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latch the mutator cvars too
[divverent/nexuiz.git] / data / qcsrc / server / teamplay.qc
1 float GAME_DEATHMATCH           = 1;
2 float GAME_TEAM_DEATHMATCH      = 2;
3 float GAME_DOMINATION           = 3;
4 float GAME_CTF                  = 4;
5 float GAME_RUNEMATCH            = 5;
6 float GAME_LMS                  = 6;
7 float GAME_ARENA                = 7;
8 float GAME_KEYHUNT              = 8;
9 float GAME_ASSAULT              = 9;
10 float GAME_ONSLAUGHT    = 10;
11
12 // client counts for each team
13 float c1, c2, c3, c4;
14 // # of bots on those teams
15 float cb1, cb2, cb3, cb4;
16
17 float audit_teams_time;
18
19 float() IsTeamBalanceForced = {
20         if(intermission_running)
21                 return 0; // no rebalancing whatsoever please
22         if(!cvar("teamplay"))
23                 return 0;
24         if(cvar("g_campaign"))
25                 return 0;
26         if(!cvar("g_balance_teams_force"))
27                 return -1;
28         return 1;
29 }
30
31 void TeamchangeFrags(entity e)
32 {
33         if(e.classname == "player")
34         {
35                 // reduce frags during a team change
36                 DistributeFragsAmongTeam(e, (e.clientcolors & 0x0F) + 1, 1 - cvar("g_changeteam_fragtransfer") / 100);
37         }
38 }
39
40 string TeamName(float t)
41 {
42         // fixme: Search for team entities and get their .netname's!
43         if(t == COLOR_TEAM1)
44                 return "Red Team";
45         if(t == COLOR_TEAM2)
46                 return "Blue Team";
47         if(t == COLOR_TEAM3)
48                 return "Yellow Team";
49         if(t == COLOR_TEAM4)
50                 return "Pink Team";
51         return "Neutral Team";
52 }
53 string ColoredTeamName(float t)
54 {
55         // fixme: Search for team entities and get their .netname's!
56         if(t == COLOR_TEAM1)
57                 return "^1Red Team^7";
58         if(t == COLOR_TEAM2)
59                 return "^4Blue Team^7";
60         if(t == COLOR_TEAM3)
61                 return "^3Yellow Team^7";
62         if(t == COLOR_TEAM4)
63                 return "^6Pink Team^7";
64         return "Neutral Team";
65 }
66 string TeamNoName(float t)
67 {
68         // fixme: Search for team entities and get their .netname's!
69         if(t == 1)
70                 return "Red Team";
71         if(t == 2)
72                 return "Blue Team";
73         if(t == 3)
74                 return "Yellow Team";
75         if(t == 4)
76                 return "Pink Team";
77         return "Neutral Team";
78 }
79
80 void dom_init();
81 void ctf_init();
82 void runematch_init();
83 void tdm_init();
84
85 void(entity pl) LogTeamchange =
86 {
87         string str;
88         if(!cvar("sv_eventlog"))
89                 return;
90         if(pl.playerid < 1)
91                 return;
92         str = strcat(":team:", ftos(pl.playerid), ":");
93         str = strcat(str, ftos(pl.team));
94         GameLogEcho(str, FALSE);
95 }
96
97 void ResetGameCvars()
98 {
99         cvar_set("g_tdm", "0");
100         cvar_set("g_domination", "0");
101         cvar_set("g_ctf", "0");
102         cvar_set("g_runematch", "0");
103         cvar_set("g_lms", "0");
104         cvar_set("g_arena", "0");
105         cvar_set("g_keyhunt", "0");
106         cvar_set("g_assault", "0");
107         cvar_set("g_onslaught", "0");
108         cvar_set("teamplay", "0");
109 }
110
111 void ActivateTeamplay()
112 {
113         float teamplay_default;
114         teamplay_default = cvar("teamplay_default");
115
116         if(teamplay_default)
117                 cvar_set("teamplay", ftos(teamplay_default));
118         else
119                 cvar_set("teamplay", "3");
120 }
121
122 void InitGameplayMode()
123 {
124         float fraglimit_override, timelimit_override;
125
126         VoteReset();
127
128         game = cvar("gamecfg"); // load game options
129
130         // game cvars get reset before map changes
131         // then map's cfg sets them as desired
132
133         // FIXME: also set a message or game mode name to print to players when the join
134
135         // set both here, gamemode can override it later
136         timelimit_override = cvar("timelimit_override");
137         fraglimit_override = cvar("fraglimit_override");
138
139         if(game == GAME_DOMINATION || cvar("g_domination"))
140         {
141                 ResetGameCvars();
142                 game = GAME_DOMINATION;
143                 cvar_set("g_domination", "1");
144
