what the crap? WHY OH WHY are the teams even forced in campaign?
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
1 string cache_mutatormsg;
2 string cache_lastmutatormsg;
3
4 // client counts for each team
5 float c1, c2, c3, c4;
6 // # of bots on those teams
7 float cb1, cb2, cb3, cb4;
8
9 float audit_teams_time;
10
11 float IsTeamBalanceForced()
12 {
13         if(intermission_running)
14                 return 0; // no rebalancing whatsoever please
15         if(!teams_matter)
16                 return 0;
17         if(autocvar_g_campaign)
18                 return 0;
19         if(autocvar_bot_vs_human && (c3==-1 && c4==-1))
20                 return 0;
21         if(!autocvar_g_balance_teams_force)
22                 return -1;
23         return 1;
24 }
25
26 void TeamchangeFrags(entity e)
27 {
28         PlayerScore_Clear(e);
29 }
30
31 vector TeamColor(float teem)
32 {
33         switch(teem)
34         {
35                 case COLOR_TEAM1:
36                         return '1 0.0625 0.0625';
37                 case COLOR_TEAM2:
38                         return '0.0625 0.0625 1';
39                 case COLOR_TEAM3:
40                         return '1 1 0.0625';
41                 case COLOR_TEAM4:
42                         return '1 0.0625 1';
43                 default:
44                         return '1 1 1';
45         }
46 }
47
48 string TeamName(float t)
49 {
50         return strcat(Team_ColorName(t), " Team");
51 }
52 string ColoredTeamName(float t)
53 {
54         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
55 }
56 string TeamNoName(float t)
57 {
58         // fixme: Search for team entities and get their .netname's!
59         if(t == 1)
60                 return "Red Team";
61         if(t == 2)
62                 return "Blue Team";
63         if(t == 3)
64                 return "Yellow Team";
65         if(t == 4)
66                 return "Pink Team";
67         return "Neutral Team";
68 }
69
70 void dom_init();
71 void ctf_init();
72 void runematch_init();
73 void tdm_init();
74 void nb_init();
75 void entcs_init();
76
77 void LogTeamchange(float player_id, float team_number, float type)
78 {
79         if(!autocvar_sv_eventlog)
80                 return;
81
82         if(player_id < 1)
83                 return;
84
85         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
86 }
87
88 void WriteGameCvars()
89 {
90         cvar_set("g_dm", ftos(g_dm));
91         cvar_set("g_tdm", ftos(g_tdm));
92         cvar_set("g_domination", ftos(g_domination));
93         cvar_set("g_ctf", ftos(g_ctf));
94         cvar_set("g_runematch", ftos(g_runematch));
95         cvar_set("g_lms", ftos(g_lms));
96         cvar_set("g_arena", ftos(g_arena));
97         cvar_set("g_ca", ftos(g_ca));
98         cvar_set("g_keyhunt", ftos(g_keyhunt));
99         cvar_set("g_assault", ftos(g_assault));
100         cvar_set("g_onslaught", ftos(g_onslaught));
101         cvar_set("g_race", ftos(g_race));
102         cvar_set("g_nexball", ftos(g_nexball));
103         cvar_set("g_cts", ftos(g_cts));
104         cvar_set("g_freezetag", ftos(g_freezetag));
105         cvar_set("g_keepaway", ftos(g_keepaway));
106 }
107
108 void ReadGameCvars()
109 {
110         float found;
111         float prev;
112         float i;
113
114         found = 0;
115         prev = autocvar_gamecfg;
116         for(i = 0; i < 2; ++i)
117         {
118 //#NO AUTOCVARS START
119                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
120                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
121                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
122                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
123                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
124                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
125                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
126                 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
127                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
128                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
129                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
130                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
131                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
132                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
133                 found += (g_freezetag = (!found && (prev != GAME_FREEZETAG) && cvar("g_freezetag")));
134                 found += (g_keepaway = (!found && (prev != GAME_KEEPAWAY) && cvar("g_keepaway")));
135 //#NO AUTOCVARS END
136
137                 if(found)
138                         break;
139
140                 prev = -1; // second attempt takes place WITHOUT prev set
141         }
142
143         if(!found)
144                 g_dm = 1;
145
146         if(g_dm && autocvar_deathmatch_force_teamplay)
147         {
148                 g_dm = 0;
149                 g_tdm = 1;
150         }
151
152         teams_matter = 0;
153 }
154
155 void default_delayedinit()
156 {
157         if(!scores_initialized)
158                 ScoreRules_generic();
159 }
160
161 void ActivateTeamplay()
162 {
163         serverflags |= SERVERFLAG_TEAMPLAY;
164         teams_matter = 1;
165 }
166
167 void InitGameplayMode()
168 {
169         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
170
171         qualifying_override = -1;
172
173         VoteReset();
174
175         teams_matter = 0;
176
177         // make sure only ONE type is selected
178         ReadGameCvars();
179         WriteGameCvars();
180
181         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
182         get_mi_min_max(1);
183         world.mins = mi_min;
184         world.maxs = mi_max;
185
186         MapInfo_LoadMapSettings(mapname);
187
188         if not(cvar_value_issafe(world.fog))
189         {
190                 print("The current map contains a potentially harmful fog setting, ignored\n");
191                 world.fog = string_null;
192         }
193         if(MapInfo_Map_fog != "")
194                 if(MapInfo_Map_fog == "none")
