]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/teamplay.qc
merge some changes from my autocvarizer branch that change nothing but make code...
[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("bot_vs_human") && (c3==-1 && c4==-1))
20                 return 0;
21         if(!cvar("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(!cvar("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 = cvar("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 && cvar("deathmatch_force_teamplay"))
147         {
148                 g_dm = 0;
149                 g_tdm = 1;
150         }
151
152         teams_matter = 0;
153 }
154
155 void default_delayedinit()
156 {
157         if(!scores_initialized)
158                 ScoreRules_generic();
159 }
160
161 void ActivateTeamplay()
162 {
163         float teamplay_default;
164         teamplay_default = cvar("teamplay_default");
165
166         if(teamplay_default)
167                 teamplay = teamplay_default;
168         else
169                 teamplay = 3;
170         cvar_set("teamplay", ftos(teamplay));
171
172         teams_matter = 1;
173 }
174
175 void InitGameplayMode()
176 {
177         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
178
179         qualifying_override = -1;
180
181         VoteReset();
182
183         teams_matter = 0;
184         cvar_set("teamplay", "0");
185
186         // make sure only ONE type is selected
187         ReadGameCvars();
188         WriteGameCvars();
189
190         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
191         get_mi_min_max(1);
192         world.mins = mi_min;
193         world.maxs = mi_max;
194
195         MapInfo_LoadMapSettings(mapname);
196
197         if not(cvar_value_issafe(world.fog))
198         {
199                 print("The current map contains a potentially harmful fog setting, ignored\n");
200                 world.fog = string_null;
201         }
202         if(MapInfo_Map_fog != "")
203                 if(MapInfo_Map_fog == "none")
204                         world.fog = string_null;
205                 else
206                         world.fog = strzone(MapInfo_Map_fog);
207         clientstuff = strzone(MapInfo_Map_clientstuff);
208
209         MapInfo_ClearTemps();
210
211         // in case mapinfo switched the type
212         ReadGameCvars();
213
214         // set both here, gamemode can override it later
215         timelimit_override = cvar("timelimit_override");
216         fraglimit_override = cvar("fraglimit_override");
217         leadlimit_override = cvar("leadlimit_override");
218
219         if(g_dm)
220         {
221                 game = GAME_DEATHMATCH;
222                 gamemode_name = "Deathmatch";
223         }
224
225         if(g_tdm)
226         {
227                 game = GAME_TEAM_DEATHMATCH;
228                 gamemode_name = "Team Deathmatch";
229                 ActivateTeamplay();
230                 tdm_init();
231                 if(cvar("g_tdm_team_spawns"))
232                         have_team_spawns = -1; // request team spawns
233         }
234
235         if(g_domination)
236         {
237                 game = GAME_DOMINATION;
238                 gamemode_name = "Domination";
239                 ActivateTeamplay();
240                 fraglimit_override = cvar("g_domination_point_limit");
241                 leadlimit_override = cvar("g_domination_point_leadlimit");
242                 dom_init();
243                 have_team_spawns = -1; // request team spawns
244         }
245
246         if(g_ctf)
247         {
248                 game = GAME_CTF;
249                 gamemode_name = "Capture the Flag";
250                 ActivateTeamplay();
251                 if(cvar("g_campaign"))
252                         g_ctf_win_mode = 2;
253                 else
254                         g_ctf_win_mode = cvar("g_ctf_win_mode");
255                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
256                 if(g_ctf_win_mode == 2)
257                 {
258                         fraglimit_override = cvar("g_ctf_capture_limit");
259                         leadlimit_override = cvar("g_ctf_capture_leadlimit");
260                 }
261                 else
262                 {
263                         fraglimit_override = cvar("capturelimit_override");
264                         leadlimit_override = cvar("captureleadlimit_override");
265                 }
266                 ctf_init();
267                 have_team_spawns = -1; // request team spawns
268         }
269
270         if(g_runematch)
271         {
272                 game = GAME_RUNEMATCH;
273                 gamemode_name = "Rune Match";
274                 if(cvar("deathmatch_force_teamplay"))
275                         ActivateTeamplay();
276                 fraglimit_override = cvar("g_runematch_point_limit");
277                 leadlimit_override = cvar("g_runematch_point_leadlimit");
278                 runematch_init();
279         }
280
281         if(g_lms)
282         {
283                 game = GAME_LMS;
284                 gamemode_name = "Last Man Standing";
285                 fraglimit_override = cvar("g_lms_lives_override");
286                 leadlimit_override = 0; // not supported by LMS
287                 if(fraglimit_override == 0)
288                         fraglimit_override = -1;
289                 lms_lowest_lives = 9999;
290                 lms_next_place = 0;
291                 ScoreRules_lms();
292         }
293
294         if(g_arena)
295         {
296                 game = GAME_ARENA;
297                 gamemode_name = "Arena";
