]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/teamplay.qc
add Samual's beloved sv_fragmessages
[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(!teams_matter)
16                 return 0;
17         if(cvar("g_campaign"))
18                 return 0;
19         if(!cvar("g_balance_teams_force"))
20                 return -1;
21         return 1;
22 }
23
24 void TeamchangeFrags(entity e)
25 {
26         PlayerScore_Clear(e);
27 }
28
29 vector TeamColor(float teem)
30 {
31         switch(teem)
32         {
33                 case COLOR_TEAM1:
34                         return '1 0.0625 0.0625';
35                 case COLOR_TEAM2:
36                         return '0.0625 0.0625 1';
37                 case COLOR_TEAM3:
38                         return '1 1 0.0625';
39                 case COLOR_TEAM4:
40                         return '1 0.0625 1';
41                 default:
42                         return '1 1 1';
43         }
44 }
45
46 string TeamName(float t)
47 {
48         return strcat(Team_ColorName(t), " Team");
49 }
50 string ColoredTeamName(float t)
51 {
52         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
53 }
54 string TeamNoName(float t)
55 {
56         // fixme: Search for team entities and get their .netname's!
57         if(t == 1)
58                 return "Red Team";
59         if(t == 2)
60                 return "Blue Team";
61         if(t == 3)
62                 return "Yellow Team";
63         if(t == 4)
64                 return "Pink Team";
65         return "Neutral Team";
66 }
67
68 void dom_init();
69 void ctf_init();
70 void runematch_init();
71 void tdm_init();
72 void nb_init();
73 void entcs_init();
74
75 void LogTeamchange(float player_id, float team_number, float type)
76 {
77         if(!cvar("sv_eventlog"))
78                 return;
79
80         if(player_id < 1)
81                 return;
82
83         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
84 }
85
86 void WriteGameCvars()
87 {
88         cvar_set("g_dm", ftos(g_dm));
89         cvar_set("g_tdm", ftos(g_tdm));
90         cvar_set("g_domination", ftos(g_domination));
91         cvar_set("g_ctf", ftos(g_ctf));
92         cvar_set("g_runematch", ftos(g_runematch));
93         cvar_set("g_lms", ftos(g_lms));
94         cvar_set("g_arena", ftos(g_arena));
95         cvar_set("g_ca", ftos(g_ca));
96         cvar_set("g_keyhunt", ftos(g_keyhunt));
97         cvar_set("g_assault", ftos(g_assault));
98         cvar_set("g_onslaught", ftos(g_onslaught));
99         cvar_set("g_race", ftos(g_race));
100         cvar_set("g_nexball", ftos(g_nexball));
101         cvar_set("g_cts", ftos(g_cts));
102 }
103
104 void ReadGameCvars()
105 {
106         float found;
107         float prev;
108         float i;
109
110         found = 0;
111         prev = cvar("gamecfg");
112         for(i = 0; i < 2; ++i)
113         {
114                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
115                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
116                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
117                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
118                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
119                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
120                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
121                 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
122                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
123                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
124                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
125                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
126                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
127                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
128
129                 if(found)
130                         break;
131
132                 prev = -1; // second attempt takes place WITHOUT prev set
133         }
134
135         if(!found)
136                 g_dm = 1;
137
138         if(g_dm && cvar("deathmatch_force_teamplay"))
139         {
140                 g_dm = 0;
141                 g_tdm = 1;
142         }
143
144         teams_matter = 0;
145 }
146
147 void default_delayedinit()
148 {
149         if(!scores_initialized)
150                 ScoreRules_generic();
151 }
152
153 void ActivateTeamplay()
154 {
155         float teamplay_default;
156         teamplay_default = cvar("teamplay_default");
157
158         if(teamplay_default)
159                 teamplay = teamplay_default;
160         else
161                 teamplay = 3;
162         cvar_set("teamplay", ftos(teamplay));
163
164         teams_matter = 1;
165 }
166
167 void InitGameplayMode()
168 {
169         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
170
171         qualifying_override = -1;
172
173         VoteReset();
174
175         teams_matter = 0;
176         cvar_set("teamplay", "0");
177
178         // make sure only ONE type is selected
179         ReadGameCvars();
180         WriteGameCvars();
181
182         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
183         get_mi_min_max(1);
184         world.mins = mi_min;
185         world.maxs = mi_max;
186
187         MapInfo_LoadMapSettings(mapname);
188
189         if not(cvar_value_issafe(world.fog))
190         {
191                 print("The current map contains a potentially harmful fog setting, ignored\n");
192                 world.fog = string_null;
193         }
194         if(MapInfo_Map_fog != "")
195                 if(MapInfo_Map_fog == "none")
196                         world.fog = string_null;
197                 else
198                         world.fog = strzone(MapInfo_Map_fog);
199         clientstuff = strzone(MapInfo_Map_clientstuff);
200
201         MapInfo_ClearTemps();
202
