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