298                 fraglimit_override = cvar("g_arena_point_limit");
299                 leadlimit_override = cvar("g_arena_point_leadlimit");
300                 maxspawned = cvar("g_arena_maxspawned");
301                 if(maxspawned < 2)
302                         maxspawned = 2;
303                 arena_roundbased = cvar("g_arena_roundbased");
304         }
305
306         if(g_ca)
307         {
308                 game = GAME_CA;
309                 gamemode_name = "Clan Arena";
310                 ActivateTeamplay();
311                 fraglimit_override = cvar("g_ca_point_limit");
312                 leadlimit_override = cvar("g_ca_point_leadlimit");
313                 precache_sound("ctf/red_capture.wav");
314                 precache_sound("ctf/blue_capture.wav");
315         }
316         if(g_keyhunt)
317         {
318                 game = GAME_KEYHUNT;
319                 gamemode_name = "Key Hunt";
320                 ActivateTeamplay();
321                 fraglimit_override = cvar("g_keyhunt_point_limit");
322                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
323                 MUTATOR_ADD(gamemode_keyhunt);
324         }
325
326         if(g_freezetag)
327         {
328                 game = GAME_FREEZETAG;
329                 gamemode_name = "Freeze Tag";
330                 ActivateTeamplay();
331                 fraglimit_override = cvar("g_freezetag_point_limit");
332                 leadlimit_override = cvar("g_freezetag_point_leadlimit");
333                 MUTATOR_ADD(gamemode_freezetag);
334         }
335
336         if(g_assault)
337         {
338                 game = GAME_ASSAULT;
339                 gamemode_name = "Assault";
340                 ActivateTeamplay();
341                 ScoreRules_assault();
342                 have_team_spawns = -1; // request team spawns
343         }
344
345         if(g_onslaught)
346         {
347                 game = GAME_ONSLAUGHT;
348                 gamemode_name = "Onslaught";
349                 ActivateTeamplay();
350                 have_team_spawns = -1; // request team spawns
351         }
352
353         if(g_race)
354         {
355                 game = GAME_RACE;
356                 gamemode_name = "Race";
357
358                 if(cvar("g_race_teams"))
359                 {
360                         ActivateTeamplay();
361                         race_teams = bound(2, cvar("g_race_teams"), 4);
362                         have_team_spawns = -1; // request team spawns
363                 }
364                 else
365                         race_teams = 0;
366
367                 qualifying_override = cvar("g_race_qualifying_timelimit_override");
368                 fraglimit_override = cvar("g_race_laps_limit");
369                 leadlimit_override = 0; // currently not supported by race
370         }
371
372         if(g_cts)
373         {
374                 game = GAME_CTS;
375                 gamemode_name = "CTS";
376                 g_race_qualifying = 1;
377                 fraglimit_override = 0;
378                 leadlimit_override = 0;
379         }
380
381         if(g_nexball)
382         {
383                 game = GAME_NEXBALL;
384                 gamemode_name = "Nexball";
385                 fraglimit_override = cvar("g_nexball_goallimit");
386                 leadlimit_override = cvar("g_nexball_goalleadlimit");
387                 ActivateTeamplay();
388                 nb_init();
389                 have_team_spawns = -1; // request team spawns
390         }
391
392         if(g_keepaway)
393         {
394                 game = GAME_KEEPAWAY;
395                 gamemode_name = "Keepaway";
396                 MUTATOR_ADD(gamemode_keepaway);
397         }
398
399         if(teams_matter)
400                 entcs_init();
401
402         // save it (for the next startup)
403         cvar_set("gamecfg", ftos(game));
404
405         cache_mutatormsg = strzone("");
406         cache_lastmutatormsg = strzone("");
407
408         // enforce the server's universal frag/time limits
409         if(!cvar("g_campaign"))
410         {
411                 if(fraglimit_override >= 0)
412                         cvar_set("fraglimit", ftos(fraglimit_override));
413                 if(timelimit_override >= 0)
414                         cvar_set("timelimit", ftos(timelimit_override));
415                 if(leadlimit_override >= 0)
416                         cvar_set("leadlimit", ftos(leadlimit_override));
417                 if(qualifying_override >= 0)
418                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
419         }
420
421         if(g_race)
422         {
423                 // we need to find out the correct value for g_race_qualifying
424                 if(cvar("g_campaign"))
425                 {
426                         g_race_qualifying = 1;
427                 }
428                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
429                 {
430                         g_race_qualifying = 2;
431                         race_fraglimit = cvar("fraglimit");
432                         race_leadlimit = cvar("leadlimit");
433                         race_timelimit = cvar("timelimit");
434                         cvar_set("fraglimit", "0");
435                         cvar_set("leadlimit", "0");
436                         cvar_set("timelimit", ftos(cvar("g_race_qualifying_timelimit")));
437                 }
438                 else
439                         g_race_qualifying = 0;
440         }
441
442         if(g_race || g_cts)
443         {