195                         world.fog = string_null;
196                 else
197                         world.fog = strzone(MapInfo_Map_fog);
198         clientstuff = strzone(MapInfo_Map_clientstuff);
199
200         MapInfo_ClearTemps();
201
202         // in case mapinfo switched the type
203         ReadGameCvars();
204
205         // set both here, gamemode can override it later
206         timelimit_override = autocvar_timelimit_override;
207         fraglimit_override = autocvar_fraglimit_override;
208         leadlimit_override = autocvar_leadlimit_override;
209
210         if(g_dm)
211         {
212                 game = GAME_DEATHMATCH;
213                 gamemode_name = "Deathmatch";
214         }
215
216         if(g_tdm)
217         {
218                 game = GAME_TEAM_DEATHMATCH;
219                 gamemode_name = "Team Deathmatch";
220                 ActivateTeamplay();
221                 tdm_init();
222                 if(autocvar_g_tdm_team_spawns)
223                         have_team_spawns = -1; // request team spawns
224         }
225
226         if(g_domination)
227         {
228                 game = GAME_DOMINATION;
229                 gamemode_name = "Domination";
230                 ActivateTeamplay();
231                 fraglimit_override = autocvar_g_domination_point_limit;
232                 leadlimit_override = autocvar_g_domination_point_leadlimit;
233                 dom_init();
234                 have_team_spawns = -1; // request team spawns
235         }
236
237         if(g_ctf)
238         {
239                 game = GAME_CTF;
240                 gamemode_name = "Capture the Flag";
241                 ActivateTeamplay();
242                 g_ctf_win_mode = autocvar_g_ctf_win_mode;
243                 g_ctf_ignore_frags = autocvar_g_ctf_ignore_frags;
244                 if(g_ctf_win_mode == 2)
245                 {
246                         fraglimit_override = autocvar_g_ctf_capture_limit;
247                         leadlimit_override = autocvar_g_ctf_capture_leadlimit;
248                 }
249                 else
250                 {
251                         fraglimit_override = autocvar_capturelimit_override;
252                         leadlimit_override = autocvar_captureleadlimit_override;
253                 }
254                 ctf_init();
255                 have_team_spawns = -1; // request team spawns
256         }
257
258         if(g_runematch)
259         {
260                 game = GAME_RUNEMATCH;
261                 gamemode_name = "Rune Match";
262                 if(autocvar_deathmatch_force_teamplay)
263                         ActivateTeamplay();
264                 fraglimit_override = autocvar_g_runematch_point_limit;
265                 leadlimit_override = autocvar_g_runematch_point_leadlimit;
266                 runematch_init();
267         }
268
269         if(g_lms)
270         {
271                 game = GAME_LMS;
272                 gamemode_name = "Last Man Standing";
273                 fraglimit_override = autocvar_g_lms_lives_override;
274                 leadlimit_override = 0; // not supported by LMS
275                 if(fraglimit_override == 0)
276                         fraglimit_override = -1;
277                 lms_lowest_lives = 9999;
278                 lms_next_place = 0;
279                 ScoreRules_lms();
280         }
281
282         if(g_arena)
283         {
284                 game = GAME_ARENA;
285                 gamemode_name = "Arena";
286                 fraglimit_override = autocvar_g_arena_point_limit;
287                 leadlimit_override = autocvar_g_arena_point_leadlimit;
288                 maxspawned = autocvar_g_arena_maxspawned;
289                 if(maxspawned < 2)
290                         maxspawned = 2;
291                 arena_roundbased = autocvar_g_arena_roundbased;
292         }
293
294         if(g_ca)
295         {
296                 game = GAME_CA;
297                 gamemode_name = "Clan Arena";
298                 ActivateTeamplay();
299                 fraglimit_override = autocvar_g_ca_point_limit;
300                 leadlimit_override = autocvar_g_ca_point_leadlimit;
301                 precache_sound("ctf/red_capture.wav");
302                 precache_sound("ctf/blue_capture.wav");
303         }
304         if(g_keyhunt)
305         {
306                 game = GAME_KEYHUNT;
307                 gamemode_name = "Key Hunt";
308                 ActivateTeamplay();
309                 fraglimit_override = autocvar_g_keyhunt_point_limit;
310                 leadlimit_override = autocvar_g_keyhunt_point_leadlimit;
311                 MUTATOR_ADD(gamemode_keyhunt);
312         }
313
314         if(g_freezetag)
315         {
316                 game = GAME_FREEZETAG;
317                 gamemode_name = "Freeze Tag";
318                 ActivateTeamplay();
319                 fraglimit_override = autocvar_g_freezetag_point_limit;
320                 leadlimit_override = autocvar_g_freezetag_point_leadlimit;
321                 MUTATOR_ADD(gamemode_freezetag);
322         }
323
324         if(g_assault)
325         {
326                 game = GAME_ASSAULT;
327                 gamemode_name = "Assault";
328                 ActivateTeamplay();
329                 ScoreRules_assault();
330                 have_team_spawns = -1; // request team spawns
331         }
332
333         if(g_onslaught)
334         {
335                 game = GAME_ONSLAUGHT;
336                 gamemode_name = "Onslaught";
337                 ActivateTeamplay();
338                 have_team_spawns = -1; // request team spawns
339         }
340
341         if(g_race)
342         {
343                 game = GAME_RACE;
344                 gamemode_name = "Race";
345
346                 if(autocvar_g_race_teams)
347                 {
348                         ActivateTeamplay();
349                         race_teams = bound(2, autocvar_g_race_teams, 4);
350                         have_team_spawns = -1; // request team spawns
351                 }
352                 else
353                         race_teams = 0;
354
