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update the defaultXPM.cfg file. Add g_teleport_maxspeed to the physics configs, set...
[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(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         if(g_dm && autocvar_deathmatch_force_teamplay)
147         {
148                 g_dm = 0;
149                 g_tdm = 1;
150         }
151
152         teams_matter = 0;
153         serverflags &~= SERVERFLAG_TEAMPLAY;
154 }
155
156 void default_delayedinit()
157 {
158         if(!scores_initialized)
159                 ScoreRules_generic();
160 }
161
162 void ActivateTeamplay()
163 {
164         serverflags |= SERVERFLAG_TEAMPLAY;
165         teams_matter = 1;
166 }
167
168 void InitGameplayMode()
169 {
170         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
171
172         qualifying_override = -1;
173
174         VoteReset();
175
176         // make sure only ONE type is selected
177         ReadGameCvars();
178         WriteGameCvars();
179
180         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
181         get_mi_min_max(1);
182         world.mins = mi_min;
183         world.maxs = mi_max;
184
185         MapInfo_LoadMapSettings(mapname);
186
187         if not(cvar_value_issafe(world.fog))
188         {
189                 print("The current map contains a potentially harmful fog setting, ignored\n");
190                 world.fog = string_null;
191         }
192         if(MapInfo_Map_fog != "")
193                 if(MapInfo_Map_fog == "none")
194                         world.fog = string_null;
195                 else
196                         world.fog = strzone(MapInfo_Map_fog);
197         clientstuff = strzone(MapInfo_Map_clientstuff);
198
199         MapInfo_ClearTemps();
200
201         // in case mapinfo switched the type
202         ReadGameCvars();
203
204         // set both here, gamemode can override it later
205         timelimit_override = autocvar_timelimit_override;
206         fraglimit_override = autocvar_fraglimit_override;
207         leadlimit_override = autocvar_leadlimit_override;
208
209         if(g_dm)
210         {
211                 game = GAME_DEATHMATCH;
212                 gamemode_name = "Deathmatch";
213         }
214
215         if(g_tdm)
216         {
217                 game = GAME_TEAM_DEATHMATCH;
218                 gamemode_name = "Team Deathmatch";
219                 ActivateTeamplay();
220                 tdm_init();
221                 if(autocvar_g_tdm_team_spawns)
222                         have_team_spawns = -1; // request team spawns
223         }
224
225         if(g_domination)
226         {
227                 game = GAME_DOMINATION;
228                 gamemode_name = "Domination";
229                 ActivateTeamplay();
230                 fraglimit_override = autocvar_g_domination_point_limit;
231                 leadlimit_override = autocvar_g_domination_point_leadlimit;
232                 dom_init();
233                 have_team_spawns = -1; // request team spawns
234         }
235
236         if(g_ctf)
237         {
238                 game = GAME_CTF;
239                 gamemode_name = "Capture the Flag";
240                 ActivateTeamplay();
241                 g_ctf_ignore_frags = autocvar_g_ctf_ignore_frags;
242                 if(g_ctf_win_mode == 2)
243                 {
244                         fraglimit_override = autocvar_g_ctf_capture_limit;
245                         leadlimit_override = autocvar_g_ctf_capture_leadlimit;
246                 }
247                 else
248                 {
249                         fraglimit_override = autocvar_capturelimit_override;
250                         leadlimit_override = autocvar_captureleadlimit_override;
251                 }
252                 ctf_init();
253                 have_team_spawns = -1; // request team spawns
254         }
255
256         if(g_runematch)
257         {
258                 game = GAME_RUNEMATCH;
259                 gamemode_name = "Rune Match";
260                 if(autocvar_deathmatch_force_teamplay)
261                         ActivateTeamplay();
262                 fraglimit_override = autocvar_g_runematch_point_limit;
263                 leadlimit_override = autocvar_g_runematch_point_leadlimit;
264                 runematch_init();
265         }
266
267         if(g_lms)
268         {
269                 game = GAME_LMS;
270                 gamemode_name = "Last Man Standing";
271                 fraglimit_override = autocvar_g_lms_lives_override;
272                 leadlimit_override = 0; // not supported by LMS
273                 if(fraglimit_override == 0)
274                         fraglimit_override = -1;
275                 lms_lowest_lives = 9999;
276                 lms_next_place = 0;
277                 ScoreRules_lms();
278         }
279
280         if(g_arena)
281         {
282                 game = GAME_ARENA;
283                 gamemode_name = "Arena";
284                 fraglimit_override = autocvar_g_arena_point_limit;
285                 leadlimit_override = autocvar_g_arena_point_leadlimit;
286                 maxspawned = autocvar_g_arena_maxspawned;
287                 if(maxspawned < 2)
288                         maxspawned = 2;
289                 arena_roundbased = autocvar_g_arena_roundbased;
290         }
291
292         if(g_ca)
293         {
294                 game = GAME_CA;
