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get rid of g_powerup_*; add g_powerups
[xonotic/xonotic-data.pk3dir.git] / 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(!teamplay)
16                 return 0;
17         if(autocvar_g_campaign)
18                 return 0;
19         if(autocvar_bot_vs_human && (c3==-1 && c4==-1))
20                 return 0;
21         if(!autocvar_g_balance_teams_force)
22                 return -1;
23         return 1;
24 }
25
26 void TeamchangeFrags(entity e)
27 {
28         PlayerScore_Clear(e);
29 }
30
31 vector TeamColor(float teem)
32 {
33         switch(teem)
34         {
35                 case COLOR_TEAM1:
36                         return '1 0.0625 0.0625';
37                 case COLOR_TEAM2:
38                         return '0.0625 0.0625 1';
39                 case COLOR_TEAM3:
40                         return '1 1 0.0625';
41                 case COLOR_TEAM4:
42                         return '1 0.0625 1';
43                 default:
44                         return '1 1 1';
45         }
46 }
47
48 string TeamName(float t)
49 {
50         return strcat(Team_ColorName(t), " Team");
51 }
52 string ColoredTeamName(float t)
53 {
54         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
55 }
56 string TeamNoName(float t)
57 {
58         // fixme: Search for team entities and get their .netname's!
59         if(t == 1)
60                 return "Red Team";
61         if(t == 2)
62                 return "Blue Team";
63         if(t == 3)
64                 return "Yellow Team";
65         if(t == 4)
66                 return "Pink Team";
67         return "Neutral Team";
68 }
69
70 void dom_init();
71 void ctf_init();
72 void runematch_init();
73 void tdm_init();
74 void nb_init();
75 void entcs_init();
76
77 void LogTeamchange(float player_id, float team_number, float type)
78 {
79         if(!autocvar_sv_eventlog)
80                 return;
81
82         if(player_id < 1)
83                 return;
84
85         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
86 }
87
88 void WriteGameCvars()
89 {
90         cvar_set("g_dm", ftos(g_dm));
91         cvar_set("g_tdm", ftos(g_tdm));
92         cvar_set("g_domination", ftos(g_domination));
93         cvar_set("g_ctf", ftos(g_ctf));
94         cvar_set("g_runematch", ftos(g_runematch));
95         cvar_set("g_lms", ftos(g_lms));
96         cvar_set("g_arena", ftos(g_arena));
97         cvar_set("g_ca", ftos(g_ca));
98         cvar_set("g_keyhunt", ftos(g_keyhunt));
99         cvar_set("g_assault", ftos(g_assault));
100         cvar_set("g_onslaught", ftos(g_onslaught));
101         cvar_set("g_race", ftos(g_race));
102         cvar_set("g_nexball", ftos(g_nexball));
103         cvar_set("g_cts", ftos(g_cts));
104         cvar_set("g_freezetag", ftos(g_freezetag));
105         cvar_set("g_keepaway", ftos(g_keepaway));
106 }
107
108 void ReadGameCvars()
109 {
110         float found;
111         float prev;
112         float i;
113
114         found = 0;
115         prev = autocvar_gamecfg;
116         for(i = 0; i < 2; ++i)
117         {
118 //#NO AUTOCVARS START
119                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
120                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
121                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
122                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
123                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
124                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
125                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
126                 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
127                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
128                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
129                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
130                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
131                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
132                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
133                 found += (g_freezetag = (!found && (prev != GAME_FREEZETAG) && cvar("g_freezetag")));
134                 found += (g_keepaway = (!found && (prev != GAME_KEEPAWAY) && cvar("g_keepaway")));
135 //#NO AUTOCVARS END
136
137                 if(found)
138                         break;
139
140                 prev = -1; // second attempt takes place WITHOUT prev set
141         }
142
143         if(!found)
144                 g_dm = 1;
145
146         teamplay = 0;
147         serverflags &~= SERVERFLAG_TEAMPLAY;
148 }
149
150 void default_delayedinit()
151 {
152         if(!scores_initialized)
153                 ScoreRules_generic();
154 }
155
156 void ActivateTeamplay()
157 {
158         serverflags |= SERVERFLAG_TEAMPLAY;
159         teamplay = 1;
160 }
161
162 void InitGameplayMode()
163 {
164         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
165
166         qualifying_override = -1;
167
168         VoteReset();
169
170         // make sure only ONE type is selected
171         ReadGameCvars();
172         WriteGameCvars();
173
174         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
175         get_mi_min_max(1);
176         world.mins = mi_min;
177         world.maxs = mi_max;
178
179         MapInfo_LoadMapSettings(mapname);
180
181         if not(cvar_value_issafe(world.fog))
182         {
183                 print("The current map contains a potentially harmful fog setting, ignored\n");
184                 world.fog = string_null;
185         }
186         if(MapInfo_Map_fog != "")
187                 if(MapInfo_Map_fog == "none")
188                         world.fog = string_null;
189                 else
190                         world.fog = strzone(MapInfo_Map_fog);
191         clientstuff = strzone(MapInfo_Map_clientstuff);
192
193         MapInfo_ClearTemps();
194
195         // in case mapinfo switched the type