444                 if(g_race_qualifying)
445                         independent_players = 1;
446
447                 ScoreRules_race();
448         }
449
450         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
451 }
452
453 string GetClientVersionMessage() {
454         local string versionmsg;
455         if (self.version_mismatch) {
456                 if(self.version < cvar("gameversion")) {
457                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
458                 } else {
459                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
460                 }
461         } else {
462                 versionmsg = "^2client version and server version are compatible.^8";
463         }
464         return versionmsg;
465 }
466
467
468 void PrintWelcomeMessage(entity pl)
469 {
470         string s, modifications, motd;
471
472         if(self.cvar_scr_centertime == 0) return;
473
474         if(cvar("g_campaign"))
475         {
476                 if(self.classname == "player" && !self.BUTTON_INFO)
477                         return;
478         }
479         else
480         {
481                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
482                         return;
483         }
484
485         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
486                 if(self.welcomemessage_time > time) return;
487                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
488         }
489
490         if(cvar("g_campaign"))
491         {
492                 centerprint(pl, campaign_message);
493                 return;
494         }
495
496 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
497         if(!self.BUTTON_INFO)
498         {
499                 // TODO get rid of this too
500                 local string specString;
501                 specString = NEWLINES;
502                 //if(time < game_starttime) //also show the countdown when being a spectator
503                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
504                 //else
505                 if (timeoutStatus != 0)
506                         specString = strcat(specString, "\n\n", getTimeoutText(1));
507                 else
508                 {
509                         if(self.classname == "player")
510                                 return;
511                         goto normal;
512                 }
513                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
514         }
515
516 :normal
517         ret_string = "";
518         MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
519         modifications = ret_string;
520         
521         if(g_minstagib)
522                 modifications = strcat(modifications, ", MinstaGib");
523         if(g_weaponarena)
524         {
525                 if(g_weaponarena_random)
526                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
527                 else
528                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
529         }
530         if(cvar("g_start_weapon_laser") == 0)
531                 modifications = strcat(modifications, ", No start weapons");
532         if(cvar("sv_gravity") < 800)
533                 modifications = strcat(modifications, ", Low gravity");
534         if(g_cloaked)
535                 modifications = strcat(modifications, ", Cloaked");
536         if(g_grappling_hook)
537                 modifications = strcat(modifications, ", Hook");
538         if(g_midair)
539                 modifications = strcat(modifications, ", Midair");
540         if(g_pinata)
541                 modifications = strcat(modifications, ", Pinata");
542         if(g_weapon_stay)
543                 modifications = strcat(modifications, ", Weapons stay");
544         if(g_bloodloss > 0)
545                 modifications = strcat(modifications, ", Bloodloss");
546         if(g_jetpack)
547                 modifications = strcat(modifications, ", Jet pack");
548         modifications = substring(modifications, 2, strlen(modifications) - 2);
549
550         local string versionmessage;
551         versionmessage = GetClientVersionMessage();
552
553         s = strcat(s, NEWLINES, "This is Xonotic ", cvar_string("g_xonoticversion"), "\n", versionmessage);
554         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
555
556         if(modifications != "")
557                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
558
559         if(timeoutStatus != 0)
560                 s = strcat(s, "\n\n", getTimeoutText(1));
561
562         if (g_grappling_hook)
563                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
564
565         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
566         {
567                 if(cache_lastmutatormsg)
568                         strunzone(cache_lastmutatormsg);
569                 if(cache_mutatormsg)
570                         strunzone(cache_mutatormsg);
571                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
572                 cache_mutatormsg = strzone(cache_lastmutatormsg);
573         }
574
575         if (cache_mutatormsg != "") {
576                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
577         }
578
579         motd = cvar_string("sv_motd");
580         if (motd != "") {
581                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
582         }
583         s = strcat(s, "\n");
584
585         centerprint(pl, s);
586 }
587
588
589 void SetPlayerColors(entity pl, float _color)
590 {
591         /*string s;
592         s = ftos(cl);
593         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