295                 gamemode_name = "Clan Arena";
296                 ActivateTeamplay();
297                 fraglimit_override = autocvar_g_ca_point_limit;
298                 leadlimit_override = autocvar_g_ca_point_leadlimit;
299                 precache_sound("ctf/red_capture.wav");
300                 precache_sound("ctf/blue_capture.wav");
301         }
302         if(g_keyhunt)
303         {
304                 game = GAME_KEYHUNT;
305                 gamemode_name = "Key Hunt";
306                 ActivateTeamplay();
307                 fraglimit_override = autocvar_g_keyhunt_point_limit;
308                 leadlimit_override = autocvar_g_keyhunt_point_leadlimit;
309                 MUTATOR_ADD(gamemode_keyhunt);
310         }
311
312         if(g_freezetag)
313         {
314                 game = GAME_FREEZETAG;
315                 gamemode_name = "Freeze Tag";
316                 ActivateTeamplay();
317                 fraglimit_override = autocvar_g_freezetag_point_limit;
318                 leadlimit_override = autocvar_g_freezetag_point_leadlimit;
319                 MUTATOR_ADD(gamemode_freezetag);
320         }
321
322         if(g_assault)
323         {
324                 game = GAME_ASSAULT;
325                 gamemode_name = "Assault";
326                 ActivateTeamplay();
327                 ScoreRules_assault();
328                 have_team_spawns = -1; // request team spawns
329         }
330
331         if(g_onslaught)
332         {
333                 game = GAME_ONSLAUGHT;
334                 gamemode_name = "Onslaught";
335                 ActivateTeamplay();
336                 have_team_spawns = -1; // request team spawns
337         }
338
339         if(g_race)
340         {
341                 game = GAME_RACE;
342                 gamemode_name = "Race";
343
344                 if(autocvar_g_race_teams)
345                 {
346                         ActivateTeamplay();
347                         race_teams = bound(2, autocvar_g_race_teams, 4);
348                         have_team_spawns = -1; // request team spawns
349                 }
350                 else
351                         race_teams = 0;
352
353                 qualifying_override = autocvar_g_race_qualifying_timelimit_override;
354                 fraglimit_override = autocvar_g_race_laps_limit;
355                 leadlimit_override = 0; // currently not supported by race
356         }
357
358         if(g_cts)
359         {
360                 game = GAME_CTS;
361                 gamemode_name = "CTS";
362                 g_race_qualifying = 1;
363                 fraglimit_override = 0;
364                 leadlimit_override = 0;
365         }
366
367         if(g_nexball)
368         {
369                 game = GAME_NEXBALL;
370                 gamemode_name = "Nexball";
371                 fraglimit_override = autocvar_g_nexball_goallimit;
372                 leadlimit_override = autocvar_g_nexball_goalleadlimit;
373                 ActivateTeamplay();
374                 nb_init();
375                 have_team_spawns = -1; // request team spawns
376         }
377
378         if(g_keepaway)
379         {
380                 game = GAME_KEEPAWAY;
381                 gamemode_name = "Keepaway";
382                 MUTATOR_ADD(gamemode_keepaway);
383         }
384
385         if(teams_matter)
386                 entcs_init();
387
388         // save it (for the next startup)
389         cvar_set("gamecfg", ftos(game));
390
391         cache_mutatormsg = strzone("");
392         cache_lastmutatormsg = strzone("");
393
394         // enforce the server's universal frag/time limits
395         if(!autocvar_g_campaign)
396         {
397                 if(fraglimit_override >= 0)
398                         cvar_set("fraglimit", ftos(fraglimit_override));
399                 if(timelimit_override >= 0)
400                         cvar_set("timelimit", ftos(timelimit_override));
401                 if(leadlimit_override >= 0)
402                         cvar_set("leadlimit", ftos(leadlimit_override));
403                 if(qualifying_override >= 0)
404                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
405         }
406
407         if(g_race)
408         {
409                 // we need to find out the correct value for g_race_qualifying
410                 if(autocvar_g_campaign)
411                 {
412                         g_race_qualifying = 1;
413                 }
414                 else if(!autocvar_g_campaign && autocvar_g_race_qualifying_timelimit > 0)
415                 {
416                         g_race_qualifying = 2;
417                         race_fraglimit = autocvar_fraglimit;
418                         race_leadlimit = autocvar_leadlimit;
419                         race_timelimit = autocvar_timelimit;
420                         cvar_set("fraglimit", "0");
421                         cvar_set("leadlimit", "0");
422                         cvar_set("timelimit", ftos(autocvar_g_race_qualifying_timelimit));
423                 }
424                 else
425                         g_race_qualifying = 0;
426         }
427
428         if(g_race || g_cts)
429         {
430                 if(g_race_qualifying)
431                         independent_players = 1;
432
433                 ScoreRules_race();
434         }
435
436         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
437 }
438