196         ReadGameCvars();
197
198         // set both here, gamemode can override it later
199         timelimit_override = autocvar_timelimit_override;
200         fraglimit_override = autocvar_fraglimit_override;
201         leadlimit_override = autocvar_leadlimit_override;
202
203         if(g_dm)
204         {
205                 game = GAME_DEATHMATCH;
206                 gamemode_name = "Deathmatch";
207         }
208
209         if(g_tdm)
210         {
211                 game = GAME_TEAM_DEATHMATCH;
212                 gamemode_name = "Team Deathmatch";
213                 ActivateTeamplay();
214                 tdm_init();
215                 if(autocvar_g_tdm_team_spawns)
216                         have_team_spawns = -1; // request team spawns
217         }
218
219         if(g_domination)
220         {
221                 game = GAME_DOMINATION;
222                 gamemode_name = "Domination";
223                 ActivateTeamplay();
224                 fraglimit_override = autocvar_g_domination_point_limit;
225                 leadlimit_override = autocvar_g_domination_point_leadlimit;
226                 dom_init();
227                 have_team_spawns = -1; // request team spawns
228         }
229
230         if(g_ctf)
231         {
232                 game = GAME_CTF;
233                 gamemode_name = "Capture the Flag";
234                 ActivateTeamplay();
235                 g_ctf_ignore_frags = autocvar_g_ctf_ignore_frags;
236                 if(g_ctf_win_mode == 2)
237                 {
238                         fraglimit_override = autocvar_g_ctf_capture_limit;
239                         leadlimit_override = autocvar_g_ctf_capture_leadlimit;
240                 }
241                 else
242                 {
243                         fraglimit_override = autocvar_capturelimit_override;
244                         leadlimit_override = autocvar_captureleadlimit_override;
245                 }
246                 ctf_init();
247                 have_team_spawns = -1; // request team spawns
248         }
249
250         if(g_runematch)
251         {
252                 game = GAME_RUNEMATCH;
253                 gamemode_name = "Rune Match";
254                 // ActivateTeamplay();
255                 fraglimit_override = autocvar_g_runematch_point_limit;
256                 leadlimit_override = autocvar_g_runematch_point_leadlimit;
257                 runematch_init();
258         }
259
260         if(g_lms)
261         {
262                 game = GAME_LMS;
263                 gamemode_name = "Last Man Standing";
264                 fraglimit_override = autocvar_g_lms_lives_override;
265                 leadlimit_override = 0; // not supported by LMS
266                 if(fraglimit_override == 0)
267                         fraglimit_override = -1;
268                 lms_lowest_lives = 9999;
269                 lms_next_place = 0;
270                 ScoreRules_lms();
271         }
272
273         if(g_arena)
274         {
275                 game = GAME_ARENA;
276                 gamemode_name = "Arena";
277                 fraglimit_override = autocvar_g_arena_point_limit;
278                 leadlimit_override = autocvar_g_arena_point_leadlimit;
279                 maxspawned = autocvar_g_arena_maxspawned;
280                 if(maxspawned < 2)
281                         maxspawned = 2;
282                 arena_roundbased = autocvar_g_arena_roundbased;
283         }
284
285         if(g_ca)
286         {
287                 game = GAME_CA;
288                 gamemode_name = "Clan Arena";
289                 ActivateTeamplay();
290                 fraglimit_override = autocvar_g_ca_point_limit;
291                 leadlimit_override = autocvar_g_ca_point_leadlimit;
292                 precache_sound("ctf/red_capture.wav");
293                 precache_sound("ctf/blue_capture.wav");
294         }
295         if(g_keyhunt)
296         {
297                 game = GAME_KEYHUNT;
298                 gamemode_name = "Key Hunt";
299                 ActivateTeamplay();
300                 fraglimit_override = autocvar_g_keyhunt_point_limit;
301                 leadlimit_override = autocvar_g_keyhunt_point_leadlimit;
302                 MUTATOR_ADD(gamemode_keyhunt);
303         }
304
305         if(g_freezetag)
306         {
307                 game = GAME_FREEZETAG;
308                 gamemode_name = "Freeze Tag";
309                 ActivateTeamplay();
310                 fraglimit_override = autocvar_g_freezetag_point_limit;
311                 leadlimit_override = autocvar_g_freezetag_point_leadlimit;
312                 MUTATOR_ADD(gamemode_freezetag);
313         }
314
315         if(g_assault)
316         {
317                 game = GAME_ASSAULT;
318                 gamemode_name = "Assault";
319                 ActivateTeamplay();
320                 ScoreRules_assault();
321                 have_team_spawns = -1; // request team spawns
322         }
323
324         if(g_onslaught)
325         {
326                 game = GAME_ONSLAUGHT;
327                 gamemode_name = "Onslaught";
328                 ActivateTeamplay();
329                 have_team_spawns = -1; // request team spawns
330         }
331
332         if(g_race)
333         {
334                 game = GAME_RACE;
335                 gamemode_name = "Race";
336
337                 if(autocvar_g_race_teams)
338                 {
339                         ActivateTeamplay();
340                         race_teams = bound(2, autocvar_g_race_teams, 4);
341                         have_team_spawns = -1; // request team spawns
342                 }
343                 else
344                         race_teams = 0;
345
346                 qualifying_override = autocvar_g_race_qualifying_timelimit_override;
347                 fraglimit_override = autocvar_g_race_laps_limit;
348                 leadlimit_override = 0; // currently not supported by race
349         }
350
351         if(g_cts)
352         {
353                 game = GAME_CTS;