145                 ActivateTeamplay();
146
147                 fraglimit_override = cvar("g_domination_point_limit");
148
149                 gamemode_name = "Domination";
150                 teams_matter = 1;
151         }
152         else if(game == GAME_CTF || cvar("g_ctf"))
153         {
154                 ResetGameCvars();
155                 game = GAME_CTF;
156                 cvar_set("g_ctf", "1");
157
158                 ActivateTeamplay();
159
160                 fraglimit_override = cvar("g_ctf_capture_limit");
161
162                 gamemode_name = "Capture the Flag";
163                 teams_matter = 1;
164         }
165         else if((game == GAME_RUNEMATCH || cvar("g_runematch")) && !g_minstagib)
166         {
167                 game = GAME_RUNEMATCH;
168                 cvar_set("g_runematch", "1");
169
170                 if(cvar("deathmatch_force_teamplay"))
171                         ActivateTeamplay();
172
173                 fraglimit_override = cvar("g_runematch_point_limit");
174
175                 gamemode_name = "Rune Match";
176                 if(cvar("teamplay"))
177                         teams_matter = 1;
178                 else
179                         teams_matter = 0;
180         }
181         else if(game == GAME_DEATHMATCH || game == GAME_TEAM_DEATHMATCH || cvar("g_tdm"))
182         {
183                 if(!cvar("deathmatch"))
184                         cvar_set("deathmatch", "1");
185
186
187                 if(game == GAME_TEAM_DEATHMATCH || cvar("g_tdm") || cvar("deathmatch_force_teamplay"))
188                 {
189                         ResetGameCvars();
190                         game = GAME_TEAM_DEATHMATCH;
191                         gamemode_name = "Team Deathmatch";
192                         ActivateTeamplay();
193                         teams_matter = 1;
194                         cvar_set("g_tdm", "1");
195                 }
196                 else
197                 {
198                         ResetGameCvars();
199                         game = GAME_DEATHMATCH;
200                         gamemode_name = "Deathmatch";
201                         teams_matter = 0;
202                 }
203
204                 fraglimit_override = cvar("fraglimit_override");
205         }
206         else if(game == GAME_ASSAULT || cvar("g_assault"))
207         {
208                 ResetGameCvars();
209                 game = GAME_ASSAULT;
210                 gamemode_name = "Assault";
211                 ActivateTeamplay();
212                 teams_matter = 1;
213                 cvar_set("g_assault", "1");
214         }
215         else if(game == GAME_LMS || cvar("g_lms"))
216         {
217                 ResetGameCvars();
218                 game = GAME_LMS;
219                 cvar_set("g_lms", "1");
220                 fraglimit_override = cvar("g_lms_lives_override");
221                 if(fraglimit_override == 0)
222                         fraglimit_override = -1;
223                 gamemode_name = "Last Man Standing";
224                 teams_matter = 0;
225                 lms_lowest_lives = 999;
226         }
227         else if(game == GAME_ARENA || cvar("g_arena"))
228         {
229                 ResetGameCvars();
230                 game = GAME_ARENA;
231                 cvar_set("g_arena", "1");
232                 fraglimit_override = cvar("g_arena_point_limit");
233                 maxspawned = cvar("g_arena_maxspawned");
234                 if(maxspawned < 2)
235                         maxspawned = 2;
236                 arena_roundbased = cvar("g_arena_roundbased");
237                 gamemode_name = "Arena";
238                 teams_matter = 0;
239         }
240         else if(game == GAME_KEYHUNT || cvar("g_keyhunt"))
241         {
242                 ResetGameCvars();
243                 game = GAME_KEYHUNT;
244                 cvar_set("g_keyhunt", "1");
245                 fraglimit_override = cvar("g_keyhunt_point_limit");
246                 ActivateTeamplay();
247                 gamemode_name = "Key Hunt";
248                 teams_matter = 1;
249         }
250         else if(game == GAME_ONSLAUGHT || cvar("g_onslaught"))
251         {
252                 ResetGameCvars();
253                 game = GAME_ONSLAUGHT;
254                 cvar_set("g_onslaught", "1");
255
256                 ActivateTeamplay();
257
258                 gamemode_name = "Onslaught";
259                 teams_matter = 1;
260         }
261         else
262         {
263                 // we can only assume...