439 string GetClientVersionMessage() {
440         local string versionmsg;
441         if (self.version_mismatch) {
442                 if(self.version < autocvar_gameversion) {
443                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
444                 } else {
445                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
446                 }
447         } else {
448                 versionmsg = "^2client version and server version are compatible.^8";
449         }
450         return versionmsg;
451 }
452
453
454 void PrintWelcomeMessage(entity pl)
455 {
456         string s, modifications, motd;
457
458         if(self.cvar_scr_centertime == 0) return;
459
460         if(autocvar_g_campaign)
461         {
462                 if(self.classname == "player" && !self.BUTTON_INFO)
463                         return;
464         }
465         else
466         {
467                 if((time - self.jointime) > autocvar_welcome_message_time && !self.BUTTON_INFO)
468                         return;
469         }
470
471         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
472                 if(self.welcomemessage_time > time) return;
473                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
474         }
475
476         if(autocvar_g_campaign)
477         {
478                 centerprint(pl, campaign_message);
479                 return;
480         }
481
482 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
483         if(!self.BUTTON_INFO)
484         {
485                 // TODO get rid of this too
486                 local string specString;
487                 specString = NEWLINES;
488                 //if(time < game_starttime) //also show the countdown when being a spectator
489                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
490                 //else
491                 if (timeoutStatus != 0)
492                         specString = strcat(specString, "\n\n", getTimeoutText(1));
493                 else
494                 {
495                         if(self.classname == "player")
496                                 return;
497                         goto normal;
498                 }
499                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
500         }
501
502 :normal
503         ret_string = "";
504         MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
505         modifications = ret_string;
506         
507         if(g_minstagib)
508                 modifications = strcat(modifications, ", MinstaGib");
509         if(g_weaponarena)
510         {
511                 if(g_weaponarena_random)
512                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
513                 else
514                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
515         }
516         if(autocvar_g_start_weapon_laser == 0)
517                 modifications = strcat(modifications, ", No start weapons");
518         if(autocvar_sv_gravity < 800)
519                 modifications = strcat(modifications, ", Low gravity");
520         if(g_cloaked)
521                 modifications = strcat(modifications, ", Cloaked");
522         if(g_grappling_hook)
523                 modifications = strcat(modifications, ", Hook");
524         if(g_midair)
525                 modifications = strcat(modifications, ", Midair");
526         if(g_pinata)
527                 modifications = strcat(modifications, ", Pinata");
528         if(g_weapon_stay)
529                 modifications = strcat(modifications, ", Weapons stay");
530         if(g_bloodloss > 0)
531                 modifications = strcat(modifications, ", Bloodloss");
532         if(g_jetpack)
533                 modifications = strcat(modifications, ", Jet pack");
534         modifications = substring(modifications, 2, strlen(modifications) - 2);
535
536         local string versionmessage;
537         versionmessage = GetClientVersionMessage();
538
539         s = strcat(s, NEWLINES, "This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
540         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
541
542         if(modifications != "")
543                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
544
545         if(timeoutStatus != 0)
546                 s = strcat(s, "\n\n", getTimeoutText(1));
547
548         if (g_grappling_hook)
549                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
550
551         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
552         {
553                 if(cache_lastmutatormsg)
554                         strunzone(cache_lastmutatormsg);
555                 if(cache_mutatormsg)
556                         strunzone(cache_mutatormsg);
557                 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
558                 cache_mutatormsg = strzone(cache_lastmutatormsg);
559         }
560
561         if (cache_mutatormsg != "") {
562                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
563         }
564
565         motd = autocvar_sv_motd;
566         if (motd != "") {
567                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
568         }
569         s = strcat(s, "\n");
570
571         centerprint(pl, s);
572 }
573
574
575 void SetPlayerColors(entity pl, float _color)
576 {
577         /*string s;
578         s = ftos(cl);
579         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