355                 qualifying_override = autocvar_g_race_qualifying_timelimit_override;
356                 fraglimit_override = autocvar_g_race_laps_limit;
357                 leadlimit_override = 0; // currently not supported by race
358         }
359
360         if(g_cts)
361         {
362                 game = GAME_CTS;
363                 gamemode_name = "CTS";
364                 g_race_qualifying = 1;
365                 fraglimit_override = 0;
366                 leadlimit_override = 0;
367         }
368
369         if(g_nexball)
370         {
371                 game = GAME_NEXBALL;
372                 gamemode_name = "Nexball";
373                 fraglimit_override = autocvar_g_nexball_goallimit;
374                 leadlimit_override = autocvar_g_nexball_goalleadlimit;
375                 ActivateTeamplay();
376                 nb_init();
377                 have_team_spawns = -1; // request team spawns
378         }
379
380         if(g_keepaway)
381         {
382                 game = GAME_KEEPAWAY;
383                 gamemode_name = "Keepaway";
384                 MUTATOR_ADD(gamemode_keepaway);
385         }
386
387         if(teams_matter)
388                 entcs_init();
389
390         // save it (for the next startup)
391         cvar_set("gamecfg", ftos(game));
392
393         cache_mutatormsg = strzone("");
394         cache_lastmutatormsg = strzone("");
395
396         // enforce the server's universal frag/time limits
397         if(!autocvar_g_campaign)
398         {
399                 if(fraglimit_override >= 0)
400                         cvar_set("fraglimit", ftos(fraglimit_override));
401                 if(timelimit_override >= 0)
402                         cvar_set("timelimit", ftos(timelimit_override));
403                 if(leadlimit_override >= 0)
404                         cvar_set("leadlimit", ftos(leadlimit_override));
405                 if(qualifying_override >= 0)
406                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
407         }
408
409         if(g_race)
410         {
411                 // we need to find out the correct value for g_race_qualifying
412                 if(autocvar_g_campaign)
413                 {
414                         g_race_qualifying = 1;
415                 }
416                 else if(!autocvar_g_campaign && autocvar_g_race_qualifying_timelimit > 0)
417                 {
418                         g_race_qualifying = 2;
419                         race_fraglimit = autocvar_fraglimit;
420                         race_leadlimit = autocvar_leadlimit;
421                         race_timelimit = autocvar_timelimit;
422                         cvar_set("fraglimit", "0");
423                         cvar_set("leadlimit", "0");
424                         cvar_set("timelimit", ftos(autocvar_g_race_qualifying_timelimit));
425                 }
426                 else
427                         g_race_qualifying = 0;
428         }
429
430         if(g_race || g_cts)
431         {
432                 if(g_race_qualifying)
433                         independent_players = 1;
434
435                 ScoreRules_race();
436         }
437
438         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
439 }
440
441 string GetClientVersionMessage() {
442         local string versionmsg;
443         if (self.version_mismatch) {
444                 if(self.version < autocvar_gameversion) {
445                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
446                 } else {
447                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
448                 }
449         } else {
450                 versionmsg = "^2client version and server version are compatible.^8";
451         }
452         return versionmsg;
453 }
454
455
456 void PrintWelcomeMessage(entity pl)
457 {
458         string s, modifications, motd;
459
460         if(self.cvar_scr_centertime == 0) return;
461
462         if(autocvar_g_campaign)
463         {
464                 if(self.classname == "player" && !self.BUTTON_INFO)
465                         return;
466         }
467         else
468         {
469                 if((time - self.jointime) > autocvar_welcome_message_time && !self.BUTTON_INFO)
470                         return;
471         }
472
473         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
474                 if(self.welcomemessage_time > time) return;
475                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
476         }
477
478         if(autocvar_g_campaign)
479         {
480                 centerprint(pl, campaign_message);
481                 return;
482         }
483
484 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
485         if(!self.BUTTON_INFO)
486         {
487                 // TODO get rid of this too
488                 local string specString;
489                 specString = NEWLINES;
490                 //if(time < game_starttime) //also show the countdown when being a spectator
491                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
492                 //else
493                 if (timeoutStatus != 0)
494                         specString = strcat(specString, "\n\n", getTimeoutText(1));
495                 else
496                 {
497                         if(self.classname == "player")
498                                 return;
499                         goto normal;
500                 }
501                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
502         }
503
504 :normal
505         ret_string = "";
506         MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
507         modifications = ret_string;
508         
509         if(g_minstagib)
510                 modifications = strcat(modifications, ", MinstaGib");
511         if(g_weaponarena)
512         {
513                 if(g_weaponarena_random)
514                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
515                 else
516                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
517         }
518         if(autocvar_g_start_weapon_laser == 0)
519                 modifications = strcat(modifications, ", No start weapons");
