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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
1 string cache_mutatormsg;
2 string cache_lastmutatormsg;
3
4 // client counts for each team
5 float c1, c2, c3, c4;
6 // # of bots on those teams
7 float cb1, cb2, cb3, cb4;
8
9 float audit_teams_time;
10
11 float IsTeamBalanceForced()
12 {
13         if(intermission_running)
14                 return 0; // no rebalancing whatsoever please
15         if(!teams_matter)
16                 return 0;
17         if(autocvar_g_campaign)
18                 return 0;
19         if(autocvar_bot_vs_human && (c3==-1 && c4==-1))
20                 return 0;
21         if(!autocvar_g_balance_teams_force)
22                 return -1;
23         return 1;
24 }
25
26 void TeamchangeFrags(entity e)
27 {
28         PlayerScore_Clear(e);
29 }
30
31 vector TeamColor(float teem)
32 {
33         switch(teem)
34         {
35                 case COLOR_TEAM1:
36                         return '1 0.0625 0.0625';
37                 case COLOR_TEAM2:
38                         return '0.0625 0.0625 1';
39                 case COLOR_TEAM3:
40                         return '1 1 0.0625';
41                 case COLOR_TEAM4:
42                         return '1 0.0625 1';
43                 default:
44                         return '1 1 1';
45         }
46 }
47
48 string TeamName(float t)
49 {
50         return strcat(Team_ColorName(t), " Team");
51 }
52 string ColoredTeamName(float t)
53 {
54         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
55 }
56 string TeamNoName(float t)
57 {
58         // fixme: Search for team entities and get their .netname's!
59         if(t == 1)
60                 return "Red Team";
61         if(t == 2)
62                 return "Blue Team";
63         if(t == 3)
64                 return "Yellow Team";
65         if(t == 4)
66                 return "Pink Team";
67         return "Neutral Team";
68 }
69
70 void dom_init();
71 void ctf_init();
72 void runematch_init();
73 void tdm_init();
74 void nb_init();
75 void entcs_init();
76
77 void LogTeamchange(float player_id, float team_number, float type)
78 {
79         if(!autocvar_sv_eventlog)
80                 return;
81
82         if(player_id < 1)
83                 return;
84
85         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
86 }
87
88 void WriteGameCvars()
89 {
90         cvar_set("g_dm", ftos(g_dm));
91         cvar_set("g_tdm", ftos(g_tdm));
92         cvar_set("g_domination", ftos(g_domination));
93         cvar_set("g_ctf", ftos(g_ctf));
94         cvar_set("g_runematch", ftos(g_runematch));
95         cvar_set("g_lms", ftos(g_lms));
96         cvar_set("g_arena", ftos(g_arena));
97         cvar_set("g_ca", ftos(g_ca));
98         cvar_set("g_keyhunt", ftos(g_keyhunt));
99         cvar_set("g_assault", ftos(g_assault));
100         cvar_set("g_onslaught", ftos(g_onslaught));
101         cvar_set("g_race", ftos(g_race));
102         cvar_set("g_nexball", ftos(g_nexball));
103         cvar_set("g_cts", ftos(g_cts));
104         cvar_set("g_freezetag", ftos(g_freezetag));
105         cvar_set("g_keepaway", ftos(g_keepaway));
106 }
107
108 void ReadGameCvars()
109 {
110         float found;
111         float prev;
112         float i;
113
114         found = 0;
115         prev = autocvar_gamecfg;
116         for(i = 0; i < 2; ++i)
117         {
118 //#NO AUTOCVARS START
119                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
120                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
121                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
122                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
123                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
124                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
125                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
126                 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
127                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
128                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
129                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
130                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
131                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
132                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
133                 found += (g_freezetag = (!found && (prev != GAME_FREEZETAG) && cvar("g_freezetag")));