580         pl.team = cl + 1;
581         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
582         pl.clientcolors = 16*cl + cl;*/
583
584         float pants, shirt;
585         pants = _color & 0x0F;
586         shirt = _color & 0xF0;
587
588
589         if(teams_matter) {
590                 setcolor(pl, 16*pants + pants);
591         } else {
592                 setcolor(pl, shirt + pants);
593         }
594 }
595
596 void SetPlayerTeam(entity pl, float t, float s, float noprint)
597 {
598         float _color;
599
600         if(t == 4)
601                 _color = COLOR_TEAM4 - 1;
602         else if(t == 3)
603                 _color = COLOR_TEAM3 - 1;
604         else if(t == 2)
605                 _color = COLOR_TEAM2 - 1;
606         else
607                 _color = COLOR_TEAM1 - 1;
608
609         SetPlayerColors(pl,_color);
610
611         if(t != s) {
612                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
613
614                 if(!noprint)
615                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
616         }
617
618 }
619
620 // set c1...c4 to show what teams are allowed
621 void CheckAllowedTeams (entity for_whom)
622 {
623         float dm;
624         entity head;
625         string teament_name;
626
627         c1 = c2 = c3 = c4 = -1;
628         cb1 = cb2 = cb3 = cb4 = 0;
629
630         if(g_onslaught)
631         {
632                 // onslaught is special
633                 head = findchain(classname, "onslaught_generator");
634                 while (head)
635                 {
636                         if (head.team == COLOR_TEAM1) c1 = 0;
637                         if (head.team == COLOR_TEAM2) c2 = 0;
638                         if (head.team == COLOR_TEAM3) c3 = 0;
639                         if (head.team == COLOR_TEAM4) c4 = 0;
640                         head = head.chain;
641                 }
642         }
643         else if(g_domination)
644                 teament_name = "dom_team";
645         else if(g_ctf)
646                 teament_name = "ctf_team";
647         else if(g_tdm)
648                 teament_name = "tdm_team";
649         else if(g_nexball)
650                 teament_name = "nexball_team";
651         else if(g_assault)
652                 c1 = c2 = 0; // Assault always has 2 teams
653         else
654         {
655                 // cover anything else by treating it like tdm with no teams spawned
656                 if(g_race)
657                         dm = race_teams;
658                 else
659                         dm = 2;
660
661                 ret_float = dm;
662                 MUTATOR_CALLHOOK(GetTeamCount);
663                 dm = ret_float;
664
665                 if(dm >= 4)
666                         c1 = c2 = c3 = c4 = 0;
667                 else if(dm >= 3)
668                         c1 = c2 = c3 = 0;
669                 else
670                         c1 = c2 = 0;
671         }
672
673         // find out what teams are allowed if necessary
674         if(teament_name)
675         {
676                 head = find(world, classname, teament_name);
677                 while(head)
678                 {
679                         if(!(g_domination && head.netname == ""))
680                         {
681                                 if(head.team == COLOR_TEAM1)
682                                         c1 = 0;
683                                 else if(head.team == COLOR_TEAM2)
684                                         c2 = 0;
685                                 else if(head.team == COLOR_TEAM3)
686                                         c3 = 0;
687                                 else if(head.team == COLOR_TEAM4)
688                                         c4 = 0;
689                         }
690                         head = find(head, classname, teament_name);
691                 }
692         }
693
694         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
695         if(c3==-1 && c4==-1)
696         if(autocvar_bot_vs_human && for_whom)
697         {
698                 if(autocvar_bot_vs_human > 0)
699                 {
700                         // bots are all blue
701                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
702                                 c1 = c3 = c4 = -1;
703                         else
704                                 c2 = -1;
705                 }
706                 else
707                 {
708                         // bots are all red
709                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
710                                 c2 = c3 = c4 = -1;
711                         else
712                                 c1 = -1;
713                 }
714         }
715
716         // if player has a forced team, ONLY allow that one
717         if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
718                 c2 = c3 = c4 = -1;
719         else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
720                 c1 = c3 = c4 = -1;
721         else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
722                 c1 = c2 = c4 = -1;
723         else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
724                 c1 = c2 = c3 = -1;
725 }
726
727 float PlayerValue(entity p)
728 {
729         if(IsTeamBalanceForced() == 1)
730                 return 1;
731         return 1;
732         // FIXME: it always returns 1...