203         // in case mapinfo switched the type
204         ReadGameCvars();
205
206         // set both here, gamemode can override it later
207         timelimit_override = cvar("timelimit_override");
208         fraglimit_override = cvar("fraglimit_override");
209         leadlimit_override = cvar("leadlimit_override");
210
211         if(cvar("g_dodging"))
212                 MUTATOR_ADD(dodging);
213         
214         if(g_dm)
215         {
216                 game = GAME_DEATHMATCH;
217                 gamemode_name = "Deathmatch";
218         }
219
220         if(g_tdm)
221         {
222                 game = GAME_TEAM_DEATHMATCH;
223                 gamemode_name = "Team Deathmatch";
224                 ActivateTeamplay();
225                 tdm_init();
226                 if(cvar("g_tdm_team_spawns"))
227                         have_team_spawns = -1; // request team spawns
228         }
229
230         if(g_domination)
231         {
232                 game = GAME_DOMINATION;
233                 gamemode_name = "Domination";
234                 ActivateTeamplay();
235                 fraglimit_override = cvar("g_domination_point_limit");
236                 leadlimit_override = cvar("g_domination_point_leadlimit");
237                 dom_init();
238                 have_team_spawns = -1; // request team spawns
239         }
240
241         if(g_ctf)
242         {
243                 game = GAME_CTF;
244                 gamemode_name = "Capture the Flag";
245                 ActivateTeamplay();
246                 if(cvar("g_campaign"))
247                         g_ctf_win_mode = 2;
248                 else
249                         g_ctf_win_mode = cvar("g_ctf_win_mode");
250                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
251                 if(g_ctf_win_mode == 2)
252                 {
253                         fraglimit_override = cvar("g_ctf_capture_limit");
254                         leadlimit_override = cvar("g_ctf_capture_leadlimit");
255                 }
256                 else
257                 {
258                         fraglimit_override = cvar("capturelimit_override");
259                         leadlimit_override = cvar("captureleadlimit_override");
260                 }
261                 ctf_init();
262                 have_team_spawns = -1; // request team spawns
263         }
264
265         if(g_runematch)
266         {
267                 game = GAME_RUNEMATCH;
268                 gamemode_name = "Rune Match";
269                 if(cvar("deathmatch_force_teamplay"))
270                         ActivateTeamplay();
271                 fraglimit_override = cvar("g_runematch_point_limit");
272                 leadlimit_override = cvar("g_runematch_point_leadlimit");
273                 runematch_init();
274         }
275
276         if(g_lms)
277         {
278                 game = GAME_LMS;
279                 gamemode_name = "Last Man Standing";
280                 fraglimit_override = cvar("g_lms_lives_override");
281                 leadlimit_override = 0; // not supported by LMS
282                 if(fraglimit_override == 0)
283                         fraglimit_override = -1;
284                 lms_lowest_lives = 9999;
285                 lms_next_place = 0;
286                 ScoreRules_lms();
287         }
288
289         if(g_arena)
290         {
291                 game = GAME_ARENA;
292                 gamemode_name = "Arena";
293                 fraglimit_override = cvar("g_arena_point_limit");
294                 leadlimit_override = cvar("g_arena_point_leadlimit");
295                 maxspawned = cvar("g_arena_maxspawned");
296                 if(maxspawned < 2)
297                         maxspawned = 2;
298                 arena_roundbased = cvar("g_arena_roundbased");
299         }
300
301         if(g_ca)
302         {
303                 game = GAME_CA;
304                 gamemode_name = "Clan Arena";
305                 ActivateTeamplay();
306                 fraglimit_override = cvar("g_ca_point_limit");
307                 leadlimit_override = cvar("g_ca_point_leadlimit");
308                 precache_sound("ctf/red_capture.wav");
309                 precache_sound("ctf/blue_capture.wav");
310         }
311         if(g_keyhunt)
312         {
313                 game = GAME_KEYHUNT;
314                 gamemode_name = "Key Hunt";
315                 ActivateTeamplay();
316                 fraglimit_override = cvar("g_keyhunt_point_limit");
317                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
318                 MUTATOR_ADD(gamemode_keyhunt);
319         }
320
321         if(g_assault)
322         {
323                 game = GAME_ASSAULT;
324                 gamemode_name = "Assault";
325                 ActivateTeamplay();
326                 ScoreRules_assault();
327                 have_team_spawns = -1; // request team spawns
328         }
329
330         if(g_onslaught)
331         {
332                 game = GAME_ONSLAUGHT;
333                 gamemode_name = "Onslaught";
334                 ActivateTeamplay();
335                 have_team_spawns = -1; // request team spawns
336         }
337
338         if(g_race)
339         {
340                 game = GAME_RACE;
341                 gamemode_name = "Race";
342
343                 if(cvar("g_race_teams"))
344                 {
345                         ActivateTeamplay();
346                         race_teams = bound(2, cvar("g_race_teams"), 4);
347                         have_team_spawns = -1; // request team spawns
348                 }
349                 else
350                         race_teams = 0;
351
352                 qualifying_override = cvar("g_race_qualifying_timelimit_override");
353                 fraglimit_override = cvar("g_race_laps_limit");
354                 leadlimit_override = 0; // currently not supported by race
355         }
356