520         if(autocvar_sv_gravity < 800)
521                 modifications = strcat(modifications, ", Low gravity");
522         if(g_cloaked)
523                 modifications = strcat(modifications, ", Cloaked");
524         if(g_grappling_hook)
525                 modifications = strcat(modifications, ", Hook");
526         if(g_midair)
527                 modifications = strcat(modifications, ", Midair");
528         if(g_pinata)
529                 modifications = strcat(modifications, ", Pinata");
530         if(g_weapon_stay)
531                 modifications = strcat(modifications, ", Weapons stay");
532         if(g_bloodloss > 0)
533                 modifications = strcat(modifications, ", Bloodloss");
534         if(g_jetpack)
535                 modifications = strcat(modifications, ", Jet pack");
536         modifications = substring(modifications, 2, strlen(modifications) - 2);
537
538         local string versionmessage;
539         versionmessage = GetClientVersionMessage();
540
541         s = strcat(s, NEWLINES, "This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
542         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
543
544         if(modifications != "")
545                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
546
547         if(timeoutStatus != 0)
548                 s = strcat(s, "\n\n", getTimeoutText(1));
549
550         if (g_grappling_hook)
551                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
552
553         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
554         {
555                 if(cache_lastmutatormsg)
556                         strunzone(cache_lastmutatormsg);
557                 if(cache_mutatormsg)
558                         strunzone(cache_mutatormsg);
559                 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
560                 cache_mutatormsg = strzone(cache_lastmutatormsg);
561         }
562
563         if (cache_mutatormsg != "") {
564                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
565         }
566
567         motd = autocvar_sv_motd;
568         if (motd != "") {
569                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
570         }
571         s = strcat(s, "\n");
572
573         centerprint(pl, s);
574 }
575
576
577 void SetPlayerColors(entity pl, float _color)
578 {
579         /*string s;
580         s = ftos(cl);
581         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
582         pl.team = cl + 1;
583         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
584         pl.clientcolors = 16*cl + cl;*/
585
586         float pants, shirt;
587         pants = _color & 0x0F;
588         shirt = _color & 0xF0;
589
590
591         if(teams_matter) {
592                 setcolor(pl, 16*pants + pants);
593         } else {
594                 setcolor(pl, shirt + pants);
595         }
596 }
597
598 void SetPlayerTeam(entity pl, float t, float s, float noprint)
599 {
600         float _color;
601
602         if(t == 4)
603                 _color = COLOR_TEAM4 - 1;
604         else if(t == 3)
605                 _color = COLOR_TEAM3 - 1;
606         else if(t == 2)
607                 _color = COLOR_TEAM2 - 1;
608         else
609                 _color = COLOR_TEAM1 - 1;
610
611         SetPlayerColors(pl,_color);
612
613         if(t != s) {
614                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
615
616                 if(!noprint)
617                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
618         }
619
620 }
621
622 // set c1...c4 to show what teams are allowed
623 void CheckAllowedTeams (entity for_whom)
624 {
625         float dm;
626         entity head;
627         string teament_name;
628
629         c1 = c2 = c3 = c4 = -1;
630         cb1 = cb2 = cb3 = cb4 = 0;
631
632         if(g_onslaught)
633         {
634                 // onslaught is special
635                 head = findchain(classname, "onslaught_generator");
636                 while (head)
637                 {
638                         if (head.team == COLOR_TEAM1) c1 = 0;
639                         if (head.team == COLOR_TEAM2) c2 = 0;
640                         if (head.team == COLOR_TEAM3) c3 = 0;
641                         if (head.team == COLOR_TEAM4) c4 = 0;
642                         head = head.chain;
643                 }
644         }
645         else if(g_domination)
646                 teament_name = "dom_team";
647         else if(g_ctf)
648                 teament_name = "ctf_team";
649         else if(g_tdm)
650                 teament_name = "tdm_team";
651         else if(g_nexball)
652                 teament_name = "nexball_team";
653         else if(g_assault)
654                 c1 = c2 = 0; // Assault always has 2 teams
655         else
656         {
657                 // cover anything else by treating it like tdm with no teams spawned
658                 if(g_race)
659                         dm = race_teams;
660                 else
661                         dm = 2;
662
663                 ret_float = dm;
664                 MUTATOR_CALLHOOK(GetTeamCount);
665                 dm = ret_float;
666
667                 if(dm >= 4)
668                         c1 = c2 = c3 = c4 = 0;
669                 else if(dm >= 3)
670                         c1 = c2 = c3 = 0;
671                 else
672                         c1 = c2 = 0;
673         }
674
675         // find out what teams are allowed if necessary
676         if(teament_name)
677         {
678                 head = find(world, classname, teament_name);
679                 while(head)
680                 {
681                         if(!(g_domination && head.netname == ""))
682                         {
683                                 if(head.team == COLOR_TEAM1)
684                                         c1 = 0;
685                                 else if(head.team == COLOR_TEAM2)
686                                         c2 = 0;
687                                 else if(head.team == COLOR_TEAM3)
688                                         c3 = 0;