733 }
734
735 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
736 // teams that are allowed will now have their player counts stored in c1...c4
737 void GetTeamCounts(entity ignore)
738 {
739         entity head;
740         float value, bvalue;
741         // now count how many players are on each team already
742
743         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
744         // also remember the lowest-scoring player
745
746         FOR_EACH_CLIENT(head)
747         {
748                 float t;
749                 if(head.classname == "player")
750                         t = head.team;
751                 else if(head.team_forced > 0)
752                         t = head.team_forced; // reserve the spot
753                 else
754                         continue;
755                 if(head != ignore)// && head.netname != "")
756                 {
757                         value = PlayerValue(head);
758                         if(clienttype(head) == CLIENTTYPE_BOT)
759                                 bvalue = value;
760                         else
761                                 bvalue = 0;
762                         if(t == COLOR_TEAM1)
763                         {
764                                 if(c1 >= 0)
765                                 {
766                                         c1 = c1 + value;
767                                         cb1 = cb1 + bvalue;
768                                 }
769                         }
770                         if(t == COLOR_TEAM2)
771                         {
772                                 if(c2 >= 0)
773                                 {
774                                         c2 = c2 + value;
775                                         cb2 = cb2 + bvalue;
776                                 }
777                         }
778                         if(t == COLOR_TEAM3)
779                         {
780                                 if(c3 >= 0)
781                                 {
782                                         c3 = c3 + value;
783                                         cb3 = cb3 + bvalue;
784                                 }
785                         }
786                         if(t == COLOR_TEAM4)
787                         {
788                                 if(c4 >= 0)
789                                 {
790                                         c4 = c4 + value;
791                                         cb4 = cb4 + bvalue;
792                                 }
793                         }
794                 }
795         }
796
797         // if the player who has a forced team has not joined yet, reserve the spot
798         if(autocvar_g_campaign)
799         {
800                 switch(autocvar_g_campaign_forceteam)
801                 {
802                         case 1: if(c1 == cb1) ++c1; break;
803                         case 2: if(c2 == cb2) ++c2; break;
804                         case 3: if(c3 == cb3) ++c3; break;
805                         case 4: if(c4 == cb4) ++c4; break;
806                 }
807         }
808 }
809
810 // returns # of smallest team (1, 2, 3, 4)
811 // NOTE: Assumes CheckAllowedTeams has already been called!
812 float FindSmallestTeam(entity pl, float ignore_pl)
813 {
814         float totalteams, balance_type, maxc;
815         totalteams = 0;
816
817         // find out what teams are available
818         //CheckAllowedTeams();
819
820         // make sure there are at least 2 teams to join
821         if(c1 >= 0)
822                 totalteams = totalteams + 1;
823         if(c2 >= 0)
824                 totalteams = totalteams + 1;
825         if(c3 >= 0)
826                 totalteams = totalteams + 1;
827         if(c4 >= 0)
828                 totalteams = totalteams + 1;
829
830         if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
831                 totalteams += 1;
832
833         if(totalteams <= 1)
834         {
835                 if(autocvar_g_campaign && pl && clienttype(pl) == CLIENTTYPE_REAL)
836                         return 1; // special case for campaign and player joining
837                 else if(g_domination)
838                         error("Too few teams available for domination\n");
839                 else if(g_ctf)
840                         error("Too few teams available for ctf\n");
841                 else if(g_keyhunt)
842                         error("Too few teams available for key hunt\n");
843                 else if(g_freezetag)
844                         error("Too few teams available for freeze tag\n");
845                 else
846                         error("Too few teams available for team deathmatch\n");
847         }
848
849         // count how many players are in each team
850         if(ignore_pl)
851                 GetTeamCounts(pl);
852         else
853                 GetTeamCounts(world);
854
855         // c1...c4 now have counts of each team
856         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
857
858         // 2 gives priority to what team you're already on, 1 goes in order
859         // 2 doesn't seem to work though...
860         balance_type = 1;
861
862         if(bots_would_leave)
863         //if(pl.classname != "player")
864         if(clienttype(pl) != CLIENTTYPE_BOT)
865         {
866                 c1 -= cb1 * 255.0/256.0;
867                 c2 -= cb2 * 255.0/256.0;
868                 c3 -= cb3 * 255.0/256.0;
869                 c4 -= cb4 * 255.0/256.0;
870         }
871         maxc = max4(c1, c2, c3, c4);
872
873         RandomSelection_Init();
874         if(balance_type == 1)
875         {
876                 // 1: use team count, then score (note: can only use 8 significant bits of score)
877                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
878                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
879                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
880                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
881         }
882         else if(balance_type == 2)
883         {
884                 // 1: use team count, if equal prefer own team
885                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
886                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
887                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
888                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
889         }
890         else if(balance_type == 3)
891         {
892                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
893                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
894                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
895                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
896                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
897         }
898         return RandomSelection_chosen_float;
899 }
900
901 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
902 {
903         float smallest, selectedteam;
904
905         // don't join a team if we're not playing a team game
906         if(!teams_matter)
907                 return 0;
908
909         // find out what teams are available
910         CheckAllowedTeams(pl);
911
912         // if we don't care what team he ends up on, put him on whatever team he entered as.