357         if(g_cts)
358         {
359                 game = GAME_CTS;
360                 gamemode_name = "CTS";
361                 g_race_qualifying = 1;
362                 fraglimit_override = 0;
363                 leadlimit_override = 0;
364         }
365
366         if(g_nexball)
367         {
368                 game = GAME_NEXBALL;
369                 gamemode_name = "Nexball";
370                 fraglimit_override = cvar("g_nexball_goallimit");
371                 leadlimit_override = cvar("g_nexball_goalleadlimit");
372                 ActivateTeamplay();
373                 nb_init();
374                 have_team_spawns = -1; // request team spawns
375         }
376
377         if(teams_matter)
378                 entcs_init();
379
380         // save it (for the next startup)
381         cvar_set("gamecfg", ftos(game));
382
383         cache_mutatormsg = strzone("");
384         cache_lastmutatormsg = strzone("");
385
386         // enforce the server's universal frag/time limits
387         if(!cvar("g_campaign"))
388         {
389                 if(fraglimit_override >= 0)
390                         cvar_set("fraglimit", ftos(fraglimit_override));
391                 if(timelimit_override >= 0)
392                         cvar_set("timelimit", ftos(timelimit_override));
393                 if(leadlimit_override >= 0)
394                         cvar_set("leadlimit", ftos(leadlimit_override));
395                 if(qualifying_override >= 0)
396                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
397         }
398
399         if(g_race)
400         {
401                 // we need to find out the correct value for g_race_qualifying
402                 if(cvar("g_campaign"))
403                 {
404                         g_race_qualifying = 1;
405                 }
406                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
407                 {
408                         g_race_qualifying = 2;
409                         race_fraglimit = cvar("fraglimit");
410                         race_leadlimit = cvar("leadlimit");
411                         race_timelimit = cvar("timelimit");
412                         cvar_set("fraglimit", "0");
413                         cvar_set("leadlimit", "0");
414                         cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
415                 }
416                 else
417                         g_race_qualifying = 0;
418         }
419
420         if(g_race || g_cts)
421         {
422                 if(g_race_qualifying)
423                         independent_players = 1;
424
425                 ScoreRules_race();
426         }
427
428         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
429 }
430
431 string GetClientVersionMessage() {
432         local string versionmsg;
433         if (self.version_mismatch) {
434                 if(self.version < cvar("gameversion")) {
435                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
436                 } else {
437                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
438                 }
439         } else {
440                 versionmsg = "^2client version and server version are compatible.^8";
441         }
442         return versionmsg;
443 }
444
445
446 void PrintWelcomeMessage(entity pl)
447 {
448         string s, modifications, motd;
449
450         if(self.cvar_scr_centertime == 0) return;
451
452         if(cvar("g_campaign"))
453         {
454                 if(self.classname == "player" && !self.BUTTON_INFO)
455                         return;
456         }
457         else
458         {
459                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
460                         return;
461         }
462
463         if( !(timeoutStatus >= 1) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate
464                 if(self.welcomemessage_time > time) return;
465                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
466         }
467
468         if(cvar("g_campaign"))
469         {
470                 centerprint(pl, campaign_message);
471                 return;
472         }
473
474 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
475         if(!self.BUTTON_INFO)
476         {
477                 // TODO get rid of this too
478                 local string specString;
479                 specString = NEWLINES;
480                 //if(time < game_starttime) //also show the countdown when being a spectator
481                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
482                 //else
483                 if (timeoutStatus != 0)
484                         specString = strcat(specString, "\n\n", getTimeoutText(1));
485                 else
486                 {
487                         if(self.classname == "player")
488                                 return;
489                         goto normal;
490                 }
491                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
492         }
493
494 :normal
495         ret_string = "";
496         MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
497         modifications = ret_string;
498         
499         if(g_minstagib)
500                 modifications = strcat(modifications, ", MinstaGib");
501         if(g_weaponarena)
502         {
503                 if(g_weaponarena_random)
504                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
505                 else
506                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
507         }
508         if(cvar("g_start_weapon_laser") == 0)
509                 modifications = strcat(modifications, ", No start weapons");
510         if(cvar("sv_gravity") < 800)
511                 modifications = strcat(modifications, ", Low gravity");
512         if(g_cloaked)
513                 modifications = strcat(modifications, ", Cloaked");
