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