ent_cs: cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
1 #include "teamplay.qh"
2 #include "_all.qh"
3
4 #include "cl_client.qh"
5 #include "race.qh"
6 #include "scores.qh"
7 #include "scores_rules.qh"
8
9 #include "bot/bot.qh"
10
11 #include "command/vote.qh"
12
13 #include "mutators/mutators_include.qh"
14
15 #include "../common/deathtypes.qh"
16 #include "../common/teams.qh"
17
18 void TeamchangeFrags(entity e)
19 {
20         PlayerScore_Clear(e);
21 }
22
23 void LogTeamchange(float player_id, float team_number, float type)
24 {
25         if(!autocvar_sv_eventlog)
26                 return;
27
28         if(player_id < 1)
29                 return;
30
31         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
32 }
33
34 void default_delayedinit()
35 {
36         if(!scores_initialized)
37                 ScoreRules_generic();
38 }
39
40 void ActivateTeamplay()
41 {
42         serverflags |= SERVERFLAG_TEAMPLAY;
43         teamplay = 1;
44         cvar_set("teamplay", "2");  // DP needs this for sending proper getstatus replies.
45 }
46
47 void InitGameplayMode()
48 {
49         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
50
51         qualifying_override = -1;
52
53         VoteReset();
54
55         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
56         get_mi_min_max(1);
57         world.mins = mi_min;
58         world.maxs = mi_max;
59
60         MapInfo_LoadMapSettings(mapname);
61         serverflags &= ~SERVERFLAG_TEAMPLAY;
62         teamplay = 0;
63         cvar_set("teamplay", "0");  // DP needs this for sending proper getstatus replies.
64
65         if (!cvar_value_issafe(world.fog))
66         {
67                 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
68                 world.fog = string_null;
69         }
70         if(MapInfo_Map_fog != "")
71                 if(MapInfo_Map_fog == "none")
72                         world.fog = string_null;
73                 else
74                         world.fog = strzone(MapInfo_Map_fog);
75         clientstuff = strzone(MapInfo_Map_clientstuff);
76
77         MapInfo_ClearTemps();
78
79         // set both here, gamemode can override it later
80         timelimit_override = autocvar_timelimit_override;
81         fraglimit_override = autocvar_fraglimit_override;
82         leadlimit_override = autocvar_leadlimit_override;
83         gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
84
85         if(g_dm)
86         {
87                 MUTATOR_ADD(gamemode_deathmatch);
88         }
89
90         if(g_tdm)
91         {
92                 ActivateTeamplay();
93                 fraglimit_override = autocvar_g_tdm_point_limit;
94                 leadlimit_override = autocvar_g_tdm_point_leadlimit;
95                 if(autocvar_g_tdm_team_spawns)
96                         have_team_spawns = -1; // request team spawns
97                 MUTATOR_ADD(gamemode_tdm);
98         }
99
100         if(g_domination)
101         {
102                 ActivateTeamplay();
103                 fraglimit_override = autocvar_g_domination_point_limit;
104                 leadlimit_override = autocvar_g_domination_point_leadlimit;
105                 if(autocvar_g_domination_roundbased && autocvar_g_domination_roundbased_point_limit)
106                         fraglimit_override = autocvar_g_domination_roundbased_point_limit;
107                 have_team_spawns = -1; // request team spawns
108                 MUTATOR_ADD(gamemode_domination);
109         }
110
111         if(g_ctf)
112         {
113                 ActivateTeamplay();
114                 fraglimit_override = autocvar_capturelimit_override;
115                 leadlimit_override = autocvar_captureleadlimit_override;
116                 have_team_spawns = -1; // request team spawns
117                 MUTATOR_ADD(gamemode_ctf);
118         }
119
120         if(g_lms)
121         {
122                 fraglimit_override = autocvar_g_lms_lives_override;
123                 leadlimit_override = 0; // not supported by LMS
124                 if(fraglimit_override == 0)
125                         fraglimit_override = -1;
126                 MUTATOR_ADD(gamemode_lms);
127         }
128
129         if(g_ca)
130         {
131                 ActivateTeamplay();
132                 fraglimit_override = autocvar_g_ca_point_limit;
133                 leadlimit_override = autocvar_g_ca_point_leadlimit;
134                 if(autocvar_g_ca_team_spawns)
135                         have_team_spawns = -1; // request team spawns
136                 MUTATOR_ADD(gamemode_ca);
137         }
138
139         if(g_keyhunt)
140         {
141                 ActivateTeamplay();