354                 gamemode_name = "CTS";
355                 g_race_qualifying = 1;
356                 fraglimit_override = 0;
357                 leadlimit_override = 0;
358         }
359
360         if(g_nexball)
361         {
362                 game = GAME_NEXBALL;
363                 gamemode_name = "Nexball";
364                 fraglimit_override = autocvar_g_nexball_goallimit;
365                 leadlimit_override = autocvar_g_nexball_goalleadlimit;
366                 ActivateTeamplay();
367                 nb_init();
368                 have_team_spawns = -1; // request team spawns
369         }
370
371         if(g_keepaway)
372         {
373                 game = GAME_KEEPAWAY;
374                 gamemode_name = "Keepaway";
375                 MUTATOR_ADD(gamemode_keepaway);
376         }
377
378         if(teamplay)
379                 entcs_init();
380
381         // save it (for the next startup)
382         cvar_set("gamecfg", ftos(game));
383
384         cache_mutatormsg = strzone("");
385         cache_lastmutatormsg = strzone("");
386
387         // enforce the server's universal frag/time limits
388         if(!autocvar_g_campaign)
389         {
390                 if(fraglimit_override >= 0)
391                         cvar_set("fraglimit", ftos(fraglimit_override));
392                 if(timelimit_override >= 0)
393                         cvar_set("timelimit", ftos(timelimit_override));
394                 if(leadlimit_override >= 0)
395                         cvar_set("leadlimit", ftos(leadlimit_override));
396                 if(qualifying_override >= 0)
397                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
398         }
399
400         if(g_race)
401         {
402                 // we need to find out the correct value for g_race_qualifying
403                 if(autocvar_g_campaign)
404                 {
405                         g_race_qualifying = 1;
406                 }
407                 else if(!autocvar_g_campaign && autocvar_g_race_qualifying_timelimit > 0)
408                 {
409                         g_race_qualifying = 2;
410                         race_fraglimit = autocvar_fraglimit;
411                         race_leadlimit = autocvar_leadlimit;
412                         race_timelimit = autocvar_timelimit;
413                         cvar_set("fraglimit", "0");
414                         cvar_set("leadlimit", "0");
415                         cvar_set("timelimit", ftos(autocvar_g_race_qualifying_timelimit));
416                 }
417                 else
418                         g_race_qualifying = 0;
419         }
420
421         if(g_race || g_cts)
422         {
423                 if(g_race_qualifying)
424                         independent_players = 1;
425
426                 ScoreRules_race();
427         }
428
429         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
430 }
431
432 string GetClientVersionMessage() {
433         string versionmsg;
434         if (self.version_mismatch) {
435                 if(self.version < autocvar_gameversion) {
436                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
437                 } else {
438                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
439                 }
440         } else {
441                 versionmsg = "^2client version and server version are compatible.^8";
442         }
443         return versionmsg;
444 }
445
446 string getwelcomemessage(void)
447 {
448         string s, modifications, motd;
449
450         ret_string = "";
451         MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
452         modifications = ret_string;
453         
454         if(g_minstagib)
455                 modifications = strcat(modifications, ", MinstaGib");
456         if(g_weaponarena)
457         {
458                 if(g_weaponarena_random)
459                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
460                 else
461                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
462         }
463         if(autocvar_g_start_weapon_laser == 0)
464                 modifications = strcat(modifications, ", No start weapons");
465         if(autocvar_sv_gravity < 800)
466                 modifications = strcat(modifications, ", Low gravity");
467         if(g_cloaked && !g_cts)
468                 modifications = strcat(modifications, ", Cloaked");
469         if(g_grappling_hook)
470                 modifications = strcat(modifications, ", Hook");
471         if(g_midair)
472                 modifications = strcat(modifications, ", Midair");
473         if(g_pinata)
474                 modifications = strcat(modifications, ", Piñata");
475         if(g_weapon_stay && !g_cts)
476                 modifications = strcat(modifications, ", Weapons stay");
477         if(g_bloodloss > 0)
478                 modifications = strcat(modifications, ", Blood loss");
479         if(g_jetpack)
480                 modifications = strcat(modifications, ", Jet pack");
481         if(!autocvar_g_powerups)
482                 modifications = strcat(modifications, ", No powerups");
483         modifications = substring(modifications, 2, strlen(modifications) - 2);
484
485         string versionmessage;
486         versionmessage = GetClientVersionMessage();
487
488         s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
489         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
490
491         if(modifications != "")
492                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
493
494         if (g_grappling_hook)
495                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
496
497         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
498         {
499                 if(cache_lastmutatormsg)
500                         strunzone(cache_lastmutatormsg);
501                 if(cache_mutatormsg)
502                         strunzone(cache_mutatormsg);
503                 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