514         if(g_footsteps)
515                 modifications = strcat(modifications, ", Steps");
516         if(g_grappling_hook)
517                 modifications = strcat(modifications, ", Hook");
518         if(g_laserguided_missile)
519                 modifications = strcat(modifications, ", LG missiles");
520         if(g_midair)
521                 modifications = strcat(modifications, ", Midair");
522         if(g_vampire)
523                 modifications = strcat(modifications, ", Vampire");
524         if(g_pinata)
525                 modifications = strcat(modifications, ", Pinata");
526         if(g_weapon_stay)
527                 modifications = strcat(modifications, ", Weapons stay");
528         if(g_bloodloss > 0)
529                 modifications = strcat(modifications, ", Bloodloss");
530         if(g_jetpack)
531                 modifications = strcat(modifications, ", Jet pack");
532         modifications = substring(modifications, 2, strlen(modifications) - 2);
533
534         local string versionmessage;
535         versionmessage = GetClientVersionMessage();
536
537         s = strcat(s, NEWLINES, "This is Xonotic ", cvar_string("g_xonoticversion"), "\n", versionmessage);
538         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
539
540         if(modifications != "")
541                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
542
543         if(timeoutStatus != 0)
544                 s = strcat(s, "\n\n", getTimeoutText(1));
545
546         if (g_grappling_hook)
547                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
548
549         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
550         {
551                 if(cache_lastmutatormsg)
552                         strunzone(cache_lastmutatormsg);
553                 if(cache_mutatormsg)
554                         strunzone(cache_mutatormsg);
555                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
556                 cache_mutatormsg = strzone(cache_lastmutatormsg);
557         }
558
559         if (cache_mutatormsg != "") {
560                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
561         }
562
563         motd = cvar_string("sv_motd");
564         if (motd != "") {
565                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
566         }
567         s = strcat(s, "\n");
568
569         centerprint(pl, s);
570 }
571
572
573 void SetPlayerColors(entity pl, float _color)
574 {
575         /*string s;
576         s = ftos(cl);
577         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
578         pl.team = cl + 1;
579         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
580         pl.clientcolors = 16*cl + cl;*/
581
582         float pants, shirt;
583         pants = _color & 0x0F;
584         shirt = _color & 0xF0;
585
586
587         if(teams_matter) {
588                 setcolor(pl, 16*pants + pants);
589         } else {
590                 setcolor(pl, shirt + pants);
591         }
592 }
593
594 void SetPlayerTeam(entity pl, float t, float s, float noprint)
595 {
596         float _color;
597
598         if(t == 4)
599                 _color = COLOR_TEAM4 - 1;
600         else if(t == 3)
601                 _color = COLOR_TEAM3 - 1;
602         else if(t == 2)
603                 _color = COLOR_TEAM2 - 1;
604         else
605                 _color = COLOR_TEAM1 - 1;
606
607         SetPlayerColors(pl,_color);
608
609         if(t != s) {
610                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
611
612                 if(!noprint)
613                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
614         }
615
616 }
617
618 // set c1...c4 to show what teams are allowed
619 void CheckAllowedTeams (entity for_whom)
620 {
621         float dm;
622         entity head;
623         string teament_name;
624
625         c1 = c2 = c3 = c4 = -1;
626         cb1 = cb2 = cb3 = cb4 = 0;
627
628         if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
629         {
630                 c1 = 0; // only allow RED team for player joining
631         }
632         else if(g_onslaught)
633         {
634                 // onslaught is special
635                 head = findchain(classname, "onslaught_generator");
636                 while (head)
637                 {
638                         if (head.team == COLOR_TEAM1) c1 = 0;
639                         if (head.team == COLOR_TEAM2) c2 = 0;
640                         if (head.team == COLOR_TEAM3) c3 = 0;
641                         if (head.team == COLOR_TEAM4) c4 = 0;
642                         head = head.chain;
643                 }
644         }
645         else if(g_domination)
646                 teament_name = "dom_team";
647         else if(g_ctf)
648                 teament_name = "ctf_team";
649         else if(g_tdm)
650                 teament_name = "tdm_team";
651         else if(g_nexball)
652                 teament_name = "nexball_team";
653         else if(g_assault)
654                 c1 = c2 = 0; // Assault always has 2 teams
655         else
656         {
657                 // cover anything else by treating it like tdm with no teams spawned
658                 if(g_race)
659                         dm = race_teams;
660                 else
661                         dm = 2;
662
663                 ret_float = dm;
664                 MUTATOR_CALLHOOK(GetTeamCount);
665                 dm = ret_float;
666
667                 if(dm >= 4)
668                         c1 = c2 = c3 = c4 = 0;
669                 else if(dm >= 3)
670                         c1 = c2 = c3 = 0;
671                 else
672                         c1 = c2 = 0;
673         }
674
675         // find out what teams are allowed if necessary
676         if(teament_name)
677         {
678                 head = find(world, classname, teament_name);
679                 while(head)
680                 {