142                 fraglimit_override = autocvar_g_keyhunt_point_limit;
143                 leadlimit_override = autocvar_g_keyhunt_point_leadlimit;
144                 if(autocvar_g_keyhunt_team_spawns)
145                         have_team_spawns = -1; // request team spawns
146                 MUTATOR_ADD(gamemode_keyhunt);
147         }
148
149         if(g_freezetag)
150         {
151                 ActivateTeamplay();
152                 fraglimit_override = autocvar_g_freezetag_point_limit;
153                 leadlimit_override = autocvar_g_freezetag_point_leadlimit;
154                 if(autocvar_g_freezetag_team_spawns)
155                         have_team_spawns = -1; // request team spawns
156                 MUTATOR_ADD(gamemode_freezetag);
157         }
158
159         if(g_assault)
160         {
161                 ActivateTeamplay();
162                 have_team_spawns = -1; // request team spawns
163                 MUTATOR_ADD(gamemode_assault);
164         }
165
166         if(g_onslaught)
167         {
168                 ActivateTeamplay();
169                 fraglimit_override = autocvar_g_onslaught_point_limit;
170                 have_team_spawns = -1; // request team spawns
171                 MUTATOR_ADD(gamemode_onslaught);
172         }
173
174         if(g_race)
175         {
176                 if(autocvar_g_race_teams)
177                 {
178                         ActivateTeamplay();
179                         race_teams = bound(2, autocvar_g_race_teams, 4);
180                         have_team_spawns = -1; // request team spawns
181                 }
182                 else
183                         race_teams = 0;
184                 qualifying_override = autocvar_g_race_qualifying_timelimit_override;
185                 fraglimit_override = autocvar_g_race_laps_limit;
186                 leadlimit_override = 0; // currently not supported by race
187
188                 // we need to find out the correct value for g_race_qualifying
189                 float want_qualifying = ((qualifying_override >= 0) ? qualifying_override : autocvar_g_race_qualifying_timelimit) > 0;
190
191                 if(autocvar_g_campaign)
192                 {
193                         g_race_qualifying = 1;
194                         independent_players = 1;
195                 }
196                 else if(!autocvar_g_campaign && want_qualifying)
197                 {
198                         g_race_qualifying = 2;
199                         independent_players = 1;
200                         race_fraglimit = (race_fraglimit >= 0) ? fraglimit_override : autocvar_fraglimit;
201                         race_leadlimit = (race_leadlimit >= 0) ? leadlimit_override : autocvar_leadlimit;
202                         race_timelimit = (race_timelimit >= 0) ? timelimit_override : autocvar_timelimit;
203                         fraglimit_override = 0;
204                         leadlimit_override = 0;
205                         timelimit_override = autocvar_g_race_qualifying_timelimit;
206                 }
207                 else
208                 {
209                         g_race_qualifying = 0;
210                 }
211
212                 MUTATOR_ADD(gamemode_race);
213         }
214
215         if(g_cts)
216         {
217                 g_race_qualifying = 1;
218                 fraglimit_override = 0;
219                 leadlimit_override = 0;
220                 independent_players = 1;
221                 MUTATOR_ADD(gamemode_cts);
222         }
223
224         if(g_nexball)
225         {
226                 fraglimit_override = autocvar_g_nexball_goallimit;
227                 leadlimit_override = autocvar_g_nexball_goalleadlimit;
228                 ActivateTeamplay();
229                 have_team_spawns = -1; // request team spawns
230                 MUTATOR_ADD(gamemode_nexball);
231         }
232
233         if(g_keepaway)
234         {
235                 MUTATOR_ADD(gamemode_keepaway);
236         }
237
238         if(g_invasion)
239         {
240                 fraglimit_override = autocvar_g_invasion_point_limit;
241                 if(autocvar_g_invasion_teams >= 2)
242                 {
243                         ActivateTeamplay();
244                         if(autocvar_g_invasion_team_spawns)
245                                 have_team_spawns = -1; // request team spawns
246                 }
247                 MUTATOR_ADD(gamemode_invasion);
248         }
249
250         cache_mutatormsg = strzone("");
251         cache_lastmutatormsg = strzone("");
252
253         // enforce the server's universal frag/time limits
254         if(!autocvar_g_campaign)