264                 ResetGameCvars();
265                 gamemode_name = "Deathmatch";
266                 teams_matter = 0;
267         }
268 /*      else if(game == GAME_TEAM_DEATHMATCH)
269         {
270                 if(!cvar("deathmatch"))
271                         cvar_set("deathmatch", "1");
272
273                 //if(!cvar("teamplay"))
274                 //      cvar_set("teamplay", "3");
275                 ActivateTeamplay();
276
277                 fraglimit_override = cvar("fraglimit_override");
278         }*/
279
280         // enforce the server's universal frag/time limits
281         if(!cvar("g_campaign"))
282         {
283                 if(fraglimit_override >= 0)
284                         cvar_set("fraglimit", ftos(fraglimit_override));
285                 if(timelimit_override >= 0)
286                         cvar_set("timelimit", ftos(timelimit_override));
287         }
288
289         if (game == GAME_DOMINATION)//cvar("g_domination"))
290                 dom_init();
291         else if (game == GAME_CTF)//cvar("g_ctf"))
292                 ctf_init();
293         else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
294                 runematch_init();
295         else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
296                 tdm_init();
297         else if (game == GAME_KEYHUNT)//cvar("g_keyhunt"))
298                 kh_init();
299
300         // those mutators rule each other out
301         if(g_minstagib)
302         {
303                 cvar_set("g_instagib", "0");
304                 cvar_set("g_rocketarena", "0");
305         }
306         if(g_instagib)
307         {
308                 cvar_set("g_minstagib", "0");
309                 cvar_set("g_rocketarena", "0");
310         }
311         if(g_rocketarena)
312         {
313                 cvar_set("g_instagib", "0");
314                 cvar_set("g_minstagib", "0");
315         }
316
317         registercvar("_motd", "");
318         registercvar("_mutatormsg", "");
319         cvar_set("_motd", wordwrap(cvar_string("sv_motd"), 50));
320         cvar_set("_mutatormsg", wordwrap(cvar_string("g_mutatormsg"), 50));
321
322         g_domination = cvar("g_domination");
323         g_ctf = cvar("g_ctf");
324         g_lms = cvar("g_lms");
325         g_tdm = cvar("g_tdm");
326         g_keyhunt = cvar("g_keyhunt");
327         g_onslaught = cvar("g_onslaught");
328         g_assault = cvar("g_assault");
329         g_arena = cvar("g_arena");
330 }
331
332 string GetClientVersionMessage(float v) {
333         local string versionmsg;
334         if (v == 1) {
335                 versionmsg = "^1client is too old to get versioninfo.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nUPDATE!!! (http://www.nexuiz.com)^8";
336                 // either that or someone wants to be funny
337         } else if (v != cvar("gameversion")) {
338                 if(v < cvar("gameversion")) {
339                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
340                 } else {
341                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
342                 }
343         } else {
344                 versionmsg = "^2client version and server version are compatible.^8";
345         }
346         return strzone(versionmsg);
347
348 }
349
350
351 void PrintWelcomeMessage(entity pl)
352 {
353         string s, mutator, modifications, padding;
354
355         /*if(self.welcomemessage_time > time)
356                 return;
357         self.welcomemessage_time = time + 0.8; */
358
359         if(self.cvar_scr_centertime == 0) return;
360         if(self.welcomemessage_time > time) return;
361         self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
362
363         if(cvar("g_campaign"))
364         {
365                 centerprint(pl, campaign_message);
366                 return;
367         }
368
369         if(self.classname == "observer")
370         {
371                 if(g_lms && self.frags <= 0 && self.frags > -666)
372                         return centerprint(self, strcat(NEWLINES, "^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players"));
373                 else if(g_lms && self.frags == -666)
374                         return centerprint(self, strcat(NEWLINES, "^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players"));
375         }
376         else if(self.classname == "spectator")
377         {
378                 if ((g_lms && self.frags < 1) || g_arena)
379                         return centerprint(self, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
380                 else
381                         return centerprint(self, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
382         }
383
384
385         if(g_minstagib)
386                 mutator = "^2Minstagib ^1";
387         else if(g_instagib)
388                 mutator = "^2Instagib ^1";
389         else if(g_rocketarena)
390                 mutator = "^2Rocketarena ^1";
391         else if(g_nixnex)
392                 mutator = "^2No Items Nexuiz ^1";
393
394         if(g_midair) {
395                 // to protect against unheedingly made changes
396                 if (modifications) {
397                         modifications = strcat(modifications, ", ");
398                 }
399                 modifications = "midair";
400         }
401         if(g_vampire) {
402                 if (modifications) {
403                         modifications = strcat(modifications, ", ");
404                 }
405                 modifications = strcat(modifications, "vampire");
406         }
407         if(g_laserguided_missile) {
408                 if (modifications) {
409                         modifications = strcat(modifications, ", ");
410                 }
411                 modifications = strcat(modifications, "laser-guided-missiles");
412         }
413
414         local string versionmessage;
415         versionmessage = GetClientVersionMessage(self.version);
416
417         s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
418         s = strcat(s, "^8\n\nmatch type is ^1", mutator, gamemode_name, "^8\n");
419
420         if(modifications != "")
421                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
422
423         if((self.classname == "observer" || self.classname == "spectator") && self.version == cvar("gameversion")) {
424                 if(!g_arena)
425                         s = strcat(s,"^7\n\n\npress jump to play\npress attack to spectate other players\n\n");
426                 else if(player_count < 2 && arena_roundbased)
427                 {
428                         s = strcat(s, "\n\n\n^1waiting for second player to start match^7\n\n");
429                 }
430                 else
431                 {
432                         s = strcat(s, "\n\n\n");
433                         if(champion)
434                                 s = strcat(s, "^7current champion is: ", champion.netname, "\n\n");