681                         if(!(g_domination && head.netname == ""))
682                         {
683                                 if(head.team == COLOR_TEAM1)
684                                         c1 = 0;
685                                 else if(head.team == COLOR_TEAM2)
686                                         c2 = 0;
687                                 else if(head.team == COLOR_TEAM3)
688                                         c3 = 0;
689                                 else if(head.team == COLOR_TEAM4)
690                                         c4 = 0;
691                         }
692                         head = find(head, classname, teament_name);
693                 }
694         }
695
696         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
697         if(c3==-1&&c4==-1)
698         if(cvar("bot_vs_human") && for_whom)
699         {
700                 if(cvar("bot_vs_human") > 0)
701                 {
702                         // bots are all blue
703                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
704                                 c1 = c3 = c4 = -1;
705                         else
706                                 c2 = -1;
707                 }
708                 else
709                 {
710                         // bots are all red
711                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
712                                 c2 = c3 = c4 = -1;
713                         else
714                                 c1 = -1;
715                 }
716         }
717 }
718
719 float PlayerValue(entity p)
720 {
721         if(IsTeamBalanceForced() == 1)
722                 return 1;
723         return 1;
724 }
725
726 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
727 // teams that are allowed will now have their player counts stored in c1...c4
728 void GetTeamCounts(entity ignore)
729 {
730         entity head;
731         float value, bvalue;
732         // now count how many players are on each team already
733
734         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
735         // also remember the lowest-scoring player
736
737         FOR_EACH_PLAYER(head)
738         {
739                 if(head != ignore)// && head.netname != "")
740                 {
741                         value = PlayerValue(head);
742                         if(clienttype(head) == CLIENTTYPE_BOT)
743                                 bvalue = value;
744                         else
745                                 bvalue = 0;
746                         if(head.team == COLOR_TEAM1)
747                         {
748                                 if(c1 >= 0)
749                                 {
750                                         c1 = c1 + value;
751                                         cb1 = cb1 + bvalue;
752                                 }
753                         }
754                         if(head.team == COLOR_TEAM2)
755                         {
756                                 if(c2 >= 0)
757                                 {
758                                         c2 = c2 + value;
759                                         cb2 = cb2 + bvalue;
760                                 }
761                         }
762                         if(head.team == COLOR_TEAM3)
763                         {
764                                 if(c3 >= 0)
765                                 {
766                                         c3 = c3 + value;
767                                         cb3 = cb3 + bvalue;
768                                 }
769                         }
770                         if(head.team == COLOR_TEAM4)
771                         {
772                                 if(c4 >= 0)
773                                 {
774                                         c4 = c4 + value;
775                                         cb4 = cb4 + bvalue;
776                                 }
777                         }
778                 }
779         }
780 }
781
782 // returns # of smallest team (1, 2, 3, 4)
783 // NOTE: Assumes CheckAllowedTeams has already been called!
784 float FindSmallestTeam(entity pl, float ignore_pl)
785 {
786         float totalteams, balance_type, maxc;
787         totalteams = 0;
788
789         // find out what teams are available
790         //CheckAllowedTeams();
791
792         // make sure there are at least 2 teams to join
793         if(c1 >= 0)
794                 totalteams = totalteams + 1;
795         if(c2 >= 0)
796                 totalteams = totalteams + 1;
797         if(c3 >= 0)
798                 totalteams = totalteams + 1;
799         if(c4 >= 0)
800                 totalteams = totalteams + 1;
801
802         if(cvar("bot_vs_human"))
803                 totalteams += 1;
804
805         if(totalteams <= 1)
806         {
807                 if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
808                         return 1; // special case for campaign and player joining
809                 else if(g_domination)
810                         error("Too few teams available for domination\n");
811                 else if(g_ctf)
812                         error("Too few teams available for ctf\n");
813                 else if(g_keyhunt)
814                         error("Too few teams available for key hunt\n");
815                 else
816                         error("Too few teams available for team deathmatch\n");
817         }
818
819         // count how many players are in each team
820         if(ignore_pl)
821                 GetTeamCounts(pl);
822         else
823                 GetTeamCounts(world);
824
825         // c1...c4 now have counts of each team
826         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
827
828         // 2 gives priority to what team you're already on, 1 goes in order
829         // 2 doesn't seem to work though...