255         {
256                 if(fraglimit_override >= 0)
257                         cvar_set("fraglimit", ftos(fraglimit_override));
258                 if(timelimit_override >= 0)
259                         cvar_set("timelimit", ftos(timelimit_override));
260                 if(leadlimit_override >= 0)
261                         cvar_set("leadlimit", ftos(leadlimit_override));
262                 if(qualifying_override >= 0)
263                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
264         }
265
266         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
267 }
268
269 string GetClientVersionMessage()
270 {SELFPARAM();
271         string versionmsg;
272         if (self.version_mismatch) {
273                 if(self.version < autocvar_gameversion) {
274                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
275                 } else {
276                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
277                 }
278         } else {
279                 versionmsg = "^2client version and server version are compatible.^8";
280         }
281         return versionmsg;
282 }
283
284 string getwelcomemessage(void)
285 {
286         string s, modifications, motd;
287
288         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
289         modifications = ret_string;
290
291         if(g_weaponarena)
292         {
293                 if(g_weaponarena_random)
294                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
295                 else
296                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
297         }
298         else if(cvar("g_balance_blaster_weaponstart") == 0)
299                 modifications = strcat(modifications, ", No start weapons");
300         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
301                 modifications = strcat(modifications, ", Low gravity");
302         if(g_cloaked && !g_cts)
303                 modifications = strcat(modifications, ", Cloaked");
304         if(g_weapon_stay && !g_cts)
305                 modifications = strcat(modifications, ", Weapons stay");
306         if(g_jetpack)
307                 modifications = strcat(modifications, ", Jet pack");
308         if(autocvar_g_powerups == 0)
309                 modifications = strcat(modifications, ", No powerups");
310         if(autocvar_g_powerups > 0)
311                 modifications = strcat(modifications, ", Powerups");
312         modifications = substring(modifications, 2, strlen(modifications) - 2);
313
314         string versionmessage;
315         versionmessage = GetClientVersionMessage();
316
317         s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
318         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
319
320         if(modifications != "")
321                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
322
323         if (cvar("g_nades"))
324                 s = strcat(s, "\n\n^3nades^8 are enabled, press 'g' to use them\n");
325
326         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
327         {
328                 if(cache_lastmutatormsg)
329                         strunzone(cache_lastmutatormsg);
330                 if(cache_mutatormsg)
331                         strunzone(cache_mutatormsg);
332                 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
333                 cache_mutatormsg = strzone(cache_lastmutatormsg);
334         }
335
336         if (cache_mutatormsg != "") {
337                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
338         }
339
340         string mutator_msg = "";
341         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
342         mutator_msg = ret_string;
343
344         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
345
346         motd = autocvar_sv_motd;
347         if (motd != "") {
348                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
349         }
350         return s;
351 }
352
353 void SetPlayerColors(entity pl, float _color)
354 {
355         /*string s;
356         s = ftos(cl);
357         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
358         pl.team = cl + 1;
359         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
360         pl.clientcolors = 16*cl + cl;*/
361
362         float pants, shirt;
363         pants = _color & 0x0F;
364         shirt = _color & 0xF0;
365
366
367         if(teamplay) {
368                 setcolor(pl, 16*pants + pants);
369         } else {
370                 setcolor(pl, shirt + pants);
371         }
372 }
373
374 void SetPlayerTeam(entity pl, float t, float s, float noprint)
375 {
376         float _color;