594         pl.team = cl + 1;
595         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
596         pl.clientcolors = 16*cl + cl;*/
597
598         float pants, shirt;
599         pants = _color & 0x0F;
600         shirt = _color & 0xF0;
601
602
603         if(teams_matter) {
604                 setcolor(pl, 16*pants + pants);
605         } else {
606                 setcolor(pl, shirt + pants);
607         }
608 }
609
610 void SetPlayerTeam(entity pl, float t, float s, float noprint)
611 {
612         float _color;
613
614         if(t == 4)
615                 _color = COLOR_TEAM4 - 1;
616         else if(t == 3)
617                 _color = COLOR_TEAM3 - 1;
618         else if(t == 2)
619                 _color = COLOR_TEAM2 - 1;
620         else
621                 _color = COLOR_TEAM1 - 1;
622
623         SetPlayerColors(pl,_color);
624
625         if(t != s) {
626                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
627
628                 if(!noprint)
629                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
630         }
631
632 }
633
634 // set c1...c4 to show what teams are allowed
635 void CheckAllowedTeams (entity for_whom)
636 {
637         float dm;
638         entity head;
639         string teament_name;
640
641         c1 = c2 = c3 = c4 = -1;
642         cb1 = cb2 = cb3 = cb4 = 0;
643
644         if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
645         {
646                 c1 = 0; // only allow RED team for player joining
647         }
648         else if(g_onslaught)
649         {
650                 // onslaught is special
651                 head = findchain(classname, "onslaught_generator");
652                 while (head)
653                 {
654                         if (head.team == COLOR_TEAM1) c1 = 0;
655                         if (head.team == COLOR_TEAM2) c2 = 0;
656                         if (head.team == COLOR_TEAM3) c3 = 0;
657                         if (head.team == COLOR_TEAM4) c4 = 0;
658                         head = head.chain;
659                 }
660         }
661         else if(g_domination)
662                 teament_name = "dom_team";
663         else if(g_ctf)
664                 teament_name = "ctf_team";
665         else if(g_tdm)
666                 teament_name = "tdm_team";
667         else if(g_nexball)
668                 teament_name = "nexball_team";
669         else if(g_assault)
670                 c1 = c2 = 0; // Assault always has 2 teams
671         else
672         {
673                 // cover anything else by treating it like tdm with no teams spawned
674                 if(g_race)
675                         dm = race_teams;
676                 else
677                         dm = 2;
678
679                 ret_float = dm;
680                 MUTATOR_CALLHOOK(GetTeamCount);
681                 dm = ret_float;
682
683                 if(dm >= 4)
684                         c1 = c2 = c3 = c4 = 0;
685                 else if(dm >= 3)
686                         c1 = c2 = c3 = 0;
687                 else
688                         c1 = c2 = 0;
689         }
690
691         // find out what teams are allowed if necessary
692         if(teament_name)
693         {
694                 head = find(world, classname, teament_name);
695                 while(head)
696                 {
697                         if(!(g_domination && head.netname == ""))
698                         {
699                                 if(head.team == COLOR_TEAM1)
700                                         c1 = 0;
701                                 else if(head.team == COLOR_TEAM2)
702                                         c2 = 0;
703                                 else if(head.team == COLOR_TEAM3)
704                                         c3 = 0;
705                                 else if(head.team == COLOR_TEAM4)
706                                         c4 = 0;
707                         }
708                         head = find(head, classname, teament_name);
709                 }
710         }
711
712         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
713         if(c3==-1 && c4==-1)
714         if(cvar("bot_vs_human") && for_whom)
715         {
716                 if(cvar("bot_vs_human") > 0)
717                 {
718                         // bots are all blue
719                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
720                                 c1 = c3 = c4 = -1;
721                         else
722                                 c2 = -1;
723                 }
724                 else
725                 {
726                         // bots are all red
727                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
728                                 c2 = c3 = c4 = -1;
729                         else
730                                 c1 = -1;
731                 }
732         }
733
734         // if player has a forced team, ONLY allow that one
735         if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
736                 c2 = c3 = c4 = -1;
737         else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
738                 c1 = c3 = c4 = -1;
739         else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
740                 c1 = c2 = c4 = -1;
741         else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
742                 c1 = c2 = c3 = -1;
743 }
744
745 float PlayerValue(entity p)
746 {
747         if(IsTeamBalanceForced() == 1)
748                 return 1;
749         return 1;
750         // FIXME: it always returns 1...