913         // if he's not on a valid team, then let other code put him on the smallest team
914         if(!forcebestteam)
915         {
916                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
917                         selectedteam = pl.team;
918                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
919                         selectedteam = pl.team;
920                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
921                         selectedteam = pl.team;
922                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
923                         selectedteam = pl.team;
924                 else
925                         selectedteam = -1;
926
927                 if(selectedteam > 0)
928                 {
929                         if(!only_return_best)
930                         {
931                                 SetPlayerColors(pl, selectedteam - 1);
932
933                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
934                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
935                                 LogTeamchange(pl.playerid, pl.team, 99);
936                         }
937                         return selectedteam;
938                 }
939                 // otherwise end up on the smallest team (handled below)
940         }
941
942         smallest = FindSmallestTeam(pl, TRUE);
943
944         if(!only_return_best && !pl.bot_forced_team)
945         {
946                 TeamchangeFrags(self);
947                 if(smallest == 1)
948                 {
949                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
950                 }
951                 else if(smallest == 2)
952                 {
953                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
954                 }
955                 else if(smallest == 3)
956                 {
957                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
958                 }
959                 else if(smallest == 4)
960                 {
961                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
962                 }
963                 else
964                 {
965                         error("smallest team: invalid team\n");
966                 }
967
968                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
969
970                 if(pl.deadflag == DEAD_NO)
971                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
972         }
973
974         return smallest;
975 }
976
977 //void() ctf_playerchanged;
978 void SV_ChangeTeam(float _color)
979 {
980         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
981
982         // in normal deathmatch we can just apply the color and we're done
983         if(!teams_matter) {
984                 SetPlayerColors(self, _color);
985                 return;
986         }
987
988         scolor = self.clientcolors & 0x0F;
989         dcolor = _color & 0x0F;
990
991         if(scolor == COLOR_TEAM1 - 1)
992                 steam = 1;
993         else if(scolor == COLOR_TEAM2 - 1)
994                 steam = 2;
995         else if(scolor == COLOR_TEAM3 - 1)
996                 steam = 3;
997         else // if(scolor == COLOR_TEAM4 - 1)
998                 steam = 4;
999         if(dcolor == COLOR_TEAM1 - 1)
1000                 dteam = 1;
1001         else if(dcolor == COLOR_TEAM2 - 1)
1002                 dteam = 2;
1003         else if(dcolor == COLOR_TEAM3 - 1)
1004                 dteam = 3;
1005         else // if(dcolor == COLOR_TEAM4 - 1)
1006                 dteam = 4;
1007
1008         CheckAllowedTeams(self);
1009
1010         if(dteam == 1 && c1 < 0) dteam = 4;
1011         if(dteam == 4 && c4 < 0) dteam = 3;
1012         if(dteam == 3 && c3 < 0) dteam = 2;
1013         if(dteam == 2 && c2 < 0) dteam = 1;
1014
1015         // not changing teams
1016         if(scolor == dcolor)
1017         {
1018                 //bprint("same team change\n");
1019                 SetPlayerTeam(self, dteam, steam, TRUE);
1020                 return;
1021         }
1022
1023         if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
1024                 sprint(self, "Team changes not allowed\n");
1025                 return; // changing teams is not allowed
1026         }
1027
1028         if(autocvar_g_balance_teams_prevent_imbalance)
1029         {
1030                 // only allow changing to a smaller or equal size team
1031
1032                 // find out what teams are available
1033                 //CheckAllowedTeams();
1034                 // count how many players on each team
1035                 GetTeamCounts(world);
1036
1037                 // get desired team
1038                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1039                 {
1040                         dcount = c1;
1041                         dbotcount = cb1;
1042                 }
1043                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1044                 {
1045                         dcount = c2;