504                 cache_mutatormsg = strzone(cache_lastmutatormsg);
505         }
506
507         if (cache_mutatormsg != "") {
508                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
509         }
510
511         motd = autocvar_sv_motd;
512         if (motd != "") {
513                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
514         }
515         return s;
516 }
517
518 void SetPlayerColors(entity pl, float _color)
519 {
520         /*string s;
521         s = ftos(cl);
522         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
523         pl.team = cl + 1;
524         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
525         pl.clientcolors = 16*cl + cl;*/
526
527         float pants, shirt;
528         pants = _color & 0x0F;
529         shirt = _color & 0xF0;
530
531
532         if(teamplay) {
533                 setcolor(pl, 16*pants + pants);
534         } else {
535                 setcolor(pl, shirt + pants);
536         }
537 }
538
539 void SetPlayerTeam(entity pl, float t, float s, float noprint)
540 {
541         float _color;
542
543         if(t == 4)
544                 _color = COLOR_TEAM4 - 1;
545         else if(t == 3)
546                 _color = COLOR_TEAM3 - 1;
547         else if(t == 2)
548                 _color = COLOR_TEAM2 - 1;
549         else
550                 _color = COLOR_TEAM1 - 1;
551
552         SetPlayerColors(pl,_color);
553
554         if(t != s) {
555                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
556
557                 if(!noprint)
558                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
559         }
560
561 }
562
563 // set c1...c4 to show what teams are allowed
564 void CheckAllowedTeams (entity for_whom)
565 {
566         float dm;
567         entity head;
568         string teament_name;
569
570         c1 = c2 = c3 = c4 = -1;
571         cb1 = cb2 = cb3 = cb4 = 0;
572
573         if(g_onslaught)
574         {
575                 // onslaught is special
576                 head = findchain(classname, "onslaught_generator");
577                 while (head)
578                 {
579                         if (head.team == COLOR_TEAM1) c1 = 0;
580                         if (head.team == COLOR_TEAM2) c2 = 0;
581                         if (head.team == COLOR_TEAM3) c3 = 0;
582                         if (head.team == COLOR_TEAM4) c4 = 0;
583                         head = head.chain;
584                 }
585         }
586         else if(g_domination)
587                 teament_name = "dom_team";
588         else if(g_ctf)
589                 teament_name = "ctf_team";
590         else if(g_tdm)
591                 teament_name = "tdm_team";
592         else if(g_nexball)
593                 teament_name = "nexball_team";
594         else if(g_assault)
595                 c1 = c2 = 0; // Assault always has 2 teams
596         else
597         {
598                 // cover anything else by treating it like tdm with no teams spawned
599                 if(g_race)
600                         dm = race_teams;
601                 else
602                         dm = 2;
603
604                 ret_float = dm;
605                 MUTATOR_CALLHOOK(GetTeamCount);
606                 dm = ret_float;
607
608                 if(dm >= 4)
609                         c1 = c2 = c3 = c4 = 0;
610                 else if(dm >= 3)
611                         c1 = c2 = c3 = 0;
612                 else
613                         c1 = c2 = 0;
614         }
615
616         // find out what teams are allowed if necessary
617         if(teament_name)
618         {
619                 head = find(world, classname, teament_name);
620                 while(head)
621                 {
622                         if(!(g_domination && head.netname == ""))
623                         {
624                                 if(head.team == COLOR_TEAM1)
625                                         c1 = 0;
626                                 else if(head.team == COLOR_TEAM2)
627                                         c2 = 0;
628                                 else if(head.team == COLOR_TEAM3)
629                                         c3 = 0;
630                                 else if(head.team == COLOR_TEAM4)
631                                         c4 = 0;
632                         }
633                         head = find(head, classname, teament_name);
634                 }
635         }
636
637         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
638         if(c3==-1 && c4==-1)
639         if(autocvar_bot_vs_human && for_whom)
640         {
641                 if(autocvar_bot_vs_human > 0)
642                 {
643                         // bots are all blue
644                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
645                                 c1 = c3 = c4 = -1;
646                         else
647                                 c2 = -1;
648                 }
649                 else
650                 {
651                         // bots are all red
652                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
653                                 c2 = c3 = c4 = -1;
654                         else
655                                 c1 = -1;
656                 }
657         }
658
659         // if player has a forced team, ONLY allow that one
660         if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
661                 c2 = c3 = c4 = -1;
662         else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
663                 c1 = c3 = c4 = -1;
664         else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
665                 c1 = c2 = c4 = -1;
666         else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
667                 c1 = c2 = c3 = -1;
668 }
669
670 float PlayerValue(entity p)
671 {
672         if(IsTeamBalanceForced() == 1)
673                 return 1;
674         return 1;
675         // FIXME: it always returns 1...