751 }
752
753 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
754 // teams that are allowed will now have their player counts stored in c1...c4
755 void GetTeamCounts(entity ignore)
756 {
757         entity head;
758         float value, bvalue;
759         // now count how many players are on each team already
760
761         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
762         // also remember the lowest-scoring player
763
764         FOR_EACH_PLAYER(head)
765         {
766                 if(head != ignore)// && head.netname != "")
767                 {
768                         value = PlayerValue(head);
769                         if(clienttype(head) == CLIENTTYPE_BOT)
770                                 bvalue = value;
771                         else
772                                 bvalue = 0;
773                         if(head.team == COLOR_TEAM1)
774                         {
775                                 if(c1 >= 0)
776                                 {
777                                         c1 = c1 + value;
778                                         cb1 = cb1 + bvalue;
779                                 }
780                         }
781                         if(head.team == COLOR_TEAM2)
782                         {
783                                 if(c2 >= 0)
784                                 {
785                                         c2 = c2 + value;
786                                         cb2 = cb2 + bvalue;
787                                 }
788                         }
789                         if(head.team == COLOR_TEAM3)
790                         {
791                                 if(c3 >= 0)
792                                 {
793                                         c3 = c3 + value;
794                                         cb3 = cb3 + bvalue;
795                                 }
796                         }
797                         if(head.team == COLOR_TEAM4)
798                         {
799                                 if(c4 >= 0)
800                                 {
801                                         c4 = c4 + value;
802                                         cb4 = cb4 + bvalue;
803                                 }
804                         }
805                 }
806         }
807 }
808
809 // returns # of smallest team (1, 2, 3, 4)
810 // NOTE: Assumes CheckAllowedTeams has already been called!
811 float FindSmallestTeam(entity pl, float ignore_pl)
812 {
813         float totalteams, balance_type, maxc;
814         totalteams = 0;
815
816         // find out what teams are available
817         //CheckAllowedTeams();
818
819         // make sure there are at least 2 teams to join
820         if(c1 >= 0)
821                 totalteams = totalteams + 1;
822         if(c2 >= 0)
823                 totalteams = totalteams + 1;
824         if(c3 >= 0)
825                 totalteams = totalteams + 1;
826         if(c4 >= 0)
827                 totalteams = totalteams + 1;
828
829         if((cvar("bot_vs_human") || pl.team_forced > 0) && totalteams == 1)
830                 totalteams += 1;
831
832         if(totalteams <= 1)
833         {
834                 if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
835                         return 1; // special case for campaign and player joining
836                 else if(g_domination)
837                         error("Too few teams available for domination\n");
838                 else if(g_ctf)
839                         error("Too few teams available for ctf\n");
840                 else if(g_keyhunt)
841                         error("Too few teams available for key hunt\n");
842                 else if(g_freezetag)
843                         error("Too few teams available for freeze tag\n");
844                 else
845                         error("Too few teams available for team deathmatch\n");
846         }
847
848         // count how many players are in each team
849         if(ignore_pl)
850                 GetTeamCounts(pl);
851         else
852                 GetTeamCounts(world);
853
854         // c1...c4 now have counts of each team
855         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
856
857         // 2 gives priority to what team you're already on, 1 goes in order
858         // 2 doesn't seem to work though...
859         balance_type = 1;
860
861         if(bots_would_leave)
862         //if(pl.classname != "player")
863         if(clienttype(pl) != CLIENTTYPE_BOT)
864         {
865                 c1 -= cb1 * 255.0/256.0;
866                 c2 -= cb2 * 255.0/256.0;
867                 c3 -= cb3 * 255.0/256.0;
868                 c4 -= cb4 * 255.0/256.0;
869         }
870         maxc = max4(c1, c2, c3, c4);
871
872         RandomSelection_Init();
873         if(balance_type == 1)
874         {
875                 // 1: use team count, then score (note: can only use 8 significant bits of score)
876                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
877                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
878                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
879                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
880         }
881         else if(balance_type == 2)
882         {
883                 // 1: use team count, if equal prefer own team
884                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
885                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
886                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
887                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
888         }
889         else if(balance_type == 3)
890         {
891                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
892                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
893                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
894                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
895                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
896         }
897         return RandomSelection_chosen_float;
898 }
899
900 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
901 {
902         float smallest, selectedteam;
903
904         // don't join a team if we're not playing a team game
905         if(!teams_matter)
906                 return 0;
907
908         // find out what teams are available
909         CheckAllowedTeams(pl);
910
911         // if we want the player in a certain team for campaign, force him there
912         if(cvar("g_campaign"))
913         if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
914         {
915                 switch(cvar("g_campaign_forceteam"))
916                 {
917                         case 1:
918                                 SetPlayerColors(pl, COLOR_TEAM1 - 1);
919                                 LogTeamchange(pl.playerid, pl.team, 2);
920                                 return COLOR_TEAM1;
921                         case 2:
922                                 SetPlayerColors(pl, COLOR_TEAM2 - 1);
923                                 LogTeamchange(pl.playerid, pl.team, 2);
924                                 return COLOR_TEAM2;
925                         case 3:
926                                 SetPlayerColors(pl, COLOR_TEAM3 - 1);
927                                 LogTeamchange(pl.playerid, pl.team, 2);
928                                 return COLOR_TEAM3;
929                         case 4:
930                                 SetPlayerColors(pl, COLOR_TEAM4 - 1);
931                                 LogTeamchange(pl.playerid, pl.team, 2);
932                                 return COLOR_TEAM4;
933                         default:
934                                 break;
935                 }
936         }
937
938         // if we don't care what team he ends up on, put him on whatever team he entered as.