134                 found += (g_keepaway = (!found && (prev != GAME_KEEPAWAY) && cvar("g_keepaway")));
135 //#NO AUTOCVARS END
136
137                 if(found)
138                         break;
139
140                 prev = -1; // second attempt takes place WITHOUT prev set
141         }
142
143         if(!found)
144                 g_dm = 1;
145
146         if(g_dm && autocvar_deathmatch_force_teamplay)
147         {
148                 g_dm = 0;
149                 g_tdm = 1;
150         }
151
152         teams_matter = 0;
153 }
154
155 void default_delayedinit()
156 {
157         if(!scores_initialized)
158                 ScoreRules_generic();
159 }
160
161 void ActivateTeamplay()
162 {
163         serverflags |= SERVERFLAG_TEAMPLAY;
164         teams_matter = 1;
165 }
166
167 void InitGameplayMode()
168 {
169         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
170
171         qualifying_override = -1;
172
173         VoteReset();
174
175         teams_matter = 0;
176
177         // make sure only ONE type is selected
178         ReadGameCvars();
179         WriteGameCvars();
180
181         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
182         get_mi_min_max(1);
183         world.mins = mi_min;
184         world.maxs = mi_max;
185
186         MapInfo_LoadMapSettings(mapname);
187
188         if not(cvar_value_issafe(world.fog))
189         {
190                 print("The current map contains a potentially harmful fog setting, ignored\n");
191                 world.fog = string_null;
192         }
193         if(MapInfo_Map_fog != "")
194                 if(MapInfo_Map_fog == "none")
195                         world.fog = string_null;
196                 else
197                         world.fog = strzone(MapInfo_Map_fog);
198         clientstuff = strzone(MapInfo_Map_clientstuff);
199
200         MapInfo_ClearTemps();
201
202         // in case mapinfo switched the type
203         ReadGameCvars();
204
205         // set both here, gamemode can override it later
206         timelimit_override = autocvar_timelimit_override;
207         fraglimit_override = autocvar_fraglimit_override;
208         leadlimit_override = autocvar_leadlimit_override;
209
210         if(g_dm)
211         {
212                 game = GAME_DEATHMATCH;
213                 gamemode_name = "Deathmatch";
214         }
215
216         if(g_tdm)
217         {
218                 game = GAME_TEAM_DEATHMATCH;
219                 gamemode_name = "Team Deathmatch";
220                 ActivateTeamplay();
221                 tdm_init();
222                 if(autocvar_g_tdm_team_spawns)
223                         have_team_spawns = -1; // request team spawns
224         }
225
226         if(g_domination)
227         {
228                 game = GAME_DOMINATION;
229                 gamemode_name = "Domination";
230                 ActivateTeamplay();
231                 fraglimit_override = autocvar_g_domination_point_limit;
232                 leadlimit_override = autocvar_g_domination_point_leadlimit;
233                 dom_init();
234                 have_team_spawns = -1; // request team spawns
235         }
236
237         if(g_ctf)
238         {
239                 game = GAME_CTF;
240                 gamemode_name = "Capture the Flag";
241                 ActivateTeamplay();
242                 g_ctf_ignore_frags = autocvar_g_ctf_ignore_frags;
243                 if(autocvar_g_ctf_win_mode == 2)
244                 {
245                         fraglimit_override = autocvar_g_ctf_capture_limit;
246                         leadlimit_override = autocvar_g_ctf_capture_leadlimit;
247                 }
248                 else
249                 {
250                         fraglimit_override = autocvar_capturelimit_override;
251                         leadlimit_override = autocvar_captureleadlimit_override;
252                 }
253                 ctf_init();
254                 have_team_spawns = -1; // request team spawns
255         }
256
257         if(g_runematch)
258         {
259                 game = GAME_RUNEMATCH;
260                 gamemode_name = "Rune Match";
261                 if(autocvar_deathmatch_force_teamplay)
262                         ActivateTeamplay();
263                 fraglimit_override = autocvar_g_runematch_point_limit;
264                 leadlimit_override = autocvar_g_runematch_point_leadlimit;
265                 runematch_init();
266         }
267