830         balance_type = 1;
831
832         if(bots_would_leave)
833         //if(pl.classname != "player")
834         if(clienttype(pl) != CLIENTTYPE_BOT)
835         {
836                 c1 -= cb1 * 255.0/256.0;
837                 c2 -= cb2 * 255.0/256.0;
838                 c3 -= cb3 * 255.0/256.0;
839                 c4 -= cb4 * 255.0/256.0;
840         }
841         maxc = max4(c1, c2, c3, c4);
842
843         RandomSelection_Init();
844         if(balance_type == 1)
845         {
846                 // 1: use team count, then score (note: can only use 8 significant bits of score)
847                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
848                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
849                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
850                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
851         }
852         else if(balance_type == 2)
853         {
854                 // 1: use team count, if equal prefer own team
855                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
856                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
857                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
858                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
859         }
860         else if(balance_type == 3)
861         {
862                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
863                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
864                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
865                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
866                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
867         }
868         return RandomSelection_chosen_float;
869 }
870
871 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
872 {
873         float smallest, selectedteam;
874
875         // don't join a team if we're not playing a team game
876         if(!teams_matter)
877                 return 0;
878
879         // find out what teams are available
880         CheckAllowedTeams(pl);
881
882         // if we don't care what team he ends up on, put him on whatever team he entered as.
883         // if he's not on a valid team, then let other code put him on the smallest team
884         if(!forcebestteam)
885         {
886                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
887                         selectedteam = pl.team;
888                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
889                         selectedteam = pl.team;
890                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
891                         selectedteam = pl.team;
892                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
893                         selectedteam = pl.team;
894                 else
895                         selectedteam = -1;
896
897                 if(selectedteam > 0)
898                 {
899                         if(!only_return_best)
900                         {
901                                 SetPlayerColors(pl, selectedteam - 1);
902
903                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
904                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
905                                 LogTeamchange(pl.playerid, pl.team, 99);
906                         }
907                         return selectedteam;
908                 }
909                 // otherwise end up on the smallest team (handled below)
910         }
911
912         smallest = FindSmallestTeam(pl, TRUE);
913
914         if(!only_return_best)
915         {
916                 TeamchangeFrags(self);
917                 if(smallest == 1)
918                 {
919                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
920                 }
921                 else if(smallest == 2)
922                 {
923                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
924                 }
925                 else if(smallest == 3)
926                 {
927                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
928                 }
929                 else if(smallest == 4)
930                 {
931                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
932                 }
933                 else
934                 {
935                         error("smallest team: invalid team\n");
936                 }
937
938                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
939
940                 if(pl.deadflag == DEAD_NO)
941                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
942         }
943
944         return smallest;
945 }
946
947 //void() ctf_playerchanged;
948 void SV_ChangeTeam(float _color)
949 {
950         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
951
952         // in normal deathmatch we can just apply the color and we're done
953         if(!teams_matter) {
954                 SetPlayerColors(self, _color);
955                 return;
956         }
957
958         scolor = self.clientcolors & 0x0F;
959         dcolor = _color & 0x0F;
960
961         if(scolor == COLOR_TEAM1 - 1)
962                 steam = 1;
963         else if(scolor == COLOR_TEAM2 - 1)
964                 steam = 2;
965         else if(scolor == COLOR_TEAM3 - 1)
966                 steam = 3;
967         else // if(scolor == COLOR_TEAM4 - 1)
968                 steam = 4;
969         if(dcolor == COLOR_TEAM1 - 1)
970                 dteam = 1;
971         else if(dcolor == COLOR_TEAM2 - 1)
972                 dteam = 2;
973         else if(dcolor == COLOR_TEAM3 - 1)
974                 dteam = 3;
975         else // if(dcolor == COLOR_TEAM4 - 1)
976                 dteam = 4;
977
978         CheckAllowedTeams(self);
979
980         if(dteam == 1 && c1 < 0) dteam = 4;
981         if(dteam == 4 && c4 < 0) dteam = 3;
982         if(dteam == 3 && c3 < 0) dteam = 2;
983         if(dteam == 2 && c2 < 0) dteam = 1;
984
985         // not changing teams
986         if(scolor == dcolor)
987         {
988                 //bprint("same team change\n");