689                                 else if(head.team == COLOR_TEAM4)
690                                         c4 = 0;
691                         }
692                         head = find(head, classname, teament_name);
693                 }
694         }
695
696         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
697         if(c3==-1 && c4==-1)
698         if(autocvar_bot_vs_human && for_whom)
699         {
700                 if(autocvar_bot_vs_human > 0)
701                 {
702                         // bots are all blue
703                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
704                                 c1 = c3 = c4 = -1;
705                         else
706                                 c2 = -1;
707                 }
708                 else
709                 {
710                         // bots are all red
711                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
712                                 c2 = c3 = c4 = -1;
713                         else
714                                 c1 = -1;
715                 }
716         }
717
718         // if player has a forced team, ONLY allow that one
719         if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
720                 c2 = c3 = c4 = -1;
721         else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
722                 c1 = c3 = c4 = -1;
723         else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
724                 c1 = c2 = c4 = -1;
725         else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
726                 c1 = c2 = c3 = -1;
727 }
728
729 float PlayerValue(entity p)
730 {
731         if(IsTeamBalanceForced() == 1)
732                 return 1;
733         return 1;
734         // FIXME: it always returns 1...
735 }
736
737 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
738 // teams that are allowed will now have their player counts stored in c1...c4
739 void GetTeamCounts(entity ignore)
740 {
741         entity head;
742         float value, bvalue;
743         // now count how many players are on each team already
744
745         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
746         // also remember the lowest-scoring player
747
748         FOR_EACH_PLAYER(head)
749         {
750                 if(head != ignore)// && head.netname != "")
751                 {
752                         value = PlayerValue(head);
753                         if(clienttype(head) == CLIENTTYPE_BOT)
754                                 bvalue = value;
755                         else
756                                 bvalue = 0;
757                         if(head.team == COLOR_TEAM1)
758                         {
759                                 if(c1 >= 0)
760                                 {
761                                         c1 = c1 + value;
762                                         cb1 = cb1 + bvalue;
763                                 }
764                         }
765                         if(head.team == COLOR_TEAM2)
766                         {
767                                 if(c2 >= 0)
768                                 {
769                                         c2 = c2 + value;
770                                         cb2 = cb2 + bvalue;
771                                 }
772                         }
773                         if(head.team == COLOR_TEAM3)
774                         {
775                                 if(c3 >= 0)
776                                 {
777                                         c3 = c3 + value;
778                                         cb3 = cb3 + bvalue;
779                                 }
780                         }
781                         if(head.team == COLOR_TEAM4)
782                         {
783                                 if(c4 >= 0)
784                                 {
785                                         c4 = c4 + value;
786                                         cb4 = cb4 + bvalue;
787                                 }
788                         }
789                 }
790         }
791 }
792
793 // returns # of smallest team (1, 2, 3, 4)
794 // NOTE: Assumes CheckAllowedTeams has already been called!
795 float FindSmallestTeam(entity pl, float ignore_pl)
796 {
797         float totalteams, balance_type, maxc;
798         totalteams = 0;
799
800         // find out what teams are available
801         //CheckAllowedTeams();
802
803         // make sure there are at least 2 teams to join
804         if(c1 >= 0)
805                 totalteams = totalteams + 1;
806         if(c2 >= 0)
807                 totalteams = totalteams + 1;
808         if(c3 >= 0)
809                 totalteams = totalteams + 1;
810         if(c4 >= 0)
811                 totalteams = totalteams + 1;
812
813         if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
814                 totalteams += 1;
815
816         if(totalteams <= 1)
817         {
818                 if(autocvar_g_campaign && pl && clienttype(pl) == CLIENTTYPE_REAL)
819                         return 1; // special case for campaign and player joining
820                 else if(g_domination)
821                         error("Too few teams available for domination\n");
822                 else if(g_ctf)
823                         error("Too few teams available for ctf\n");
824                 else if(g_keyhunt)
825                         error("Too few teams available for key hunt\n");
826                 else if(g_freezetag)
827                         error("Too few teams available for freeze tag\n");
828                 else
829                         error("Too few teams available for team deathmatch\n");
830         }
831
832         // count how many players are in each team
833         if(ignore_pl)
834                 GetTeamCounts(pl);
835         else
836                 GetTeamCounts(world);
837
838         // c1...c4 now have counts of each team
839         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
840
841         // 2 gives priority to what team you're already on, 1 goes in order
842         // 2 doesn't seem to work though...
