 GetTeamCounts(world);
996
997                 // get desired team
998                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
999                 {
1000                         dcount = c1;
1001                         dbotcount = cb1;
1002                 }
1003                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1004                 {
1005                         dcount = c2;
1006                         dbotcount = cb2;
1007                 }
1008                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1009                 {
1010                         dcount = c3;
1011                         dbotcount = cb3;
1012                 }
1013                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1014                 {
1015                         dcount = c4;
1016                         dbotcount = cb4;
1017                 }
1018                 else
1019                 {
1020                         sprint(self, "Cannot change to an invalid team\n");
1021
1022                         return;
1023                 }
1024
1025                 // get starting team
1026                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1027                         scount = c1;
1028                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1029                         scount = c2;
1030                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1031                         scount = c3;
1032                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1033                         scount = c4;
1034
1035                 if(scount) // started at a valid, nonempty team
1036                 {
1037                         // check if we're trying to change to a larger team that doens't have bots to swap with
1038                         if(dcount >= scount && dbotcount <= 0)
1039                         {
1040                                 sprint(self, "Cannot change to a larger team\n");
1041                                 return; // can't change to a larger team
1042                         }
1043                 }
1044         }
1045
1046 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1047
1048         if(self.classname == "player" && steam != dteam)
1049         {
1050                 // reduce frags during a team change
1051                 TeamchangeFrags(self);
1052         }
1053
1054         SetPlayerTeam(self, dteam, steam, FALSE);
1055
1056         if(self.classname == "player" && steam != dteam)
1057         {
1058                 // kill player when changing teams
1059                 if(self.deadflag == DEAD_NO)
1060                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1061         }
1062         //ctf_playerchanged();
1063 }
1064
1065 void ShufflePlayerOutOfTeam (float source_team)
1066 {
1067         float smallestteam, smallestteam_count, steam;
1068         float lowest_bot_score, lowest_player_score;
1069         entity head, lowest_bot, lowest_player, selected;
1070
1071         smallestteam = 0;
1072         smallestteam_count = 999999999;
1073
1074         if(c1 >= 0 && c1 < smallestteam_count)
1075         {
1076                 smallestteam = 1;
1077                 smallestteam_count = c1;
1078         }
1079         if(c2 >= 0 && c2 < smallestteam_count)
1080         {
1081                 smallestteam = 2;
1082                 smallestteam_count = c2;
1083         }
1084         if(c3 >= 0 && c3 < smallestteam_count)
1085         {
1086                 smallestteam = 3;
1087                 smallestteam_count = c3;
1088         }
1089         if(c4 >= 0 && c4 < smallestteam_count)
1090         {
1091                 smallestteam = 4;
1092                 smallestteam_count = c4;
1093         }
1094
1095         if(!smallestteam)
1096         {
1097                 bprint("warning: no smallest team\n");
1098                 return;
1099         }
1100
1101         if(source_team == 1)
1102                 steam = COLOR_TEAM1;
1103         else if(source_team == 2)
1104                 steam = COLOR_TEAM2;
1105         else if(source_team == 3)
1106                 steam = COLOR_TEAM3;
1107         else if(source_team == 4)
1108                 steam = COLOR_TEAM4;
1109
1110         lowest_bot = world;
1111         lowest_bot_score = 999999999;
1112         lowest_player = world;
1113         lowest_player_score = 999999999;
1114
1115         // find the lowest-scoring player & bot of that team
1116         FOR_EACH_PLAYER(head)
1117         {
1118                 if(head.team == steam)
1119                 {
1120                         if(head.isbot)
1121                         {
1122                                 if(head.totalfrags < lowest_bot_score)
1123                                 {
1124                                         lowest_bot = head;
1125                                         lowest_bot_score = head.totalfrags;
1126                                 }
1127                         }
1128                         else
1129                         {
1130                                 if(head.totalfrags < lowest_player_score)
1131                                 {
1132                                         lowest_player = head;
1133                                         lowest_player_score = head.totalfrags;
1134                                 }
1135                         }
1136                 }
1137         }
1138
1139         // prefers to move a bot...