939         // if he's not on a valid team, then let other code put him on the smallest team
940         if(!forcebestteam)
941         {
942                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
943                         selectedteam = pl.team;
944                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
945                         selectedteam = pl.team;
946                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
947                         selectedteam = pl.team;
948                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
949                         selectedteam = pl.team;
950                 else
951                         selectedteam = -1;
952
953                 if(selectedteam > 0)
954                 {
955                         if(!only_return_best)
956                         {
957                                 SetPlayerColors(pl, selectedteam - 1);
958
959                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
960                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
961                                 LogTeamchange(pl.playerid, pl.team, 99);
962                         }
963                         return selectedteam;
964                 }
965                 // otherwise end up on the smallest team (handled below)
966         }
967
968         smallest = FindSmallestTeam(pl, TRUE);
969
970         if(!only_return_best && !pl.bot_forced_team)
971         {
972                 TeamchangeFrags(self);
973                 if(smallest == 1)
974                 {
975                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
976                 }
977                 else if(smallest == 2)
978                 {
979                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
980                 }
981                 else if(smallest == 3)
982                 {
983                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
984                 }
985                 else if(smallest == 4)
986                 {
987                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
988                 }
989                 else
990                 {
991                         error("smallest team: invalid team\n");
992                 }
993
994                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
995
996                 if(pl.deadflag == DEAD_NO)
997                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
998         }
999
1000         return smallest;
1001 }
1002
1003 //void() ctf_playerchanged;
1004 void SV_ChangeTeam(float _color)
1005 {
1006         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
1007
1008         // in normal deathmatch we can just apply the color and we're done
1009         if(!teams_matter) {
1010                 SetPlayerColors(self, _color);
1011                 return;
1012         }
1013
1014         scolor = self.clientcolors & 0x0F;
1015         dcolor = _color & 0x0F;
1016
1017         if(scolor == COLOR_TEAM1 - 1)
1018                 steam = 1;
1019         else if(scolor == COLOR_TEAM2 - 1)
1020                 steam = 2;
1021         else if(scolor == COLOR_TEAM3 - 1)
1022                 steam = 3;
1023         else // if(scolor == COLOR_TEAM4 - 1)
1024                 steam = 4;
1025         if(dcolor == COLOR_TEAM1 - 1)
1026                 dteam = 1;
1027         else if(dcolor == COLOR_TEAM2 - 1)
1028                 dteam = 2;
1029         else if(dcolor == COLOR_TEAM3 - 1)
1030                 dteam = 3;
1031         else // if(dcolor == COLOR_TEAM4 - 1)
1032                 dteam = 4;
1033
1034         CheckAllowedTeams(self);
1035
1036         if(dteam == 1 && c1 < 0) dteam = 4;
1037         if(dteam == 4 && c4 < 0) dteam = 3;
1038         if(dteam == 3 && c3 < 0) dteam = 2;
1039         if(dteam == 2 && c2 < 0) dteam = 1;
1040
1041         // not changing teams
1042         if(scolor == dcolor)
1043         {
1044                 //bprint("same team change\n");
1045                 SetPlayerTeam(self, dteam, steam, TRUE);
1046                 return;
1047         }
1048
1049         if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
1050                 sprint(self, "Team changes not allowed\n");
1051                 return; // changing teams is not allowed
1052         }
1053
1054         if(cvar("g_balance_teams_prevent_imbalance"))
1055         {
1056                 // only allow changing to a smaller or equal size team
1057
1058                 // find out what teams are available
1059                 //CheckAllowedTeams();
1060                 // count how many players on each team
1061                 GetTeamCounts(world);
1062
1063                 // get desired team
1064                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1065                 {
1066                         dcount = c1;
1067                         dbotcount = cb1;
1068                 }
1069                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1070                 {
1071                         dcount = c2;