377
378         if(t == 4)
379                 _color = NUM_TEAM_4 - 1;
380         else if(t == 3)
381                 _color = NUM_TEAM_3 - 1;
382         else if(t == 2)
383                 _color = NUM_TEAM_2 - 1;
384         else
385                 _color = NUM_TEAM_1 - 1;
386
387         SetPlayerColors(pl,_color);
388
389         if(t != s) {
390                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
391
392                 if(!noprint)
393                 bprint(pl.netname, "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
394         }
395
396 }
397
398 // set c1...c4 to show what teams are allowed
399 void CheckAllowedTeams (entity for_whom)
400 {SELFPARAM();
401         float dm;
402         entity head;
403         string teament_name;
404
405         c1 = c2 = c3 = c4 = -1;
406         cb1 = cb2 = cb3 = cb4 = 0;
407
408         teament_name = string_null;
409         if(g_onslaught)
410         {
411                 // onslaught is special
412                 head = findchain(classname, "onslaught_generator");
413                 while (head)
414                 {
415                         if (head.team == NUM_TEAM_1) c1 = 0;
416                         if (head.team == NUM_TEAM_2) c2 = 0;
417                         if (head.team == NUM_TEAM_3) c3 = 0;
418                         if (head.team == NUM_TEAM_4) c4 = 0;
419                         head = head.chain;
420                 }
421         }
422         else if(g_domination)
423                 teament_name = "dom_team";
424         else if(g_ctf)
425                 teament_name = "ctf_team";
426         else if(g_tdm)
427                 teament_name = "tdm_team";
428         else if(g_nexball)
429                 teament_name = "nexball_team";
430         else if(g_assault)
431                 c1 = c2 = 0; // Assault always has 2 teams
432         else
433         {
434                 // cover anything else by treating it like tdm with no teams spawned
435                 dm = 2;
436
437                 MUTATOR_CALLHOOK(GetTeamCount, dm);
438                 dm = ret_float;
439
440                 if(dm >= 4)
441                         c1 = c2 = c3 = c4 = 0;
442                 else if(dm >= 3)
443                         c1 = c2 = c3 = 0;
444                 else
445                         c1 = c2 = 0;
446         }
447
448         // find out what teams are allowed if necessary
449         if(teament_name)
450         {
451                 head = find(world, classname, teament_name);
452                 while(head)
453                 {
454                         if(!(g_domination && head.netname == ""))
455                         {
456                                 if(head.team == NUM_TEAM_1)
457                                         c1 = 0;
458                                 else if(head.team == NUM_TEAM_2)
459                                         c2 = 0;
460                                 else if(head.team == NUM_TEAM_3)
461                                         c3 = 0;
462                                 else if(head.team == NUM_TEAM_4)
463                                         c4 = 0;
464                         }
465                         head = find(head, classname, teament_name);
466                 }
467         }
468
469         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
470         if(c3==-1 && c4==-1)
471         if(autocvar_bot_vs_human && for_whom)
472         {
473                 if(autocvar_bot_vs_human > 0)
474                 {
475                         // bots are all blue
476                         if(IS_BOT_CLIENT(for_whom))
477                                 c1 = c3 = c4 = -1;
478                         else
479                                 c2 = -1;
480                 }
481                 else
482                 {
483                         // bots are all red
484                         if(IS_BOT_CLIENT(for_whom))
485                                 c2 = c3 = c4 = -1;
486                         else
487                                 c1 = -1;
488                 }
489         }
490
491         // if player has a forced team, ONLY allow that one
492         if(self.team_forced == NUM_TEAM_1 && c1 >= 0)
493                 c2 = c3 = c4 = -1;
494         else if(self.team_forced == NUM_TEAM_2 && c2 >= 0)
495                 c1 = c3 = c4 = -1;
496         else if(self.team_forced == NUM_TEAM_3 && c3 >= 0)
497                 c1 = c2 = c4 = -1;
498         else if(self.team_forced == NUM_TEAM_4 && c4 >= 0)
499                 c1 = c2 = c3 = -1;
500 }
501
502 float PlayerValue(entity p)
503 {
504         return 1;
505         // FIXME: it always returns 1...