435                         s = strcat(s,"^7press attack to spectate other players\n\n");
436                 }
437         }
438
439
440         s = strzone(s);
441
442         if (g_grappling_hook)
443                 s = strcat(s, "\n\n^8grappling hook is enabled, press 'e' to use it\n");
444
445         if (cvar_string("_mutatormsg") != "") {
446                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cvar_string("_mutatormsg"));
447         }
448
449         if (cvar_string("_motd") != "") {
450                 s = strcat(s, "\n\n^8MOTD: ^7", cvar_string("_motd"));
451         }
452
453         s = strcat(s, "\n");
454         if(cvar("fraglimit"))
455         {
456                 padding = "";
457                 if(cvar("timelimit"))
458                         padding = "        ";
459                         //        " minutes"
460                 s = strcat(s, "\n^8frag limit: ^7", cvar_string("fraglimit"), padding);
461         }
462         if(cvar("timelimit"))
463                 s = strcat(s, "\n^8time limit: ^7", cvar_string("timelimit"), " minutes");
464
465         s = strzone(s);
466
467         centerprint(pl, s);
468         //sprint(pl, s);
469
470         strunzone(s);
471 }
472
473
474 void SetPlayerColors(entity pl, float _color)
475 {
476         /*string s;
477         s = ftos(cl);
478         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
479         pl.team = cl + 1;
480         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
481         pl.clientcolors = 16*cl + cl;*/
482
483         float pants, shirt;
484         pants = _color & 0x0F;
485         shirt = _color & 0xF0;
486
487
488         if(teamplay) {
489                 setcolor(pl, 16*pants + pants);
490         } else {
491                 setcolor(pl, shirt + pants);
492         }
493 }
494
495 void SetPlayerTeam(entity pl, float t, float s, float noprint)
496 {
497         float _color;
498
499         if(t == 4)
500                 _color = COLOR_TEAM4 - 1;
501         else if(t == 3)
502                 _color = COLOR_TEAM3 - 1;
503         else if(t == 2)
504                 _color = COLOR_TEAM2 - 1;
505         else
506                 _color = COLOR_TEAM1 - 1;
507
508         SetPlayerColors(pl,_color);
509
510         if(!noprint && t != s)
511         {
512                 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
513                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
514         }
515
516         if(t != s)
517                 LogTeamchange(pl);
518 }
519
520
521
522
523
524
525 // set c1...c4 to show what teams are allowed
526 void CheckAllowedTeams (entity for_whom)
527 {
528         string teament_name;
529         float dm;
530         entity head;
531
532 //      if(!dom && !ctf)
533 //              dm = 1;
534
535         c1 = c2 = c3 = c4 = -1;
536         cb1 = cb2 = cb3 = cb4 = 0;
537
538         // onslaught is special
539         if(g_onslaught)
540         {
541                 head = findchain(classname, "onslaught_generator");
542                 while (head)
543                 {
544                         if (head.team == COLOR_TEAM1) c1 = 0;
545                         if (head.team == COLOR_TEAM2) c2 = 0;
546                         if (head.team == COLOR_TEAM3) c3 = 0;
547                         if (head.team == COLOR_TEAM4) c4 = 0;
548                         head = head.chain;
549                 }
550                 return;
551         }
552
553         if(g_domination)
554                 teament_name = "dom_team";
555         else if(g_ctf)
556                 teament_name = "ctf_team";
557         else if(g_tdm)
558                 teament_name = "tdm_team";
559         else if(g_assault)
560         {
561                 c1 = c2 = 0; // Assault always has 2 teams
562                 return;
563         }
564         else
565         {
566                 // cover anything else by treating it like tdm with no teams spawned
567                 if(g_keyhunt)
568                         dm = kh_teams;
569                 else
570                         dm = cvar("g_tdm_teams");
571                 if(dm < 2)
572                         error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
573
574                 if(dm >= 4)
575                 {
576                         c1 = c2 = c3 = c4 = 0;
577                 }
578                 else if(dm >= 3)
579                 {
580                         c1 = c2 = c3 = 0;
581                 }
582                 else// if(dm >= 2)
583                 {
584                         c1 = c2 = 0;
585                 }
586                 return;
587         }
588
589         // first find out what teams are allowed
590         head = find(world, classname, teament_name);
591         while(head)
592         {
593                 if(!(g_domination && head.netname == ""))
594                 {
595                         if(head.team == COLOR_TEAM1)
596                         {
597                                 c1 = 0;
598                         }
599                         if(head.team == COLOR_TEAM2)
600                         {
601                                 c2 = 0;
602                         }
603                         if(head.team == COLOR_TEAM3)
604                         {
605                                 c3 = 0;
606                         }
607                         if(head.team == COLOR_TEAM4)
608                         {
609                                 c4 = 0;
610                         }
611                 }
612                 head = find(head, classname, teament_name);
613         }
614
615         if(cvar("bot_vs_human") > 0)
616         {
617                 // bots are all blue
618                 if(clienttype(for_whom) == CLIENTTYPE_BOT)
619                         c1 = c3 = c4 = -1;
620                 else
621                         c2 = -1;
622         }
623         else if(cvar("bot_vs_human") < 0)
624         {
625                 // bots are all red
626                 if(clienttype(for_whom) == CLIENTTYPE_BOT)
627                         c2 = c3 = c4 = -1;
628                 else
629                         c1 = -1;
630         }
631 }
632
633 float PlayerValue(entity p)
634 {
635         if(IsTeamBalanceForced() == 1)
636                 return 1;
637         return 1;
638 }
639
640 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
641 // teams that are allowed will now have their player counts stored in c1...c4
642 void GetTeamCounts(entity ignore)
643 {
644         entity head;
645         float value, bvalue;
646         // now count how many players are on each team already
647
648         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
649         // also remember the lowest-scoring player
650
651         FOR_EACH_PLAYER(head)
652         {
653                 if(head != ignore)// && head.netname != "")
654                 {
655                         value = PlayerValue(head);
656                         if(clienttype(head) == CLIENTTYPE_BOT)