1072                         dbotcount = cb2;
1073                 }
1074                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1075                 {
1076                         dcount = c3;
1077                         dbotcount = cb3;
1078                 }
1079                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1080                 {
1081                         dcount = c4;
1082                         dbotcount = cb4;
1083                 }
1084                 else
1085                 {
1086                         sprint(self, "Cannot change to an invalid team\n");
1087
1088                         return;
1089                 }
1090
1091                 // get starting team
1092                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1093                         scount = c1;
1094                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1095                         scount = c2;
1096                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1097                         scount = c3;
1098                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1099                         scount = c4;
1100
1101                 if(scount) // started at a valid, nonempty team
1102                 {
1103                         // check if we're trying to change to a larger team that doens't have bots to swap with
1104                         if(dcount >= scount && dbotcount <= 0)
1105                         {
1106                                 sprint(self, "Cannot change to a larger team\n");
1107                                 return; // can't change to a larger team
1108                         }
1109                 }
1110         }
1111
1112 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1113
1114         if(self.classname == "player" && steam != dteam)
1115         {
1116                 // reduce frags during a team change
1117                 TeamchangeFrags(self);
1118         }
1119
1120         SetPlayerTeam(self, dteam, steam, FALSE);
1121
1122         if(self.classname == "player" && steam != dteam)
1123         {
1124                 // kill player when changing teams
1125                 if(self.deadflag == DEAD_NO)
1126                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1127         }
1128         //ctf_playerchanged();
1129 }
1130
1131 void ShufflePlayerOutOfTeam (float source_team)
1132 {
1133         float smallestteam, smallestteam_count, steam;
1134         float lowest_bot_score, lowest_player_score;
1135         entity head, lowest_bot, lowest_player, selected;
1136
1137         smallestteam = 0;
1138         smallestteam_count = 999999999;
1139
1140         if(c1 >= 0 && c1 < smallestteam_count)
1141         {
1142                 smallestteam = 1;
1143                 smallestteam_count = c1;
1144         }
1145         if(c2 >= 0 && c2 < smallestteam_count)
1146         {
1147                 smallestteam = 2;
1148                 smallestteam_count = c2;
1149         }
1150         if(c3 >= 0 && c3 < smallestteam_count)
1151         {
1152                 smallestteam = 3;
1153                 smallestteam_count = c3;
1154         }
1155         if(c4 >= 0 && c4 < smallestteam_count)
1156         {
1157                 smallestteam = 4;
1158                 smallestteam_count = c4;
1159         }
1160
1161         if(!smallestteam)
1162         {
1163                 bprint("warning: no smallest team\n");
1164                 return;
1165         }
1166
1167         if(source_team == 1)
1168                 steam = COLOR_TEAM1;
1169         else if(source_team == 2)
1170                 steam = COLOR_TEAM2;
1171         else if(source_team == 3)
1172                 steam = COLOR_TEAM3;
1173         else if(source_team == 4)
1174                 steam = COLOR_TEAM4;
1175
1176         lowest_bot = world;
1177         lowest_bot_score = 999999999;
1178         lowest_player = world;
1179         lowest_player_score = 999999999;
1180
1181         // find the lowest-scoring player & bot of that team
1182         FOR_EACH_PLAYER(head)
1183         {
1184                 if(head.team == steam)
1185                 {
1186                         if(head.isbot)
1187                         {
1188                                 if(head.totalfrags < lowest_bot_score)
1189                                 {
1190                                         lowest_bot = head;
1191                                         lowest_bot_score = head.totalfrags;
1192                                 }
1193                         }
1194                         else
1195                         {
1196                                 if(head.totalfrags < lowest_player_score)
1197                                 {
1198                                         lowest_player = head;
1199                                         lowest_player_score = head.totalfrags;
1200                                 }
1201                         }
1202                 }
1203         }
1204
1205         // prefers to move a bot...