989                 SetPlayerTeam(self, dteam, steam, TRUE);
990                 return;
991         }
992
993         if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
994                 sprint(self, "Team changes not allowed\n");
995                 return; // changing teams is not allowed
996         }
997
998         if(cvar("g_balance_teams_prevent_imbalance"))
999         {
1000                 // only allow changing to a smaller or equal size team
1001
1002                 // find out what teams are available
1003                 //CheckAllowedTeams();
1004                 // count how many players on each team
1005                 GetTeamCounts(world);
1006
1007                 // get desired team
1008                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1009                 {
1010                         dcount = c1;
1011                         dbotcount = cb1;
1012                 }
1013                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1014                 {
1015                         dcount = c2;
1016                         dbotcount = cb2;
1017                 }
1018                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1019                 {
1020                         dcount = c3;
1021                         dbotcount = cb3;
1022                 }
1023                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1024                 {
1025                         dcount = c4;
1026                         dbotcount = cb4;
1027                 }
1028                 else
1029                 {
1030                         sprint(self, "Cannot change to an invalid team\n");
1031
1032                         return;
1033                 }
1034
1035                 // get starting team
1036                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1037                         scount = c1;
1038                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1039                         scount = c2;
1040                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1041                         scount = c3;
1042                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1043                         scount = c4;
1044
1045                 if(scount) // started at a valid, nonempty team
1046                 {
1047                         // check if we're trying to change to a larger team that doens't have bots to swap with
1048                         if(dcount >= scount && dbotcount <= 0)
1049                         {
1050                                 sprint(self, "Cannot change to a larger team\n");
1051                                 return; // can't change to a larger team
1052                         }
1053                 }
1054         }
1055
1056 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1057
1058         if(self.classname == "player" && steam != dteam)
1059         {
1060                 // reduce frags during a team change
1061                 TeamchangeFrags(self);
1062         }
1063
1064         SetPlayerTeam(self, dteam, steam, FALSE);
1065
1066         if(self.classname == "player" && steam != dteam)
1067         {
1068                 // kill player when changing teams
1069                 if(self.deadflag == DEAD_NO)
1070                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1071         }
1072         //ctf_playerchanged();
1073 }
1074
1075 void ShufflePlayerOutOfTeam (float source_team)
1076 {
1077         float smallestteam, smallestteam_count, steam;
1078         float lowest_bot_score, lowest_player_score;
1079         entity head, lowest_bot, lowest_player, selected;
1080
1081         smallestteam = 0;
1082         smallestteam_count = 999999999;
1083
1084         if(c1 >= 0 && c1 < smallestteam_count)
1085         {
1086                 smallestteam = 1;
1087                 smallestteam_count = c1;
1088         }
1089         if(c2 >= 0 && c2 < smallestteam_count)
1090         {
1091                 smallestteam = 2;
1092                 smallestteam_count = c2;
1093         }
1094         if(c3 >= 0 && c3 < smallestteam_count)
1095         {
1096                 smallestteam = 3;
1097                 smallestteam_count = c3;
1098         }
1099         if(c4 >= 0 && c4 < smallestteam_count)
1100         {
1101                 smallestteam = 4;
1102                 smallestteam_count = c4;
1103         }
1104
1105         if(!smallestteam)
1106         {
1107                 bprint("warning: no smallest team\n");
1108                 return;
1109         }
1110
1111         if(source_team == 1)
1112                 steam = COLOR_TEAM1;
1113         else if(source_team == 2)
1114                 steam = COLOR_TEAM2;
1115         else if(source_team == 3)
1116                 steam = COLOR_TEAM3;
1117         else if(source_team == 4)
1118                 steam = COLOR_TEAM4;
1119
1120         lowest_bot = world;
1121         lowest_bot_score = 999999999;
1122         lowest_player = world;
1123         lowest_player_score = 999999999;
1124
1125         // find the lowest-scoring player & bot of that team
1126         FOR_EACH_PLAYER(head)
1127         {
1128                 if(head.team == steam)
1129                 {
1130                         if(head.isbot)
1131                         {
1132                                 if(head.totalfrags < lowest_bot_score)
1133                                 {
1134                                         lowest_bot = head;
1135                                         lowest_bot_score = head.totalfrags;
1136                                 }
1137                         }
1138                         else
1139                         {
1140                                 if(head.totalfrags < lowest_player_score)
1141                                 {
1142                                         lowest_player = head;
1143                                         lowest_player_score = head.totalfrags;
1144                                 }
1145                         }
1146                 }
1147         }
1148
1149         // prefers to move a bot...