657                                 bvalue = value;
658                         else
659                                 bvalue = 0;
660                         if(head.team == COLOR_TEAM1)
661                         {
662                                 if(c1 >= 0)
663                                 {
664                                         c1 = c1 + value;
665                                         cb1 = cb1 + bvalue;
666                                 }
667                         }
668                         if(head.team == COLOR_TEAM2)
669                         {
670                                 if(c2 >= 0)
671                                 {
672                                         c2 = c2 + value;
673                                         cb2 = cb2 + bvalue;
674                                 }
675                         }
676                         if(head.team == COLOR_TEAM3)
677                         {
678                                 if(c3 >= 0)
679                                 {
680                                         c3 = c3 + value;
681                                         cb3 = cb3 + bvalue;
682                                 }
683                         }
684                         if(head.team == COLOR_TEAM4)
685                         {
686                                 if(c4 >= 0)
687                                 {
688                                         c4 = c4 + value;
689                                         cb4 = cb4 + bvalue;
690                                 }
691                         }
692                 }
693         }
694 }
695
696 // returns # of smallest team (1, 2, 3, 4)
697 // NOTE: Assumes CheckAllowedTeams has already been called!
698 float FindSmallestTeam(entity pl, float ignore_pl)
699 {
700         float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
701         totalteams = 0;
702
703         // find out what teams are available
704         //CheckAllowedTeams();
705
706         // make sure there are at least 2 teams to join
707         if(c1 >= 0)
708                 totalteams = totalteams + 1;
709         if(c2 >= 0)
710                 totalteams = totalteams + 1;
711         if(c3 >= 0)
712                 totalteams = totalteams + 1;
713         if(c4 >= 0)
714                 totalteams = totalteams + 1;
715
716         if(cvar("bot_vs_human"))
717                 totalteams += 1;
718
719         if(totalteams <= 1)
720         {
721                 if(g_domination)
722                         error("Too few teams available for domination\n");
723                 else if(g_ctf)
724                         error("Too few teams available for ctf\n");
725                 else if(g_keyhunt)
726                         error("Too few teams available for key hunt\n");
727                 else
728                         error("Too few teams available for team deathmatch\n");
729         }
730
731
732         // count how many players are in each team
733         if(ignore_pl)
734                 GetTeamCounts(pl);
735         else
736                 GetTeamCounts(world);
737
738         // c1...c4 now have counts of each team
739         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
740
741         smallestteam = 0;
742         smallestteam_count = 999999999;
743         smallestteam_score = 999999999;
744
745         // 2 gives priority to what team you're already on, 1 goes in order
746         // 2 doesn't seem to work though...
747         balance_type = 1;
748
749         if(bots_would_leave)
750         //if(pl.classname != "player")
751         if(clienttype(pl) != CLIENTTYPE_BOT)
752         {
753                 c1 -= cb1 * 255.0/256;
754                 c2 -= cb2 * 255.0/256;
755                 c3 -= cb3 * 255.0/256;
756                 c4 -= cb4 * 255.0/256;
757         }
758
759         if(balance_type == 1)
760         {
761                 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
762                 {
763                         smallestteam = 1;
764                         smallestteam_count = c1;
765                         smallestteam_score = team1_score;
766                 }
767                 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
768                 {
769                         smallestteam = 2;
770                         smallestteam_count = c2;
771                         smallestteam_score = team2_score;
772                 }
773                 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
774                 {
775                         smallestteam = 3;
776                         smallestteam_count = c3;
777                         smallestteam_score = team3_score;
778                 }
779                 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
780                 {
781                         smallestteam = 4;
782                         smallestteam_count = c4;
783                         smallestteam_score = team4_score;
784                 }
785         }
786         else
787         {
788                 if(c1 >= 0 && (c1 < smallestteam_count ||
789                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
790                 {
791                         smallestteam = 1;
792                         smallestteam_count = c1;
793                 }
794                 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
795                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
796                 {
797                         smallestteam = 2;
798                         smallestteam_count = c2;
799                 }
800                 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
801                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
802                 {
803                         smallestteam = 3;
804                         smallestteam_count = c3;
805                 }
806                 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
807                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
808                 {
809                         smallestteam = 4;
810                         smallestteam_count = c4;
811                 }
812         }
813
814         return smallestteam;
815 }
816
817 float JoinBestTeam(entity pl, float only_return_best)
818 {
819         float smallest, selectedteam;
820
821         // don't join a team if we're not playing a team game
822         if(!cvar("teamplay") && !g_domination && !g_ctf && !g_keyhunt)
823                 return 0;
824
825         // find out what teams are available
826         CheckAllowedTeams(pl);
827
828         if(g_domination)
829         {
830                 if(cvar("g_domination_default_teams") < 3)
831                         c3 = 999999999;
832                 if(cvar("g_domination_default_teams") < 4)
833                         c4 = 999999999;
834         }
835
836         // if we don't care what team he ends up on, put him on whatever team he entered as.