843         balance_type = 1;
844
845         if(bots_would_leave)
846         //if(pl.classname != "player")
847         if(clienttype(pl) != CLIENTTYPE_BOT)
848         {
849                 c1 -= cb1 * 255.0/256.0;
850                 c2 -= cb2 * 255.0/256.0;
851                 c3 -= cb3 * 255.0/256.0;
852                 c4 -= cb4 * 255.0/256.0;
853         }
854         maxc = max4(c1, c2, c3, c4);
855
856         RandomSelection_Init();
857         if(balance_type == 1)
858         {
859                 // 1: use team count, then score (note: can only use 8 significant bits of score)
860                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
861                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
862                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
863                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
864         }
865         else if(balance_type == 2)
866         {
867                 // 1: use team count, if equal prefer own team
868                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
869                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
870                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
871                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
872         }
873         else if(balance_type == 3)
874         {
875                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
876                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
877                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
878                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
879                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
880         }
881         return RandomSelection_chosen_float;
882 }
883
884 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
885 {
886         float smallest, selectedteam;
887
888         // don't join a team if we're not playing a team game
889         if(!teams_matter)
890                 return 0;
891
892         // find out what teams are available
893         CheckAllowedTeams(pl);
894
895         // if we want the player in a certain team for campaign, force him there
896         if(autocvar_g_campaign)
897         if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
898         {
899                 switch(autocvar_g_campaign_forceteam)
900                 {
901                         case 1:
902                                 SetPlayerColors(pl, COLOR_TEAM1 - 1);
903                                 LogTeamchange(pl.playerid, pl.team, 2);
904                                 return COLOR_TEAM1;
905                         case 2:
906                                 SetPlayerColors(pl, COLOR_TEAM2 - 1);
907                                 LogTeamchange(pl.playerid, pl.team, 2);
908                                 return COLOR_TEAM2;
909                         case 3:
910                                 SetPlayerColors(pl, COLOR_TEAM3 - 1);
911                                 LogTeamchange(pl.playerid, pl.team, 2);
912                                 return COLOR_TEAM3;
913                         case 4:
914                                 SetPlayerColors(pl, COLOR_TEAM4 - 1);
915                                 LogTeamchange(pl.playerid, pl.team, 2);
916                                 return COLOR_TEAM4;
917                         default:
918                                 break;
919                 }
920         }
921
922         // if we don't care what team he ends up on, put him on whatever team he entered as.
923         // if he's not on a valid team, then let other code put him on the smallest team
924         if(!forcebestteam)
925         {
926                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
927                         selectedteam = pl.team;
928                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
929                         selectedteam = pl.team;
930                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
931                         selectedteam = pl.team;
932                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
933                         selectedteam = pl.team;
934                 else
935                         selectedteam = -1;
936
937                 if(selectedteam > 0)
938                 {
939                         if(!only_return_best)
940                         {
941                                 SetPlayerColors(pl, selectedteam - 1);
942
943                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
944                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
945                                 LogTeamchange(pl.playerid, pl.team, 99);
946                         }
947                         return selectedteam;
948                 }
949                 // otherwise end up on the smallest team (handled below)
950         }
951
952         smallest = FindSmallestTeam(pl, TRUE);
953
954         if(!only_return_best && !pl.bot_forced_team)
955         {
956                 TeamchangeFrags(self);
957                 if(smallest == 1)
958                 {
959                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
960                 }
961                 else if(smallest == 2)
962                 {
963                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
964                 }
965                 else if(smallest == 3)
966                 {
967                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
968                 }
969                 else if(smallest == 4)
970                 {
971                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
972                 }
973                 else
974                 {
975                         error("smallest team: invalid team\n");
976                 }
977
978                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
979
980                 if(pl.deadflag == DEAD_NO)
981                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
982         }
983
984         return smallest;
985 }
986
987 //void() ctf_playerchanged;
988 void SV_ChangeTeam(float _color)
989 {
990         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
991
992         // in normal deathmatch we can just apply the color and we're done
993         if(!teams_matter) {
994                 SetPlayerColors(self, _color);
995                 return;
996         }
997
998         scolor = self.clientcolors & 0x0F;
999         dcolor = _color & 0x0F;
1000
1001         if(scolor == COLOR_TEAM1 - 1)
1002                 steam = 1;
1003         else if(scolor == COLOR_TEAM2 - 1)
1004                 steam = 2;
1005         else if(scolor == COLOR_TEAM3 - 1)
1006                 steam = 3;
1007         else // if(scolor == COLOR_TEAM4 - 1)