506 }
507
508 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
509 // teams that are allowed will now have their player counts stored in c1...c4
510 void GetTeamCounts(entity ignore)
511 {
512         entity head;
513         float value, bvalue;
514         // now count how many players are on each team already
515
516         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
517         // also remember the lowest-scoring player
518
519         FOR_EACH_CLIENT(head)
520         {
521                 float t;
522                 if(IS_PLAYER(head) || head.caplayer)
523                         t = head.team;
524                 else if(head.team_forced > 0)
525                         t = head.team_forced; // reserve the spot
526                 else
527                         continue;
528                 if(head != ignore)// && head.netname != "")
529                 {
530                         value = PlayerValue(head);
531                         if(IS_BOT_CLIENT(head))
532                                 bvalue = value;
533                         else
534                                 bvalue = 0;
535                         if(t == NUM_TEAM_1)
536                         {
537                                 if(c1 >= 0)
538                                 {
539                                         c1 = c1 + value;
540                                         cb1 = cb1 + bvalue;
541                                 }
542                         }
543                         if(t == NUM_TEAM_2)
544                         {
545                                 if(c2 >= 0)
546                                 {
547                                         c2 = c2 + value;
548                                         cb2 = cb2 + bvalue;
549                                 }
550                         }
551                         if(t == NUM_TEAM_3)
552                         {
553                                 if(c3 >= 0)
554                                 {
555                                         c3 = c3 + value;
556                                         cb3 = cb3 + bvalue;
557                                 }
558                         }
559                         if(t == NUM_TEAM_4)
560                         {
561                                 if(c4 >= 0)
562                                 {
563                                         c4 = c4 + value;
564                                         cb4 = cb4 + bvalue;
565                                 }
566                         }
567                 }
568         }
569
570         // if the player who has a forced team has not joined yet, reserve the spot
571         if(autocvar_g_campaign)
572         {
573                 switch(autocvar_g_campaign_forceteam)
574                 {
575                         case 1: if(c1 == cb1) ++c1; break;
576                         case 2: if(c2 == cb2) ++c2; break;
577                         case 3: if(c3 == cb3) ++c3; break;
578                         case 4: if(c4 == cb4) ++c4; break;
579                 }
580         }
581 }
582
583 float TeamSmallerEqThanTeam(float ta, float tb, entity e)
584 {
585         // we assume that CheckAllowedTeams and GetTeamCounts have already been called
586         float f;
587         float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0;
588
589         switch(ta)
590         {
591                 case 1: ca = c1; cba = cb1; sa = team1_score; break;
592                 case 2: ca = c2; cba = cb2; sa = team2_score; break;
593                 case 3: ca = c3; cba = cb3; sa = team3_score; break;
594                 case 4: ca = c4; cba = cb4; sa = team4_score; break;
595         }
596         switch(tb)
597         {
598                 case 1: cb = c1; cbb = cb1; sb = team1_score; break;
599                 case 2: cb = c2; cbb = cb2; sb = team2_score; break;
600                 case 3: cb = c3; cbb = cb3; sb = team3_score; break;
601                 case 4: cb = c4; cbb = cb4; sb = team4_score; break;
602         }
603
604         // invalid
605         if(ca < 0 || cb < 0)
606                 return false;
607
608         // equal
609         if(ta == tb)
610                 return true;
611
612         if(IS_REAL_CLIENT(e))
613         {
614                 if(bots_would_leave)
615                 {
616                         ca -= cba * 0.999;
617                         cb -= cbb * 0.999;
618                 }
619         }
620
621         // keep teams alive (teams of size 0 always count as smaller, ignoring score)
622         if(ca < 1)
623                 if(cb >= 1)
624                         return true;
625         if(ca >= 1)
626                 if(cb < 1)
627                         return false;
628
629         // first, normalize
630         f = max(ca, cb, 1);
631         ca /= f;
632         cb /= f;
633         f = max(sa, sb, 1);
634         sa /= f;
635         sb /= f;
636
637         // the more we're at the end of the match, the more take scores into account
638         f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1);
639         ca += (sa - ca) * f;
640         cb += (sb - cb) * f;
641
642         return ca <= cb;
643 }
644
645 // returns # of smallest team (1, 2, 3, 4)
646 // NOTE: Assumes CheckAllowedTeams has already been called!
647 float FindSmallestTeam(entity pl, float ignore_pl)
648 {
649         float totalteams, t;
650         totalteams = 0;
651
652         // find out what teams are available
653         //CheckAllowedTeams();
654
655         // make sure there are at least 2 teams to join
656         if(c1 >= 0)
657                 totalteams = totalteams + 1;
658         if(c2 >= 0)
659                 totalteams = totalteams + 1;
660         if(c3 >= 0)
661                 totalteams = totalteams + 1;
662         if(c4 >= 0)
663                 totalteams = totalteams + 1;
664
665         if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
666                 totalteams += 1;
667
668         if(totalteams <= 1)
669         {
670                 if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
671                         return 1; // special case for campaign and player joining
672                 else
673                         error(sprintf("Too few teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
674         }
675
676         // count how many players are in each team
677         if(ignore_pl)
678                 GetTeamCounts(pl);
679         else
680                 GetTeamCounts(world);
681
682         RandomSelection_Init();
683
684         t = 1;
685         if(TeamSmallerEqThanTeam(2, t, pl))
686                 t = 2;
687         if(TeamSmallerEqThanTeam(3, t, pl))
688                 t = 3;
689         if(TeamSmallerEqThanTeam(4, t, pl))
690                 t = 4;
691
692         // now t is the minimum, or A minimum!