1150         if(lowest_bot != world)
1151                 selected = lowest_bot;
1152         // but it will move a player if it has to
1153         else
1154                 selected = lowest_player;
1155         // don't do anything if it couldn't find anyone
1156         if(!selected)
1157         {
1158                 bprint("warning: couldn't find a player to move from team\n");
1159                 return;
1160         }
1161
1162         // smallest team gains a member
1163         if(smallestteam == 1)
1164         {
1165                 c1 = c1 + 1;
1166         }
1167         else if(smallestteam == 2)
1168         {
1169                 c2 = c2 + 1;
1170         }
1171         else if(smallestteam == 3)
1172         {
1173                 c3 = c3 + 1;
1174         }
1175         else if(smallestteam == 4)
1176         {
1177                 c4 = c4 + 1;
1178         }
1179         else
1180         {
1181                 bprint("warning: destination team invalid\n");
1182                 return;
1183         }
1184         // source team loses a member
1185         if(source_team == 1)
1186         {
1187                 c1 = c1 + 1;
1188         }
1189         else if(source_team == 2)
1190         {
1191                 c2 = c2 + 2;
1192         }
1193         else if(source_team == 3)
1194         {
1195                 c3 = c3 + 3;
1196         }
1197         else if(source_team == 4)
1198         {
1199                 c4 = c4 + 4;
1200         }
1201         else
1202         {
1203                 bprint("warning: source team invalid\n");
1204                 return;
1205         }
1206
1207         // move the player to the new team
1208         TeamchangeFrags(selected);
1209         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1210
1211         if(selected.deadflag == DEAD_NO)
1212                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1213         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1214 }
1215
1216 void CauseRebalance(float source_team, float howmany_toomany)
1217 {
1218         if(IsTeamBalanceForced() == 1)
1219         {
1220                 bprint("Rebalancing Teams\n");
1221                 ShufflePlayerOutOfTeam(source_team);
1222         }
1223 }
1224
1225 // part of g_balance_teams_force
1226 // occasionally perform an audit of the teams to make
1227 // sure they're more or less balanced in player count.
1228 void AuditTeams()
1229 {
1230         float numplayers, numteams, smallest, toomany;
1231         float balance;
1232         balance = IsTeamBalanceForced();
1233         if(balance == 0)
1234                 return;
1235
1236         if(audit_teams_time > time)
1237                 return;
1238
1239         audit_teams_time = time + 4 + random();
1240
1241 //      bprint("Auditing teams\n");
1242
1243         CheckAllowedTeams(world);
1244         GetTeamCounts(world);
1245
1246
1247         numteams = numplayers = smallest = 0;
1248         if(c1 >= 0)
1249         {
1250                 numteams = numteams + 1;
1251                 numplayers = numplayers + c1;
1252                 smallest = c1;
1253         }
1254         if(c2 >= 0)
1255         {
1256                 numteams = numteams + 1;
1257                 numplayers = numplayers + c2;
1258                 if(c2 < smallest)
1259                         smallest = c2;
1260         }
1261         if(c3 >= 0)
1262         {
1263                 numteams = numteams + 1;
1264                 numplayers = numplayers + c3;
1265                 if(c3 < smallest)
1266                         smallest = c3;
1267         }
1268         if(c4 >= 0)
1269         {
1270                 numteams = numteams + 1;
1271                 numplayers = numplayers + c4;
1272                 if(c4 < smallest)
1273                         smallest = c4;
1274         }
1275
1276         if(numplayers <= 0)
1277                 return; // no players to move around
1278         if(numteams < 2)
1279                 return; // don't bother shuffling if for some reason there aren't any teams
1280
1281         toomany = smallest + 1;
1282
1283         if(c1 && c1 > toomany)
1284                 CauseRebalance(1, c1 - toomany);
1285         if(c2 && c2 > toomany)
1286                 CauseRebalance(2, c2 - toomany);
1287         if(c3 && c3 > toomany)
1288                 CauseRebalance(3, c3 - toomany);
1289         if(c4 && c4 > toomany)
1290                 CauseRebalance(4, c4 - toomany);
1291
1292         // if teams are still unbalanced, balance them further in the next audit,
1293         // which will happen sooner (keep doing rapid audits until things are in order)
1294         audit_teams_time = time + 0.7 + random()*0.3;
1295 }
1296
1297 // code from here on is just to support maps that don't have team entities
1298 void tdm_spawnteam (string teamname, float teamcolor)
1299 {
1300         local entity e;
1301         e = spawn();
1302         e.classname = "tdm_team";
1303         e.netname = teamname;
1304         e.cnt = teamcolor;
1305         e.team = e.cnt + 1;
1306 };
1307
1308 // spawn some default teams if the map is not set up for tdm
1309 void tdm_spawnteams()
1310 {
1311         float numteams;
1312
1313         numteams = cvar("g_tdm_teams_override");
1314         if(numteams < 2)
1315                 numteams = cvar("g_tdm_teams");
1316         numteams = bound(2, numteams, 4);
1317
1318         tdm_spawnteam("Red", COLOR_TEAM1-1);
1319         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1320         if(numteams >= 3)
1321                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1322         if(numteams >= 4)
1323                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1324 };
1325
1326 void tdm_delayedinit()
1327 {
1328         // if no teams are found, spawn defaults
1329         if (find(world, classname, "tdm_team") == world)
1330                 tdm_spawnteams();
1331 };
1332
1333 void tdm_init()
1334 {
1335         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1336 };