837         // if he's not on a valid team, then let other code put him on the smallest team
838         if(!cvar("g_campaign") && !cvar("g_balance_teams") && !cvar("g_balance_teams_force"))
839         {
840                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
841                         selectedteam = pl.team;
842                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
843                         selectedteam = pl.team;
844                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
845                         selectedteam = pl.team;
846                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
847                         selectedteam = pl.team;
848                 else
849                         selectedteam = -1;
850                 if(selectedteam > 0)
851                 {
852                         if(!only_return_best)
853                         {
854                                 SetPlayerColors(pl, selectedteam - 1);
855                                 LogTeamchange(pl);
856                         }
857                         return selectedteam;
858                 }
859                 // otherwise end up on the smallest team (handled below)
860         }
861
862         smallest = FindSmallestTeam(pl, TRUE);
863
864
865         if(!only_return_best)
866         {
867                 TeamchangeFrags(self);
868                 if(smallest == 1)
869                 {
870                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
871                 }
872                 else if(smallest == 2)
873                 {
874                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
875                 }
876                 else if(smallest == 3)
877                 {
878                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
879                 }
880                 else if(smallest == 4)
881                 {
882                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
883                 }
884                 else
885                 {
886                         error("smallest team: invalid team\n");
887                 }
888                 LogTeamchange(pl);
889                 if(pl.deadflag == DEAD_NO)
890                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
891         }
892
893         return smallest;
894 }
895
896
897 void SV_ChangeTeam(float _color)
898 {
899         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
900
901         // in normal deathmatch we can just apply the color and we're done
902         if(!cvar("teamplay")) {
903                 SetPlayerColors(self, _color);
904                 return;
905         }
906
907         scolor = self.clientcolors & 0x0F;
908         dcolor = _color & 0x0F;
909
910         if(scolor == COLOR_TEAM1 - 1)
911                 steam = 1;
912         else if(scolor == COLOR_TEAM2 - 1)
913                 steam = 2;
914         else if(scolor == COLOR_TEAM3 - 1)
915                 steam = 3;
916         else if(scolor == COLOR_TEAM4 - 1)
917                 steam = 4;
918         if(dcolor == COLOR_TEAM1 - 1)
919                 dteam = 1;
920         else if(dcolor == COLOR_TEAM2 - 1)
921                 dteam = 2;
922         else if(dcolor == COLOR_TEAM3 - 1)
923                 dteam = 3;
924         else if(dcolor == COLOR_TEAM4 - 1)
925                 dteam = 4;
926
927         CheckAllowedTeams(self);
928
929         if(dteam == 1 && c1 < 0) dteam = 4;
930         if(dteam == 4 && c4 < 0) dteam = 3;
931         if(dteam == 3 && c3 < 0) dteam = 2;
932         if(dteam == 2 && c2 < 0) dteam = 1;
933
934         // not changing teams
935         if(scolor == dcolor)
936         {
937                 //bprint("same team change\n");
938                 SetPlayerTeam(self, dteam, steam, TRUE);
939                 return;
940         }
941
942         if(cvar("teamplay"))
943         {
944                 if(cvar("g_campaign") || cvar("g_changeteam_banned"))
945                 {
946                         sprint(self, "Team changes not allowed\n");
947                         return; // changing teams is not allowed
948                 }
949
950                 if(!cvar("g_campaign") && cvar("g_balance_teams_prevent_imbalance"))
951                 {
952                         // only allow changing to a smaller or equal size team
953
954                         // find out what teams are available
955                         //CheckAllowedTeams();
956                         // count how many players on each team
957                         GetTeamCounts(world);
958
959                         // get desired team
960                         if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
961                         {
962                                 dcount = c1;
963                                 dbotcount = cb1;
964                         }
965                         else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
966                         {
967                                 dcount = c2;
968                                 dbotcount = cb2;
969                         }
970                         else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
971                         {
972                                 dcount = c3;
973                                 dbotcount = cb3;
974                         }
975                         else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
976                         {
977                                 dcount = c4;
978                                 dbotcount = cb4;
979                         }
980                         else
981                         {
982                                 sprint(self, "Cannot change to an invalid team\n");
983
984                                 return;
985                         }
986
987                         // get starting team
988                         if(steam == 1)//scolor == COLOR_TEAM1 - 1)
989                                 scount = c1;
990                         else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
991                                 scount = c2;
992                         else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
993                                 scount = c3;
994                         else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
995                                 scount = c4;
996
997                         if(scount) // started at a valid, nonempty team
998                         {
999                                 // check if we're trying to change to a larger team that doens't have bots to swap with
1000                                 if(dcount >= scount && dbotcount <= 0)
1001                                 {
1002                                         sprint(self, "Cannot change to a larger team\n");
1003                                         return; // can't change to a larger team
1004                                 }
1005                         }
1006                 }