693         if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
694                 RandomSelection_Add(world, 1, string_null, 1, 1);
695         if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
696                 RandomSelection_Add(world, 2, string_null, 1, 1);
697         if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
698                 RandomSelection_Add(world, 3, string_null, 1, 1);
699         if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
700                 RandomSelection_Add(world, 4, string_null, 1, 1);
701
702         return RandomSelection_chosen_float;
703 }
704
705 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
706 {SELFPARAM();
707         float smallest, selectedteam;
708
709         // don't join a team if we're not playing a team game
710         if(!teamplay)
711                 return 0;
712
713         // find out what teams are available
714         CheckAllowedTeams(pl);
715
716         // if we don't care what team he ends up on, put him on whatever team he entered as.
717         // if he's not on a valid team, then let other code put him on the smallest team
718         if(!forcebestteam)
719         {
720                 if(     c1 >= 0 && pl.team == NUM_TEAM_1)
721                         selectedteam = pl.team;
722                 else if(c2 >= 0 && pl.team == NUM_TEAM_2)
723                         selectedteam = pl.team;
724                 else if(c3 >= 0 && pl.team == NUM_TEAM_3)
725                         selectedteam = pl.team;
726                 else if(c4 >= 0 && pl.team == NUM_TEAM_4)
727                         selectedteam = pl.team;
728                 else
729                         selectedteam = -1;
730
731                 if(selectedteam > 0)
732                 {
733                         if(!only_return_best)
734                         {
735                                 SetPlayerColors(pl, selectedteam - 1);
736
737                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
738                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
739                                 LogTeamchange(pl.playerid, pl.team, 99);
740                         }
741                         return selectedteam;
742                 }
743                 // otherwise end up on the smallest team (handled below)
744         }
745
746         smallest = FindSmallestTeam(pl, true);
747
748         if(!only_return_best && !pl.bot_forced_team)
749         {
750                 TeamchangeFrags(self);
751                 if(smallest == 1)
752                 {
753                         SetPlayerColors(pl, NUM_TEAM_1 - 1);
754                 }
755                 else if(smallest == 2)
756                 {
757                         SetPlayerColors(pl, NUM_TEAM_2 - 1);
758                 }
759                 else if(smallest == 3)
760                 {
761                         SetPlayerColors(pl, NUM_TEAM_3 - 1);
762                 }
763                 else if(smallest == 4)
764                 {
765                         SetPlayerColors(pl, NUM_TEAM_4 - 1);
766                 }
767                 else
768                 {
769                         error("smallest team: invalid team\n");
770                 }
771
772                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
773
774                 if(pl.deadflag == DEAD_NO)
775                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
776         }
777
778         return smallest;
779 }
780
781 //void() ctf_playerchanged;
782 void SV_ChangeTeam(float _color)
783 {SELFPARAM();
784         float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
785
786         // in normal deathmatch we can just apply the color and we're done
787         if(!teamplay) {
788                 SetPlayerColors(self, _color);
789                 return;
790         }
791
792         scolor = self.clientcolors & 0x0F;
793         dcolor = _color & 0x0F;
794
795         if(scolor == NUM_TEAM_1 - 1)
796                 steam = 1;
797         else if(scolor == NUM_TEAM_2 - 1)
798                 steam = 2;
799         else if(scolor == NUM_TEAM_3 - 1)
800                 steam = 3;
801         else // if(scolor == NUM_TEAM_4 - 1)
802                 steam = 4;
803         if(dcolor == NUM_TEAM_1 - 1)
804                 dteam = 1;
805         else if(dcolor == NUM_TEAM_2 - 1)
806                 dteam = 2;
807         else if(dcolor == NUM_TEAM_3 - 1)
808                 dteam = 3;
809         else // if(dcolor == NUM_TEAM_4 - 1)
810                 dteam = 4;
811
812         CheckAllowedTeams(self);
813
814         if(dteam == 1 && c1 < 0) dteam = 4;
815         if(dteam == 4 && c4 < 0) dteam = 3;
816         if(dteam == 3 && c3 < 0) dteam = 2;
817         if(dteam == 2 && c2 < 0) dteam = 1;
818
819         // not changing teams
820         if(scolor == dcolor)
821         {
822                 //bprint("same team change\n");
823                 SetPlayerTeam(self, dteam, steam, true);
824                 return;
825         }
826
827         if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
828                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
829                 return; // changing teams is not allowed
830         }
831
832         // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
833         if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
834         {
835                 GetTeamCounts(self);
836                 if(!TeamSmallerEqThanTeam(dteam, steam, self))