1140         if(lowest_bot != world)
1141                 selected = lowest_bot;
1142         // but it will move a player if it has to
1143         else
1144                 selected = lowest_player;
1145         // don't do anything if it couldn't find anyone
1146         if(!selected)
1147         {
1148                 bprint("warning: couldn't find a player to move from team\n");
1149                 return;
1150         }
1151
1152         // smallest team gains a member
1153         if(smallestteam == 1)
1154         {
1155                 c1 = c1 + 1;
1156         }
1157         else if(smallestteam == 2)
1158         {
1159                 c2 = c2 + 1;
1160         }
1161         else if(smallestteam == 3)
1162         {
1163                 c3 = c3 + 1;
1164         }
1165         else if(smallestteam == 4)
1166         {
1167                 c4 = c4 + 1;
1168         }
1169         else
1170         {
1171                 bprint("warning: destination team invalid\n");
1172                 return;
1173         }
1174         // source team loses a member
1175         if(source_team == 1)
1176         {
1177                 c1 = c1 + 1;
1178         }
1179         else if(source_team == 2)
1180         {
1181                 c2 = c2 + 2;
1182         }
1183         else if(source_team == 3)
1184         {
1185                 c3 = c3 + 3;
1186         }
1187         else if(source_team == 4)
1188         {
1189                 c4 = c4 + 4;
1190         }
1191         else
1192         {
1193                 bprint("warning: source team invalid\n");
1194                 return;
1195         }
1196
1197         // move the player to the new team
1198         TeamchangeFrags(selected);
1199         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1200
1201         if(selected.deadflag == DEAD_NO)
1202                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1203         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1204 }
1205
1206 void CauseRebalance(float source_team, float howmany_toomany)
1207 {
1208         if(IsTeamBalanceForced() == 1)
1209         {
1210                 bprint("Rebalancing Teams\n");
1211                 ShufflePlayerOutOfTeam(source_team);
1212         }
1213 }
1214
1215 // part of g_balance_teams_force
1216 // occasionally perform an audit of the teams to make
1217 // sure they're more or less balanced in player count.
1218 void AuditTeams()
1219 {
1220         float numplayers, numteams, smallest, toomany;
1221         float balance;
1222         balance = IsTeamBalanceForced();
1223         if(balance == 0)
1224                 return;
1225
1226         if(audit_teams_time > time)
1227                 return;
1228
1229         audit_teams_time = time + 4 + random();
1230
1231 //      bprint("Auditing teams\n");
1232
1233         CheckAllowedTeams(world);
1234         GetTeamCounts(world);
1235
1236
1237         numteams = numplayers = smallest = 0;
1238         if(c1 >= 0)
1239         {
1240                 numteams = numteams + 1;
1241                 numplayers = numplayers + c1;
1242                 smallest = c1;
1243         }
1244         if(c2 >= 0)
1245         {
1246                 numteams = numteams + 1;
1247                 numplayers = numplayers + c2;
1248                 if(c2 < smallest)
1249                         smallest = c2;
1250         }
1251         if(c3 >= 0)
1252         {
1253                 numteams = numteams + 1;
1254                 numplayers = numplayers + c3;
1255                 if(c3 < smallest)
1256                         smallest = c3;
1257         }
1258         if(c4 >= 0)
1259         {
1260                 numteams = numteams + 1;
1261                 numplayers = numplayers + c4;
1262                 if(c4 < smallest)
1263                         smallest = c4;
1264         }
1265
1266         if(numplayers <= 0)
1267                 return; // no players to move around
1268         if(numteams < 2)
1269                 return; // don't bother shuffling if for some reason there aren't any teams
1270
1271         toomany = smallest + 1;
1272
1273         if(c1 && c1 > toomany)
1274                 CauseRebalance(1, c1 - toomany);
1275         if(c2 && c2 > toomany)
1276                 CauseRebalance(2, c2 - toomany);
1277         if(c3 && c3 > toomany)
1278                 CauseRebalance(3, c3 - toomany);
1279         if(c4 && c4 > toomany)
1280                 CauseRebalance(4, c4 - toomany);
1281
1282         // if teams are still unbalanced, balance them further in the next audit,
1283         // which will happen sooner (keep doing rapid audits until things are in order)
1284         audit_teams_time = time + 0.7 + random()*0.3;
1285 }
1286
1287 // code from here on is just to support maps that don't have team entities
1288 void tdm_spawnteam (string teamname, float teamcolor)
1289 {
1290         local entity e;
1291         e = spawn();
1292         e.classname = "tdm_team";
1293         e.netname = teamname;
1294         e.cnt = teamcolor;
1295         e.team = e.cnt + 1;
1296 };
1297
1298 // spawn some default teams if the map is not set up for tdm
1299 void tdm_spawnteams()
1300 {
1301         float numteams;
1302
1303         numteams = cvar("g_tdm_teams_override");
1304         if(numteams < 2)
1305                 numteams = cvar("g_tdm_teams");
1306         numteams = bound(2, numteams, 4);
1307
1308         tdm_spawnteam("Red", COLOR_TEAM1-1);
1309         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1310         if(numteams >= 3)
1311                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1312         if(numteams >= 4)
1313                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1314 };
1315
1316 void tdm_delayedinit()
1317 {
1318         // if no teams are found, spawn defaults
1319         if (find(world, classname, "tdm_team") == world)
1320                 tdm_spawnteams();
1321 };
1322
1323 void tdm_init()
1324 {
1325         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1326 };