1046                         dbotcount = cb2;
1047                 }
1048                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1049                 {
1050                         dcount = c3;
1051                         dbotcount = cb3;
1052                 }
1053                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1054                 {
1055                         dcount = c4;
1056                         dbotcount = cb4;
1057                 }
1058                 else
1059                 {
1060                         sprint(self, "Cannot change to an invalid team\n");
1061
1062                         return;
1063                 }
1064
1065                 // get starting team
1066                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1067                         scount = c1;
1068                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1069                         scount = c2;
1070                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1071                         scount = c3;
1072                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1073                         scount = c4;
1074
1075                 if(scount) // started at a valid, nonempty team
1076                 {
1077                         // check if we're trying to change to a larger team that doens't have bots to swap with
1078                         if(dcount >= scount && dbotcount <= 0)
1079                         {
1080                                 sprint(self, "Cannot change to a larger team\n");
1081                                 return; // can't change to a larger team
1082                         }
1083                 }
1084         }
1085
1086 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1087
1088         if(self.classname == "player" && steam != dteam)
1089         {
1090                 // reduce frags during a team change
1091                 TeamchangeFrags(self);
1092         }
1093
1094         SetPlayerTeam(self, dteam, steam, FALSE);
1095
1096         if(self.classname == "player" && steam != dteam)
1097         {
1098                 // kill player when changing teams
1099                 if(self.deadflag == DEAD_NO)
1100                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1101         }
1102         //ctf_playerchanged();
1103 }
1104
1105 void ShufflePlayerOutOfTeam (float source_team)
1106 {
1107         float smallestteam, smallestteam_count, steam;
1108         float lowest_bot_score, lowest_player_score;
1109         entity head, lowest_bot, lowest_player, selected;
1110
1111         smallestteam = 0;
1112         smallestteam_count = 999999999;
1113
1114         if(c1 >= 0 && c1 < smallestteam_count)
1115         {
1116                 smallestteam = 1;
1117                 smallestteam_count = c1;
1118         }
1119         if(c2 >= 0 && c2 < smallestteam_count)
1120         {
1121                 smallestteam = 2;
1122                 smallestteam_count = c2;
1123         }
1124         if(c3 >= 0 && c3 < smallestteam_count)
1125         {
1126                 smallestteam = 3;
1127                 smallestteam_count = c3;
1128         }
1129         if(c4 >= 0 && c4 < smallestteam_count)
1130         {
1131                 smallestteam = 4;
1132                 smallestteam_count = c4;
1133         }
1134
1135         if(!smallestteam)
1136         {
1137                 bprint("warning: no smallest team\n");
1138                 return;
1139         }
1140
1141         if(source_team == 1)
1142                 steam = COLOR_TEAM1;
1143         else if(source_team == 2)
1144                 steam = COLOR_TEAM2;
1145         else if(source_team == 3)
1146                 steam = COLOR_TEAM3;
1147         else if(source_team == 4)
1148                 steam = COLOR_TEAM4;
1149
1150         lowest_bot = world;
1151         lowest_bot_score = 999999999;
1152         lowest_player = world;
1153         lowest_player_score = 999999999;
1154
1155         // find the lowest-scoring player & bot of that team
1156         FOR_EACH_PLAYER(head)
1157         {
1158                 if(head.team == steam)
1159                 {
1160                         if(head.isbot)
1161                         {
1162                                 if(head.totalfrags < lowest_bot_score)
1163                                 {
1164                                         lowest_bot = head;
1165                                         lowest_bot_score = head.totalfrags;
1166                                 }
1167                         }
1168                         else
1169                         {
1170                                 if(head.totalfrags < lowest_player_score)
1171                                 {
1172                                         lowest_player = head;
1173                                         lowest_player_score = head.totalfrags;
1174                                 }
1175                         }
1176                 }
1177         }
1178
1179         // prefers to move a bot...