1007         }
1008
1009 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1010
1011         if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1012         {
1013                 // reduce frags during a team change
1014                 TeamchangeFrags(self);
1015         }
1016
1017         SetPlayerTeam(self, dteam, steam, FALSE);
1018
1019         if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1020         {
1021                 // kill player when changing teams
1022                 if(self.deadflag == DEAD_NO)
1023                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1024         }
1025 }
1026
1027 void ShufflePlayerOutOfTeam (float source_team)
1028 {
1029         float smallestteam, smallestteam_count, steam;
1030         float lowest_bot_score, lowest_player_score;
1031         entity head, lowest_bot, lowest_player, selected;
1032
1033         smallestteam = 0;
1034         smallestteam_count = 999999999;
1035
1036         if(c1 >= 0 && c1 < smallestteam_count)
1037         {
1038                 smallestteam = 1;
1039                 smallestteam_count = c1;
1040         }
1041         if(c2 >= 0 && c2 < smallestteam_count)
1042         {
1043                 smallestteam = 2;
1044                 smallestteam_count = c2;
1045         }
1046         if(c3 >= 0 && c3 < smallestteam_count)
1047         {
1048                 smallestteam = 3;
1049                 smallestteam_count = c3;
1050         }
1051         if(c4 >= 0 && c4 < smallestteam_count)
1052         {
1053                 smallestteam = 4;
1054                 smallestteam_count = c4;
1055         }
1056
1057         if(!smallestteam)
1058         {
1059                 bprint("warning: no smallest team\n");
1060                 return;
1061         }
1062
1063         if(source_team == 1)
1064                 steam = COLOR_TEAM1;
1065         else if(source_team == 2)
1066                 steam = COLOR_TEAM2;
1067         else if(source_team == 3)
1068                 steam = COLOR_TEAM3;
1069         else if(source_team == 4)
1070                 steam = COLOR_TEAM4;
1071
1072         lowest_bot = world;
1073         lowest_bot_score = 999999999;
1074         lowest_player = world;
1075         lowest_player_score = 999999999;
1076
1077         // find the lowest-scoring player & bot of that team
1078         FOR_EACH_PLAYER(head)
1079         {
1080                 if(head.team == steam)
1081                 {
1082                         if(head.isbot)
1083                         {
1084                                 if(head.frags < lowest_bot_score)
1085                                 {
1086                                         lowest_bot = head;
1087                                         lowest_bot_score = head.frags;
1088                                 }
1089                         }
1090                         else
1091                         {
1092                                 if(head.frags < lowest_player_score)
1093                                 {
1094                                         lowest_player = head;
1095                                         lowest_player_score = head.frags;
1096                                 }
1097                         }
1098                 }
1099         }
1100
1101         // prefers to move a bot...
1102         if(lowest_bot != world)
1103                 selected = lowest_bot;
1104         // but it will move a player if it has to
1105         else
1106                 selected = lowest_player;
1107         // don't do anything if it couldn't find anyone
1108         if(!selected)
1109         {
1110                 bprint("warning: couldn't find a player to move from team\n");
1111                 return;
1112         }
1113
1114         // smallest team gains a member
1115         if(smallestteam == 1)
1116         {
1117                 c1 = c1 + 1;
1118         }
1119         else if(smallestteam == 2)
1120         {
1121                 c2 = c2 + 1;
1122         }
1123         else if(smallestteam == 3)
1124         {
1125                 c3 = c3 + 1;
1126         }
1127         else if(smallestteam == 4)
1128         {
1129                 c4 = c4 + 1;
1130         }
1131         else
1132         {
1133                 bprint("warning: destination team invalid\n");
1134                 return;
1135         }
1136         // source team loses a member
1137         if(source_team == 1)
1138         {
1139                 c1 = c1 + 1;
1140         }
1141         else if(source_team == 2)
1142         {
1143                 c2 = c2 + 2;
1144         }
1145         else if(source_team == 3)
1146         {
1147                 c3 = c3 + 3;
1148         }
1149         else if(source_team == 4)
1150         {
1151                 c4 = c4 + 4;
1152         }
1153         else
1154         {
1155                 bprint("warning: source team invalid\n");
1156                 return;
1157         }
1158
1159         // move the player to the new team
1160         TeamchangeFrags(selected);
1161         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1162
1163         if(selected.deadflag == DEAD_NO)
1164                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1165         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1166 }
1167
1168 float lastRebalanceInfo;
1169 void CauseRebalance(float source_team, float howmany_toomany)
1170 {
1171         float steam;
1172         entity head;
1173
1174         if(IsTeamBalanceForced() == 1)
1175         {
1176                 bprint("Rebalancing Teams\n");
1177                 ShufflePlayerOutOfTeam(source_team);
1178         }
1179         else
1180         {
1181                 if(howmany_toomany < cvar("g_balance_teams_complain"))
1182                         return;
1183                 if(time < lastRebalanceInfo + 90)
1184                         return;
1185                 lastRebalanceInfo = time;
1186                 if(source_team == 1)
1187                         steam = COLOR_TEAM1;
1188                 else if(source_team == 2)
1189                         steam = COLOR_TEAM2;
1190                 else if(source_team == 3)
1191                         steam = COLOR_TEAM3;
1192                 else if(source_team == 4)
1193                         steam = COLOR_TEAM4;
1194                 ServerConsoleEcho(strcat("Team ", ftos(source_team), " too large, complaining."), TRUE);
1195                 FOR_EACH_REALPLAYER(head)
1196                 {
1197                         if(head.team == steam)
1198                         {
1199                                 sprint(head, "\{1}\{13}^3SERVER NOTICE:^7 One of you please change teams!\n");
1200                                 centerprint_atprio(head, CENTERPRIO_REBALANCE, "^3SERVER NOTICE:\n\n^7Someone of you please change teams!");
1201                         }
1202                 }
1203         }
1204 }
1205
1206 // part of g_balance_teams_force
1207 // occasionally perform an audit of the teams to make
1208 // sure they're more or less balanced in player count.