1008                 steam = 4;
1009         if(dcolor == COLOR_TEAM1 - 1)
1010                 dteam = 1;
1011         else if(dcolor == COLOR_TEAM2 - 1)
1012                 dteam = 2;
1013         else if(dcolor == COLOR_TEAM3 - 1)
1014                 dteam = 3;
1015         else // if(dcolor == COLOR_TEAM4 - 1)
1016                 dteam = 4;
1017
1018         CheckAllowedTeams(self);
1019
1020         if(dteam == 1 && c1 < 0) dteam = 4;
1021         if(dteam == 4 && c4 < 0) dteam = 3;
1022         if(dteam == 3 && c3 < 0) dteam = 2;
1023         if(dteam == 2 && c2 < 0) dteam = 1;
1024
1025         // not changing teams
1026         if(scolor == dcolor)
1027         {
1028                 //bprint("same team change\n");
1029                 SetPlayerTeam(self, dteam, steam, TRUE);
1030                 return;
1031         }
1032
1033         if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
1034                 sprint(self, "Team changes not allowed\n");
1035                 return; // changing teams is not allowed
1036         }
1037
1038         if(autocvar_g_balance_teams_prevent_imbalance)
1039         {
1040                 // only allow changing to a smaller or equal size team
1041
1042                 // find out what teams are available
1043                 //CheckAllowedTeams();
1044                 // count how many players on each team
1045                 GetTeamCounts(world);
1046
1047                 // get desired team
1048                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1049                 {
1050                         dcount = c1;
1051                         dbotcount = cb1;
1052                 }
1053                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1054                 {
1055                         dcount = c2;
1056                         dbotcount = cb2;
1057                 }
1058                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1059                 {
1060                         dcount = c3;
1061                         dbotcount = cb3;
1062                 }
1063                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1064                 {
1065                         dcount = c4;
1066                         dbotcount = cb4;
1067                 }
1068                 else
1069                 {
1070                         sprint(self, "Cannot change to an invalid team\n");
1071
1072                         return;
1073                 }
1074
1075                 // get starting team
1076                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1077                         scount = c1;
1078                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1079                         scount = c2;
1080                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1081                         scount = c3;
1082                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1083                         scount = c4;
1084
1085                 if(scount) // started at a valid, nonempty team
1086                 {
1087                         // check if we're trying to change to a larger team that doens't have bots to swap with
1088                         if(dcount >= scount && dbotcount <= 0)
1089                         {
1090                                 sprint(self, "Cannot change to a larger team\n");
1091                                 return; // can't change to a larger team
1092                         }
1093                 }
1094         }
1095
1096 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1097
1098         if(self.classname == "player" && steam != dteam)
1099         {
1100                 // reduce frags during a team change
1101                 TeamchangeFrags(self);
1102         }
1103
1104         SetPlayerTeam(self, dteam, steam, FALSE);
1105
1106         if(self.classname == "player" && steam != dteam)
1107         {
1108                 // kill player when changing teams
1109                 if(self.deadflag == DEAD_NO)
1110                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1111         }
1112         //ctf_playerchanged();
1113 }
1114
1115 void ShufflePlayerOutOfTeam (float source_team)
1116 {
1117         float smallestteam, smallestteam_count, steam;
1118         float lowest_bot_score, lowest_player_score;
1119         entity head, lowest_bot, lowest_player, selected;
1120
1121         smallestteam = 0;
1122         smallestteam_count = 999999999;
1123
1124         if(c1 >= 0 && c1 < smallestteam_count)
1125         {
1126                 smallestteam = 1;
1127                 smallestteam_count = c1;
1128         }
1129         if(c2 >= 0 && c2 < smallestteam_count)
1130         {
1131                 smallestteam = 2;
1132                 smallestteam_count = c2;
1133         }
1134         if(c3 >= 0 && c3 < smallestteam_count)
1135         {
1136                 smallestteam = 3;
1137                 smallestteam_count = c3;
1138         }
1139         if(c4 >= 0 && c4 < smallestteam_count)
1140         {
1141                 smallestteam = 4;
1142                 smallestteam_count = c4;
1143         }
1144
1145         if(!smallestteam)
1146         {
1147                 bprint("warning: no smallest team\n");
1148                 return;
1149         }
1150
1151         if(source_team == 1)
1152                 steam = COLOR_TEAM1;
1153         else if(source_team == 2)
1154                 steam = COLOR_TEAM2;
1155         else if(source_team == 3)
1156                 steam = COLOR_TEAM3;
1157         else if(source_team == 4)
1158                 steam = COLOR_TEAM4;
1159
1160         lowest_bot = world;
1161         lowest_bot_score = 999999999;
1162         lowest_player = world;
1163         lowest_player_score = 999999999;
1164
1165         // find the lowest-scoring player & bot of that team
1166         FOR_EACH_PLAYER(head)
1167         {
1168                 if(head.team == steam)
1169                 {
1170                         if(head.isbot)
1171                         {
1172                                 if(head.totalfrags < lowest_bot_score)
1173                                 {
1174                                         lowest_bot = head;
1175                                         lowest_bot_score = head.totalfrags;
1176                                 }
1177                         }
1178                         else
1179                         {
1180                                 if(head.totalfrags < lowest_player_score)
1181                                 {
1182                                         lowest_player = head;
1183                                         lowest_player_score = head.totalfrags;
1184                                 }
1185                         }
1186                 }
1187         }
1188
1189         // prefers to move a bot...