676 }
677
678 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
679 // teams that are allowed will now have their player counts stored in c1...c4
680 void GetTeamCounts(entity ignore)
681 {
682         entity head;
683         float value, bvalue;
684         // now count how many players are on each team already
685
686         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
687         // also remember the lowest-scoring player
688
689         FOR_EACH_CLIENT(head)
690         {
691                 float t;
692                 if(head.classname == "player")
693                         t = head.team;
694                 else if(head.team_forced > 0)
695                         t = head.team_forced; // reserve the spot
696                 else
697                         continue;
698                 if(head != ignore)// && head.netname != "")
699                 {
700                         value = PlayerValue(head);
701                         if(clienttype(head) == CLIENTTYPE_BOT)
702                                 bvalue = value;
703                         else
704                                 bvalue = 0;
705                         if(t == COLOR_TEAM1)
706                         {
707                                 if(c1 >= 0)
708                                 {
709                                         c1 = c1 + value;
710                                         cb1 = cb1 + bvalue;
711                                 }
712                         }
713                         if(t == COLOR_TEAM2)
714                         {
715                                 if(c2 >= 0)
716                                 {
717                                         c2 = c2 + value;
718                                         cb2 = cb2 + bvalue;
719                                 }
720                         }
721                         if(t == COLOR_TEAM3)
722                         {
723                                 if(c3 >= 0)
724                                 {
725                                         c3 = c3 + value;
726                                         cb3 = cb3 + bvalue;
727                                 }
728                         }
729                         if(t == COLOR_TEAM4)
730                         {
731                                 if(c4 >= 0)
732                                 {
733                                         c4 = c4 + value;
734                                         cb4 = cb4 + bvalue;
735                                 }
736                         }
737                 }
738         }
739
740         // if the player who has a forced team has not joined yet, reserve the spot
741         if(autocvar_g_campaign)
742         {
743                 switch(autocvar_g_campaign_forceteam)
744                 {
745                         case 1: if(c1 == cb1) ++c1; break;
746                         case 2: if(c2 == cb2) ++c2; break;
747                         case 3: if(c3 == cb3) ++c3; break;
748                         case 4: if(c4 == cb4) ++c4; break;
749                 }
750         }
751 }
752
753 // returns # of smallest team (1, 2, 3, 4)
754 // NOTE: Assumes CheckAllowedTeams has already been called!
755 float FindSmallestTeam(entity pl, float ignore_pl)
756 {
757         float totalteams, balance_type, maxc;
758         totalteams = 0;
759
760         // find out what teams are available
761         //CheckAllowedTeams();
762
763         // make sure there are at least 2 teams to join
764         if(c1 >= 0)
765                 totalteams = totalteams + 1;
766         if(c2 >= 0)
767                 totalteams = totalteams + 1;
768         if(c3 >= 0)
769                 totalteams = totalteams + 1;
770         if(c4 >= 0)
771                 totalteams = totalteams + 1;
772
773         if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
774                 totalteams += 1;
775
776         if(totalteams <= 1)
777         {
778                 if(autocvar_g_campaign && pl && clienttype(pl) == CLIENTTYPE_REAL)
779                         return 1; // special case for campaign and player joining
780                 else if(g_domination)
781                         error("Too few teams available for domination\n");
782                 else if(g_ctf)
783                         error("Too few teams available for ctf\n");
784                 else if(g_keyhunt)
785                         error("Too few teams available for key hunt\n");
786                 else if(g_freezetag)
787                         error("Too few teams available for freeze tag\n");
788                 else
789                         error("Too few teams available for team deathmatch\n");
790         }
791
792         // count how many players are in each team
793         if(ignore_pl)
794                 GetTeamCounts(pl);
795         else
796                 GetTeamCounts(world);
797
798         // c1...c4 now have counts of each team
799         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
800
801         // 2 gives priority to what team you're already on, 1 goes in order
802         // 2 doesn't seem to work though...