1209 void AuditTeams()
1210 {
1211         float numplayers, numteams, smallest, toomany;
1212         float balance;
1213         balance = IsTeamBalanceForced();
1214         if(balance == 0)
1215                 return;
1216
1217         if(audit_teams_time > time)
1218                 return;
1219
1220         audit_teams_time = time + 4 + random();
1221
1222 //      bprint("Auditing teams\n");
1223
1224         CheckAllowedTeams(world);
1225         GetTeamCounts(world);
1226
1227
1228         numteams = numplayers = smallest = 0;
1229         if(c1 >= 0)
1230         {
1231                 numteams = numteams + 1;
1232                 numplayers = numplayers + c1;
1233                 smallest = c1;
1234         }
1235         if(c2 >= 0)
1236         {
1237                 numteams = numteams + 1;
1238                 numplayers = numplayers + c2;
1239                 if(c2 < smallest)
1240                         smallest = c2;
1241         }
1242         if(c3 >= 0)
1243         {
1244                 numteams = numteams + 1;
1245                 numplayers = numplayers + c3;
1246                 if(c3 < smallest)
1247                         smallest = c3;
1248         }
1249         if(c4 >= 0)
1250         {
1251                 numteams = numteams + 1;
1252                 numplayers = numplayers + c4;
1253                 if(c4 < smallest)
1254                         smallest = c4;
1255         }
1256
1257         if(numplayers <= 0)
1258                 return; // no players to move around
1259         if(numteams < 2)
1260                 return; // don't bother shuffling if for some reason there aren't any teams
1261
1262         toomany = smallest + 1;
1263
1264         if(c1 && c1 > toomany)
1265                 CauseRebalance(1, c1 - toomany);
1266         if(c2 && c2 > toomany)
1267                 CauseRebalance(2, c2 - toomany);
1268         if(c3 && c3 > toomany)
1269                 CauseRebalance(3, c3 - toomany);
1270         if(c4 && c4 > toomany)
1271                 CauseRebalance(4, c4 - toomany);
1272
1273         // if teams are still unbalanced, balance them further in the next audit,
1274         // which will happen sooner (keep doing rapid audits until things are in order)
1275         audit_teams_time = time + 0.7 + random()*0.3;
1276 }
1277
1278
1279
1280 /*void(entity e, float first) UpdateTeamScore =
1281 {
1282         clientno = e.FIXME;
1283         if(first)
1284         {
1285                 WriteByte (MSG_ALL, SVC_UPDATENAME);
1286                 WriteByte (MSG_ALL, clientno);
1287                 WriteString (MSG_ALL, e.netname);
1288
1289                 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
1290                 WriteByte (MSG_ALL, clientno);
1291                 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
1292         }
1293
1294         WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
1295         WriteByte (MSG_ALL, clientno);
1296         WriteShort (MSG_ALL, e.frags + 10000);
1297 };
1298
1299 */
1300
1301
1302 // code from here on is just to support maps that don't have team entities
1303 void tdm_spawnteam (string teamname, float teamcolor)
1304 {
1305         local entity e;
1306         e = spawn();
1307         e.classname = "tdm_team";
1308         e.netname = teamname;
1309         e.cnt = teamcolor;
1310         e.team = e.cnt + 1;
1311 };
1312
1313 // spawn some default teams if the map is not set up for tdm
1314 void() tdm_spawnteams =
1315 {
1316         float numteams;
1317
1318         numteams = cvar("g_tdm_teams");
1319
1320         tdm_spawnteam("Red", COLOR_TEAM1-1);
1321         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1322         if(numteams >= 3)
1323                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1324         if(numteams >= 4)
1325                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1326 };
1327
1328 void() tdm_delayedinit =
1329 {
1330         self.think = SUB_Remove;
1331         self.nextthink = time;
1332         // if no teams are found, spawn defaults
1333         if (find(world, classname, "tdm_team") == world)
1334                 tdm_spawnteams();
1335 };
1336
1337 void() tdm_init =
1338 {
1339         local entity e;
1340         e = spawn();
1341         e.think = tdm_delayedinit;
1342         e.nextthink = time + 0.1;
1343 };
1344
1345