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