803         balance_type = 1;
804
805         if(bots_would_leave)
806         //if(pl.classname != "player")
807         if(clienttype(pl) != CLIENTTYPE_BOT)
808         {
809                 c1 -= cb1 * 255.0/256.0;
810                 c2 -= cb2 * 255.0/256.0;
811                 c3 -= cb3 * 255.0/256.0;
812                 c4 -= cb4 * 255.0/256.0;
813         }
814         maxc = max4(c1, c2, c3, c4);
815
816         RandomSelection_Init();
817         if(balance_type == 1)
818         {
819                 // 1: use team count, then score (note: can only use 8 significant bits of score)
820                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
821                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
822                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
823                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
824         }
825         else if(balance_type == 2)
826         {
827                 // 1: use team count, if equal prefer own team
828                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
829                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
830                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
831                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
832         }
833         else if(balance_type == 3)
834         {
835                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
836                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
837                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
838                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
839                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
840         }
841         return RandomSelection_chosen_float;
842 }
843
844 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
845 {
846         float smallest, selectedteam;
847
848         // don't join a team if we're not playing a team game
849         if(!teamplay)
850                 return 0;
851
852         // find out what teams are available
853         CheckAllowedTeams(pl);
854
855         // if we don't care what team he ends up on, put him on whatever team he entered as.
856         // if he's not on a valid team, then let other code put him on the smallest team
857         if(!forcebestteam)
858         {
859                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
860                         selectedteam = pl.team;
861                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
862                         selectedteam = pl.team;
863                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
864                         selectedteam = pl.team;
865                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
866                         selectedteam = pl.team;
867                 else
868                         selectedteam = -1;
869
870                 if(selectedteam > 0)
871                 {
872                         if(!only_return_best)
873                         {
874                                 SetPlayerColors(pl, selectedteam - 1);
875
876                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
877                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
878                                 LogTeamchange(pl.playerid, pl.team, 99);
879                         }
880                         return selectedteam;
881                 }
882                 // otherwise end up on the smallest team (handled below)
883         }
884
885         smallest = FindSmallestTeam(pl, TRUE);
886
887         if(!only_return_best && !pl.bot_forced_team)
888         {
889                 TeamchangeFrags(self);
890                 if(smallest == 1)
891                 {
892                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
893                 }
894                 else if(smallest == 2)
895                 {
896                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
897                 }
898                 else if(smallest == 3)
899                 {
900                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
901                 }
902                 else if(smallest == 4)
903                 {
904                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
905                 }
906                 else
907                 {
908                         error("smallest team: invalid team\n");
909                 }
910
911                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
912
913                 if(pl.deadflag == DEAD_NO)
914                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
915         }
916
917         return smallest;
918 }
919
920 //void() ctf_playerchanged;
921 void SV_ChangeTeam(float _color)
922 {
923         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
924
925         // in normal deathmatch we can just apply the color and we're done
926         if(!teamplay) {
927                 SetPlayerColors(self, _color);
928                 return;
929         }
930
931         scolor = self.clientcolors & 0x0F;
932         dcolor = _color & 0x0F;
933
934         if(scolor == COLOR_TEAM1 - 1)
935                 steam = 1;
936         else if(scolor == COLOR_TEAM2 - 1)
937                 steam = 2;
938         else if(scolor == COLOR_TEAM3 - 1)
939                 steam = 3;
940         else // if(scolor == COLOR_TEAM4 - 1)
941                 steam = 4;
942         if(dcolor == COLOR_TEAM1 - 1)
943                 dteam = 1;
944         else if(dcolor == COLOR_TEAM2 - 1)
945                 dteam = 2;
946         else if(dcolor == COLOR_TEAM3 - 1)
947                 dteam = 3;
948         else // if(dcolor == COLOR_TEAM4 - 1)
949                 dteam = 4;
950
951         CheckAllowedTeams(self);
952
953         if(dteam == 1 && c1 < 0) dteam = 4;
954         if(dteam == 4 && c4 < 0) dteam = 3;
955         if(dteam == 3 && c3 < 0) dteam = 2;
956         if(dteam == 2 && c2 < 0) dteam = 1;
957
958         // not changing teams
959         if(scolor == dcolor)
960         {