1206         if(lowest_bot != world)
1207                 selected = lowest_bot;
1208         // but it will move a player if it has to
1209         else
1210                 selected = lowest_player;
1211         // don't do anything if it couldn't find anyone
1212         if(!selected)
1213         {
1214                 bprint("warning: couldn't find a player to move from team\n");
1215                 return;
1216         }
1217
1218         // smallest team gains a member
1219         if(smallestteam == 1)
1220         {
1221                 c1 = c1 + 1;
1222         }
1223         else if(smallestteam == 2)
1224         {
1225                 c2 = c2 + 1;
1226         }
1227         else if(smallestteam == 3)
1228         {
1229                 c3 = c3 + 1;
1230         }
1231         else if(smallestteam == 4)
1232         {
1233                 c4 = c4 + 1;
1234         }
1235         else
1236         {
1237                 bprint("warning: destination team invalid\n");
1238                 return;
1239         }
1240         // source team loses a member
1241         if(source_team == 1)
1242         {
1243                 c1 = c1 + 1;
1244         }
1245         else if(source_team == 2)
1246         {
1247                 c2 = c2 + 2;
1248         }
1249         else if(source_team == 3)
1250         {
1251                 c3 = c3 + 3;
1252         }
1253         else if(source_team == 4)
1254         {
1255                 c4 = c4 + 4;
1256         }
1257         else
1258         {
1259                 bprint("warning: source team invalid\n");
1260                 return;
1261         }
1262
1263         // move the player to the new team
1264         TeamchangeFrags(selected);
1265         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1266
1267         if(selected.deadflag == DEAD_NO)
1268                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1269         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1270 }
1271
1272 void CauseRebalance(float source_team, float howmany_toomany)
1273 {
1274         if(IsTeamBalanceForced() == 1)
1275         {
1276                 bprint("Rebalancing Teams\n");
1277                 ShufflePlayerOutOfTeam(source_team);
1278         }
1279 }
1280
1281 // part of g_balance_teams_force
1282 // occasionally perform an audit of the teams to make
1283 // sure they're more or less balanced in player count.
1284 void AuditTeams()
1285 {
1286         float numplayers, numteams, smallest, toomany;
1287         float balance;
1288         balance = IsTeamBalanceForced();
1289         if(balance == 0)
1290                 return;
1291
1292         if(audit_teams_time > time)
1293                 return;
1294
1295         audit_teams_time = time + 4 + random();
1296
1297 //      bprint("Auditing teams\n");
1298
1299         CheckAllowedTeams(world);
1300         GetTeamCounts(world);
1301
1302
1303         numteams = numplayers = smallest = 0;
1304         if(c1 >= 0)
1305         {
1306                 numteams = numteams + 1;
1307                 numplayers = numplayers + c1;
1308                 smallest = c1;
1309         }
1310         if(c2 >= 0)
1311         {
1312                 numteams = numteams + 1;
1313                 numplayers = numplayers + c2;
1314                 if(c2 < smallest)
1315                         smallest = c2;
1316         }
1317         if(c3 >= 0)
1318         {
1319                 numteams = numteams + 1;
1320                 numplayers = numplayers + c3;
1321                 if(c3 < smallest)
1322                         smallest = c3;
1323         }
1324         if(c4 >= 0)
1325         {
1326                 numteams = numteams + 1;
1327                 numplayers = numplayers + c4;
1328                 if(c4 < smallest)
1329                         smallest = c4;
1330         }
1331
1332         if(numplayers <= 0)
1333                 return; // no players to move around
1334         if(numteams < 2)
1335                 return; // don't bother shuffling if for some reason there aren't any teams
1336
1337         toomany = smallest + 1;
1338
1339         if(c1 && c1 > toomany)
1340                 CauseRebalance(1, c1 - toomany);
1341         if(c2 && c2 > toomany)
1342                 CauseRebalance(2, c2 - toomany);
1343         if(c3 && c3 > toomany)
1344                 CauseRebalance(3, c3 - toomany);
1345         if(c4 && c4 > toomany)
1346                 CauseRebalance(4, c4 - toomany);
1347
1348         // if teams are still unbalanced, balance them further in the next audit,
1349         // which will happen sooner (keep doing rapid audits until things are in order)
1350         audit_teams_time = time + 0.7 + random()*0.3;
1351 }
1352
1353 // code from here on is just to support maps that don't have team entities
1354 void tdm_spawnteam (string teamname, float teamcolor)
1355 {
1356         local entity e;
1357         e = spawn();
1358         e.classname = "tdm_team";
1359         e.netname = teamname;
1360         e.cnt = teamcolor;
1361         e.team = e.cnt + 1;
1362 };
1363
1364 // spawn some default teams if the map is not set up for tdm
1365 void tdm_spawnteams()
1366 {
1367         float numteams;
1368
1369         numteams = cvar("g_tdm_teams_override");
1370         if(numteams < 2)
1371                 numteams = cvar("g_tdm_teams");
1372         numteams = bound(2, numteams, 4);
1373
1374         tdm_spawnteam("Red", COLOR_TEAM1-1);
1375         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1376         if(numteams >= 3)
1377                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1378         if(numteams >= 4)
1379                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1380 };
1381
1382 void tdm_delayedinit()
1383 {
1384         // if no teams are found, spawn defaults
1385         if (find(world, classname, "tdm_team") == world)
1386                 tdm_spawnteams();
1387 };
1388
1389 void tdm_init()
1390 {
1391         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1392 };