837                 {
838                         Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
839                         return;
840                 }
841         }
842
843 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
844
845         if(IS_PLAYER(self) && steam != dteam)
846         {
847                 // reduce frags during a team change
848                 TeamchangeFrags(self);
849         }
850
851         // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
852         if(!IS_CLIENT(self))
853                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_CONNECTING, self.netname);
854
855         SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self));
856
857         if(IS_PLAYER(self) && steam != dteam)
858         {
859                 // kill player when changing teams
860                 if(self.deadflag == DEAD_NO)
861                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
862         }
863 }
864
865 void ShufflePlayerOutOfTeam (float source_team)
866 {
867         float smallestteam, smallestteam_count, steam;
868         float lowest_bot_score, lowest_player_score;
869         entity head, lowest_bot, lowest_player, selected;
870
871         smallestteam = 0;
872         smallestteam_count = 999999999;
873
874         if(c1 >= 0 && c1 < smallestteam_count)
875         {
876                 smallestteam = 1;
877                 smallestteam_count = c1;
878         }
879         if(c2 >= 0 && c2 < smallestteam_count)
880         {
881                 smallestteam = 2;
882                 smallestteam_count = c2;
883         }
884         if(c3 >= 0 && c3 < smallestteam_count)
885         {
886                 smallestteam = 3;
887                 smallestteam_count = c3;
888         }
889         if(c4 >= 0 && c4 < smallestteam_count)
890         {
891                 smallestteam = 4;
892                 smallestteam_count = c4;
893         }
894
895         if(!smallestteam)
896         {
897                 bprint("warning: no smallest team\n");
898                 return;
899         }
900
901         if(source_team == 1)
902                 steam = NUM_TEAM_1;
903         else if(source_team == 2)
904                 steam = NUM_TEAM_2;
905         else if(source_team == 3)
906                 steam = NUM_TEAM_3;
907         else // if(source_team == 4)
908                 steam = NUM_TEAM_4;
909
910         lowest_bot = world;
911         lowest_bot_score = 999999999;
912         lowest_player = world;
913         lowest_player_score = 999999999;
914
915         // find the lowest-scoring player & bot of that team
916         FOR_EACH_PLAYER(head)
917         {
918                 if(head.team == steam)
919                 {
920                         if(head.isbot)
921                         {
922                                 if(head.totalfrags < lowest_bot_score)
923                                 {
924                                         lowest_bot = head;
925                                         lowest_bot_score = head.totalfrags;
926                                 }
927                         }
928                         else
929                         {
930                                 if(head.totalfrags < lowest_player_score)
931                                 {
932                                         lowest_player = head;
933                                         lowest_player_score = head.totalfrags;
934                                 }
935                         }
936                 }
937         }
938
939         // prefers to move a bot...
940         if(lowest_bot != world)
941                 selected = lowest_bot;
942         // but it will move a player if it has to
943         else
944                 selected = lowest_player;
945         // don't do anything if it couldn't find anyone
946         if(!selected)
947         {
948                 bprint("warning: couldn't find a player to move from team\n");
949                 return;
950         }
951
952         // smallest team gains a member
953         if(smallestteam == 1)
954         {
955                 c1 = c1 + 1;
956         }
957         else if(smallestteam == 2)
958         {
959                 c2 = c2 + 1;
960         }
961         else if(smallestteam == 3)
962         {
963                 c3 = c3 + 1;
964         }
965         else if(smallestteam == 4)
966         {
967                 c4 = c4 + 1;
968         }
969         else
970         {
971                 bprint("warning: destination team invalid\n");
972                 return;
973         }
974         // source team loses a member
975         if(source_team == 1)
976         {
977                 c1 = c1 + 1;
978         }
979         else if(source_team == 2)
980         {
981                 c2 = c2 + 2;
982         }
983         else if(source_team == 3)
984         {
985                 c3 = c3 + 3;
986         }
987         else if(source_team == 4)
988         {
989                 c4 = c4 + 4;
990         }
991         else
992         {
993                 bprint("warning: source team invalid\n");
994                 return;
995         }
996
997         // move the player to the new team
998         TeamchangeFrags(selected);
999         SetPlayerTeam(selected, smallestteam, source_team, false);
1000
1001         if(selected.deadflag == DEAD_NO)
1002                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1003         Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);
1004 }