961                 //bprint("same team change\n");
962                 SetPlayerTeam(self, dteam, steam, TRUE);
963                 return;
964         }
965
966         if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
967                 sprint(self, "Team changes not allowed\n");
968                 return; // changing teams is not allowed
969         }
970
971         if(autocvar_g_balance_teams_prevent_imbalance)
972         {
973                 // only allow changing to a smaller or equal size team
974
975                 // find out what teams are available
976                 //CheckAllowedTeams();
977                 // count how many players on each team
978                 GetTeamCounts(world);
979
980                 // get desired team
981                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
982                 {
983                         dcount = c1;
984                         dbotcount = cb1;
985                 }
986                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
987                 {
988                         dcount = c2;
989                         dbotcount = cb2;
990                 }
991                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
992                 {
993                         dcount = c3;
994                         dbotcount = cb3;
995                 }
996                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
997                 {
998                         dcount = c4;
999                         dbotcount = cb4;
1000                 }
1001                 else
1002                 {
1003                         sprint(self, "Cannot change to an invalid team\n");
1004
1005                         return;
1006                 }
1007
1008                 // get starting team
1009                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1010                         scount = c1;
1011                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1012                         scount = c2;
1013                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1014                         scount = c3;
1015                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1016                         scount = c4;
1017
1018                 if(scount) // started at a valid, nonempty team
1019                 {
1020                         // check if we're trying to change to a larger team that doens't have bots to swap with
1021                         if(dcount >= scount && dbotcount <= 0)
1022                         {
1023                                 sprint(self, "Cannot change to a larger team\n");
1024                                 return; // can't change to a larger team
1025                         }
1026                 }
1027         }
1028
1029 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1030
1031         if(self.classname == "player" && steam != dteam)
1032         {
1033                 // reduce frags during a team change
1034                 TeamchangeFrags(self);
1035         }
1036
1037         SetPlayerTeam(self, dteam, steam, FALSE);
1038
1039         if(self.classname == "player" && steam != dteam)
1040         {
1041                 // kill player when changing teams
1042                 if(self.deadflag == DEAD_NO)
1043                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1044         }
1045         //ctf_playerchanged();
1046 }
1047
1048 void ShufflePlayerOutOfTeam (float source_team)
1049 {
1050         float smallestteam, smallestteam_count, steam;
1051         float lowest_bot_score, lowest_player_score;
1052         entity head, lowest_bot, lowest_player, selected;
1053
1054         smallestteam = 0;
1055         smallestteam_count = 999999999;
1056
1057         if(c1 >= 0 && c1 < smallestteam_count)
1058         {
1059                 smallestteam = 1;
1060                 smallestteam_count = c1;
1061         }
1062         if(c2 >= 0 && c2 < smallestteam_count)
1063         {
1064                 smallestteam = 2;
1065                 smallestteam_count = c2;
1066         }
1067         if(c3 >= 0 && c3 < smallestteam_count)
1068         {
1069                 smallestteam = 3;
1070                 smallestteam_count = c3;
1071         }
1072         if(c4 >= 0 && c4 < smallestteam_count)
1073         {
1074                 smallestteam = 4;
1075                 smallestteam_count = c4;
1076         }
1077
1078         if(!smallestteam)
1079         {
1080                 bprint("warning: no smallest team\n");
1081                 return;
1082         }
1083
1084         if(source_team == 1)
1085                 steam = COLOR_TEAM1;
1086         else if(source_team == 2)
1087                 steam = COLOR_TEAM2;
1088         else if(source_team == 3)
1089                 steam = COLOR_TEAM3;
1090         else if(source_team == 4)
1091                 steam = COLOR_TEAM4;
1092
1093         lowest_bot = world;
1094         lowest_bot_score = 999999999;
1095         lowest_player = world;
1096         lowest_player_score = 999999999;
1097
1098         // find the lowest-scoring player & bot of that team
1099         FOR_EACH_PLAYER(head)
1100         {
1101                 if(head.team == steam)
1102                 {
1103                         if(head.isbot)
1104                         {
1105                                 if(head.totalfrags < lowest_bot_score)
1106                                 {
1107                                         lowest_bot = head;
1108                                         lowest_bot_score = head.totalfrags;
1109                                 }
1110                         }
1111                         else
1112                         {
1113                                 if(head.totalfrags < lowest_player_score)
1114                                 {
1115                                         lowest_player = head;
1116                                         lowest_player_score = head.totalfrags;
1117                                 }
1118                         }
1119                 }
1120         }
1121
1122         // prefers to move a bot...