1180         if(lowest_bot != world)
1181                 selected = lowest_bot;
1182         // but it will move a player if it has to
1183         else
1184                 selected = lowest_player;
1185         // don't do anything if it couldn't find anyone
1186         if(!selected)
1187         {
1188                 bprint("warning: couldn't find a player to move from team\n");
1189                 return;
1190         }
1191
1192         // smallest team gains a member
1193         if(smallestteam == 1)
1194         {
1195                 c1 = c1 + 1;
1196         }
1197         else if(smallestteam == 2)
1198         {
1199                 c2 = c2 + 1;
1200         }
1201         else if(smallestteam == 3)
1202         {
1203                 c3 = c3 + 1;
1204         }
1205         else if(smallestteam == 4)
1206         {
1207                 c4 = c4 + 1;
1208         }
1209         else
1210         {
1211                 bprint("warning: destination team invalid\n");
1212                 return;
1213         }
1214         // source team loses a member
1215         if(source_team == 1)
1216         {
1217                 c1 = c1 + 1;
1218         }
1219         else if(source_team == 2)
1220         {
1221                 c2 = c2 + 2;
1222         }
1223         else if(source_team == 3)
1224         {
1225                 c3 = c3 + 3;
1226         }
1227         else if(source_team == 4)
1228         {
1229                 c4 = c4 + 4;
1230         }
1231         else
1232         {
1233                 bprint("warning: source team invalid\n");
1234                 return;
1235         }
1236
1237         // move the player to the new team
1238         TeamchangeFrags(selected);
1239         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1240
1241         if(selected.deadflag == DEAD_NO)
1242                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1243         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1244 }
1245
1246 void CauseRebalance(float source_team, float howmany_toomany)
1247 {
1248         if(IsTeamBalanceForced() == 1)
1249         {
1250                 bprint("Rebalancing Teams\n");
1251                 ShufflePlayerOutOfTeam(source_team);
1252         }
1253 }
1254
1255 // part of g_balance_teams_force
1256 // occasionally perform an audit of the teams to make
1257 // sure they're more or less balanced in player count.
1258 void AuditTeams()
1259 {
1260         float numplayers, numteams, smallest, toomany;
1261         float balance;
1262         balance = IsTeamBalanceForced();
1263         if(balance == 0)
1264                 return;
1265
1266         if(audit_teams_time > time)
1267                 return;
1268
1269         audit_teams_time = time + 4 + random();
1270
1271 //      bprint("Auditing teams\n");
1272
1273         CheckAllowedTeams(world);
1274         GetTeamCounts(world);
1275
1276
1277         numteams = numplayers = smallest = 0;
1278         if(c1 >= 0)
1279         {
1280                 numteams = numteams + 1;
1281                 numplayers = numplayers + c1;
1282                 smallest = c1;
1283         }
1284         if(c2 >= 0)
1285         {
1286                 numteams = numteams + 1;
1287                 numplayers = numplayers + c2;
1288                 if(c2 < smallest)
1289                         smallest = c2;
1290         }
1291         if(c3 >= 0)
1292         {
1293                 numteams = numteams + 1;
1294                 numplayers = numplayers + c3;
1295                 if(c3 < smallest)
1296                         smallest = c3;
1297         }
1298         if(c4 >= 0)
1299         {
1300                 numteams = numteams + 1;
1301                 numplayers = numplayers + c4;
1302                 if(c4 < smallest)
1303                         smallest = c4;
1304         }
1305
1306         if(numplayers <= 0)
1307                 return; // no players to move around
1308         if(numteams < 2)
1309                 return; // don't bother shuffling if for some reason there aren't any teams
1310
1311         toomany = smallest + 1;
1312
1313         if(c1 && c1 > toomany)
1314                 CauseRebalance(1, c1 - toomany);
1315         if(c2 && c2 > toomany)
1316                 CauseRebalance(2, c2 - toomany);
1317         if(c3 && c3 > toomany)
1318                 CauseRebalance(3, c3 - toomany);
1319         if(c4 && c4 > toomany)
1320                 CauseRebalance(4, c4 - toomany);
1321
1322         // if teams are still unbalanced, balance them further in the next audit,
1323         // which will happen sooner (keep doing rapid audits until things are in order)
1324         audit_teams_time = time + 0.7 + random()*0.3;
1325 }
1326
1327 // code from here on is just to support maps that don't have team entities
1328 void tdm_spawnteam (string teamname, float teamcolor)
1329 {
1330         local entity e;
1331         e = spawn();
1332         e.classname = "tdm_team";
1333         e.netname = teamname;
1334         e.cnt = teamcolor;
1335         e.team = e.cnt + 1;
1336 };
1337
1338 // spawn some default teams if the map is not set up for tdm
1339 void tdm_spawnteams()
1340 {
1341         float numteams;
1342
1343         numteams = autocvar_g_tdm_teams_override;
1344         if(numteams < 2)
1345                 numteams = autocvar_g_tdm_teams;
1346         numteams = bound(2, numteams, 4);
1347
1348         tdm_spawnteam("Red", COLOR_TEAM1-1);
1349         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1350         if(numteams >= 3)
1351                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1352         if(numteams >= 4)
1353                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1354 };
1355
1356 void tdm_delayedinit()
1357 {
1358         // if no teams are found, spawn defaults
1359         if (find(world, classname, "tdm_team") == world)
1360                 tdm_spawnteams();
1361 };
1362
1363 void tdm_init()
1364 {
1365         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1366 };