1190         if(lowest_bot != world)
1191                 selected = lowest_bot;
1192         // but it will move a player if it has to
1193         else
1194                 selected = lowest_player;
1195         // don't do anything if it couldn't find anyone
1196         if(!selected)
1197         {
1198                 bprint("warning: couldn't find a player to move from team\n");
1199                 return;
1200         }
1201
1202         // smallest team gains a member
1203         if(smallestteam == 1)
1204         {
1205                 c1 = c1 + 1;
1206         }
1207         else if(smallestteam == 2)
1208         {
1209                 c2 = c2 + 1;
1210         }
1211         else if(smallestteam == 3)
1212         {
1213                 c3 = c3 + 1;
1214         }
1215         else if(smallestteam == 4)
1216         {
1217                 c4 = c4 + 1;
1218         }
1219         else
1220         {
1221                 bprint("warning: destination team invalid\n");
1222                 return;
1223         }
1224         // source team loses a member
1225         if(source_team == 1)
1226         {
1227                 c1 = c1 + 1;
1228         }
1229         else if(source_team == 2)
1230         {
1231                 c2 = c2 + 2;
1232         }
1233         else if(source_team == 3)
1234         {
1235                 c3 = c3 + 3;
1236         }
1237         else if(source_team == 4)
1238         {
1239                 c4 = c4 + 4;
1240         }
1241         else
1242         {
1243                 bprint("warning: source team invalid\n");
1244                 return;
1245         }
1246
1247         // move the player to the new team
1248         TeamchangeFrags(selected);
1249         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1250
1251         if(selected.deadflag == DEAD_NO)
1252                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1253         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1254 }
1255
1256 void CauseRebalance(float source_team, float howmany_toomany)
1257 {
1258         if(IsTeamBalanceForced() == 1)
1259         {
1260                 bprint("Rebalancing Teams\n");
1261                 ShufflePlayerOutOfTeam(source_team);
1262         }
1263 }
1264
1265 // part of g_balance_teams_force
1266 // occasionally perform an audit of the teams to make
1267 // sure they're more or less balanced in player count.
1268 void AuditTeams()
1269 {
1270         float numplayers, numteams, smallest, toomany;
1271         float balance;
1272         balance = IsTeamBalanceForced();
1273         if(balance == 0)
1274                 return;
1275
1276         if(audit_teams_time > time)
1277                 return;
1278
1279         audit_teams_time = time + 4 + random();
1280
1281 //      bprint("Auditing teams\n");
1282
1283         CheckAllowedTeams(world);
1284         GetTeamCounts(world);
1285
1286
1287         numteams = numplayers = smallest = 0;
1288         if(c1 >= 0)
1289         {
1290                 numteams = numteams + 1;
1291                 numplayers = numplayers + c1;
1292                 smallest = c1;
1293         }
1294         if(c2 >= 0)
1295         {
1296                 numteams = numteams + 1;
1297                 numplayers = numplayers + c2;
1298                 if(c2 < smallest)
1299                         smallest = c2;
1300         }
1301         if(c3 >= 0)
1302         {
1303                 numteams = numteams + 1;
1304                 numplayers = numplayers + c3;
1305                 if(c3 < smallest)
1306                         smallest = c3;
1307         }
1308         if(c4 >= 0)
1309         {
1310                 numteams = numteams + 1;
1311                 numplayers = numplayers + c4;
1312                 if(c4 < smallest)
1313                         smallest = c4;
1314         }
1315
1316         if(numplayers <= 0)
1317                 return; // no players to move around
1318         if(numteams < 2)
1319                 return; // don't bother shuffling if for some reason there aren't any teams
1320
1321         toomany = smallest + 1;
1322
1323         if(c1 && c1 > toomany)
1324                 CauseRebalance(1, c1 - toomany);
1325         if(c2 && c2 > toomany)
1326                 CauseRebalance(2, c2 - toomany);
1327         if(c3 && c3 > toomany)
1328                 CauseRebalance(3, c3 - toomany);
1329         if(c4 && c4 > toomany)
1330                 CauseRebalance(4, c4 - toomany);
1331
1332         // if teams are still unbalanced, balance them further in the next audit,
1333         // which will happen sooner (keep doing rapid audits until things are in order)
1334         audit_teams_time = time + 0.7 + random()*0.3;
1335 }
1336
1337 // code from here on is just to support maps that don't have team entities
1338 void tdm_spawnteam (string teamname, float teamcolor)
1339 {
1340         local entity e;
1341         e = spawn();
1342         e.classname = "tdm_team";
1343         e.netname = teamname;
1344         e.cnt = teamcolor;
1345         e.team = e.cnt + 1;
1346 };
1347
1348 // spawn some default teams if the map is not set up for tdm
1349 void tdm_spawnteams()
1350 {
1351         float numteams;
1352
1353         numteams = autocvar_g_tdm_teams_override;
1354         if(numteams < 2)
1355                 numteams = autocvar_g_tdm_teams;
1356         numteams = bound(2, numteams, 4);
1357
1358         tdm_spawnteam("Red", COLOR_TEAM1-1);
1359         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1360         if(numteams >= 3)
1361                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1362         if(numteams >= 4)
1363                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1364 };
1365
1366 void tdm_delayedinit()
1367 {
1368         // if no teams are found, spawn defaults
1369         if (find(world, classname, "tdm_team") == world)
1370                 tdm_spawnteams();
1371 };
1372
1373 void tdm_init()
1374 {
1375         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1376 };