1123         if(lowest_bot != world)
1124                 selected = lowest_bot;
1125         // but it will move a player if it has to
1126         else
1127                 selected = lowest_player;
1128         // don't do anything if it couldn't find anyone
1129         if(!selected)
1130         {
1131                 bprint("warning: couldn't find a player to move from team\n");
1132                 return;
1133         }
1134
1135         // smallest team gains a member
1136         if(smallestteam == 1)
1137         {
1138                 c1 = c1 + 1;
1139         }
1140         else if(smallestteam == 2)
1141         {
1142                 c2 = c2 + 1;
1143         }
1144         else if(smallestteam == 3)
1145         {
1146                 c3 = c3 + 1;
1147         }
1148         else if(smallestteam == 4)
1149         {
1150                 c4 = c4 + 1;
1151         }
1152         else
1153         {
1154                 bprint("warning: destination team invalid\n");
1155                 return;
1156         }
1157         // source team loses a member
1158         if(source_team == 1)
1159         {
1160                 c1 = c1 + 1;
1161         }
1162         else if(source_team == 2)
1163         {
1164                 c2 = c2 + 2;
1165         }
1166         else if(source_team == 3)
1167         {
1168                 c3 = c3 + 3;
1169         }
1170         else if(source_team == 4)
1171         {
1172                 c4 = c4 + 4;
1173         }
1174         else
1175         {
1176                 bprint("warning: source team invalid\n");
1177                 return;
1178         }
1179
1180         // move the player to the new team
1181         TeamchangeFrags(selected);
1182         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1183
1184         if(selected.deadflag == DEAD_NO)
1185                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1186         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1187 }
1188
1189 void CauseRebalance(float source_team, float howmany_toomany)
1190 {
1191         if(IsTeamBalanceForced() == 1)
1192         {
1193                 bprint("Rebalancing Teams\n");
1194                 ShufflePlayerOutOfTeam(source_team);
1195         }
1196 }
1197
1198 // part of g_balance_teams_force
1199 // occasionally perform an audit of the teams to make
1200 // sure they're more or less balanced in player count.
1201 void AuditTeams()
1202 {
1203         float numplayers, numteams, smallest, toomany;
1204         float balance;
1205         balance = IsTeamBalanceForced();
1206         if(balance == 0)
1207                 return;
1208
1209         if(audit_teams_time > time)
1210                 return;
1211
1212         audit_teams_time = time + 4 + random();
1213
1214 //      bprint("Auditing teams\n");
1215
1216         CheckAllowedTeams(world);
1217         GetTeamCounts(world);
1218
1219
1220         numteams = numplayers = smallest = 0;
1221         if(c1 >= 0)
1222         {
1223                 numteams = numteams + 1;
1224                 numplayers = numplayers + c1;
1225                 smallest = c1;
1226         }
1227         if(c2 >= 0)
1228         {
1229                 numteams = numteams + 1;
1230                 numplayers = numplayers + c2;
1231                 if(c2 < smallest)
1232                         smallest = c2;
1233         }
1234         if(c3 >= 0)
1235         {
1236                 numteams = numteams + 1;
1237                 numplayers = numplayers + c3;
1238                 if(c3 < smallest)
1239                         smallest = c3;
1240         }
1241         if(c4 >= 0)
1242         {
1243                 numteams = numteams + 1;
1244                 numplayers = numplayers + c4;
1245                 if(c4 < smallest)
1246                         smallest = c4;
1247         }
1248
1249         if(numplayers <= 0)
1250                 return; // no players to move around
1251         if(numteams < 2)
1252                 return; // don't bother shuffling if for some reason there aren't any teams
1253
1254         toomany = smallest + 1;
1255
1256         if(c1 && c1 > toomany)
1257                 CauseRebalance(1, c1 - toomany);
1258         if(c2 && c2 > toomany)
1259                 CauseRebalance(2, c2 - toomany);
1260         if(c3 && c3 > toomany)
1261                 CauseRebalance(3, c3 - toomany);
1262         if(c4 && c4 > toomany)
1263                 CauseRebalance(4, c4 - toomany);
1264
1265         // if teams are still unbalanced, balance them further in the next audit,
1266         // which will happen sooner (keep doing rapid audits until things are in order)
1267         audit_teams_time = time + 0.7 + random()*0.3;
1268 }
1269
1270 // code from here on is just to support maps that don't have team entities
1271 void tdm_spawnteam (string teamname, float teamcolor)
1272 {
1273         entity e;
1274         e = spawn();
1275         e.classname = "tdm_team";
1276         e.netname = teamname;
1277         e.cnt = teamcolor;
1278         e.team = e.cnt + 1;
1279 }
1280
1281 // spawn some default teams if the map is not set up for tdm
1282 void tdm_spawnteams()
1283 {
1284         float numteams;
1285
1286         numteams = autocvar_g_tdm_teams_override;
1287         if(numteams < 2)
1288                 numteams = autocvar_g_tdm_teams;
1289         numteams = bound(2, numteams, 4);
1290
1291         tdm_spawnteam("Red", COLOR_TEAM1-1);
1292         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1293         if(numteams >= 3)
1294                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1295         if(numteams >= 4)
1296                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1297 }
1298
1299 void tdm_delayedinit()
1300 {
1301         // if no teams are found, spawn defaults
1302         if (find(world, classname, "tdm_team") == world)
1303                 tdm_spawnteams();
1304 }
1305
1306 void tdm_init()
1307 {
1308         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1309 }