268         if(g_lms)
269         {
270                 game = GAME_LMS;
271                 gamemode_name = "Last Man Standing";
272                 fraglimit_override = autocvar_g_lms_lives_override;
273                 leadlimit_override = 0; // not supported by LMS
274                 if(fraglimit_override == 0)
275                         fraglimit_override = -1;
276                 lms_lowest_lives = 9999;
277                 lms_next_place = 0;
278                 ScoreRules_lms();
279         }
280
281         if(g_arena)
282         {
283                 game = GAME_ARENA;
284                 gamemode_name = "Arena";
285                 fraglimit_override = autocvar_g_arena_point_limit;
286                 leadlimit_override = autocvar_g_arena_point_leadlimit;
287                 maxspawned = autocvar_g_arena_maxspawned;
288                 if(maxspawned < 2)
289                         maxspawned = 2;
290                 arena_roundbased = autocvar_g_arena_roundbased;
291         }
292
293         if(g_ca)
294         {
295                 game = GAME_CA;
296                 gamemode_name = "Clan Arena";
297                 ActivateTeamplay();
298                 fraglimit_override = autocvar_g_ca_point_limit;
299                 leadlimit_override = autocvar_g_ca_point_leadlimit;
300                 precache_sound("ctf/red_capture.wav");
301                 precache_sound("ctf/blue_capture.wav");
302         }
303         if(g_keyhunt)
304         {
305                 game = GAME_KEYHUNT;
306                 gamemode_name = "Key Hunt";
307                 ActivateTeamplay();
308                 fraglimit_override = autocvar_g_keyhunt_point_limit;
309                 leadlimit_override = autocvar_g_keyhunt_point_leadlimit;
310                 MUTATOR_ADD(gamemode_keyhunt);
311         }
312
313         if(g_freezetag)
314         {
315                 game = GAME_FREEZETAG;
316                 gamemode_name = "Freeze Tag";
317                 ActivateTeamplay();
318                 fraglimit_override = autocvar_g_freezetag_point_limit;
319                 leadlimit_override = autocvar_g_freezetag_point_leadlimit;
320                 MUTATOR_ADD(gamemode_freezetag);
321         }
322
323         if(g_assault)
324         {
325                 game = GAME_ASSAULT;
326                 gamemode_name = "Assault";
327                 ActivateTeamplay();
328                 ScoreRules_assault();
329                 have_team_spawns = -1; // request team spawns
330         }
331
332         if(g_onslaught)
333         {
334                 game = GAME_ONSLAUGHT;
335                 gamemode_name = "Onslaught";
336                 ActivateTeamplay();
337                 have_team_spawns = -1; // request team spawns
338         }
339
340         if(g_race)
341         {
342                 game = GAME_RACE;
343                 gamemode_name = "Race";
344
345                 if(autocvar_g_race_teams)
346                 {
347                         ActivateTeamplay();
348                         race_teams = bound(2, autocvar_g_race_teams, 4);
349                         have_team_spawns = -1; // request team spawns
350                 }
351                 else
352                         race_teams = 0;
353
354                 qualifying_override = autocvar_g_race_qualifying_timelimit_override;
355                 fraglimit_override = autocvar_g_race_laps_limit;
356                 leadlimit_override = 0; // currently not supported by race
357         }
358
359         if(g_cts)
360         {
361                 game = GAME_CTS;
362                 gamemode_name = "CTS";
363                 g_race_qualifying = 1;
364                 fraglimit_override = 0;
365                 leadlimit_override = 0;
366         }
367
368         if(g_nexball)
369         {
370                 game = GAME_NEXBALL;
371                 gamemode_name = "Nexball";
372                 fraglimit_override = autocvar_g_nexball_goallimit;
373                 leadlimit_override = autocvar_g_nexball_goalleadlimit;
374                 ActivateTeamplay();
375                 nb_init();
376                 have_team_spawns = -1; // request team spawns
377         }
378
379         if(g_keepaway)
380         {
381                 game = GAME_KEEPAWAY;
382                 gamemode_name = "Keepaway";
383                 MUTATOR_ADD(gamemode_keepaway);
384         }
385
386         if(teams_matter)
387                 entcs_init();
388
389         // save it (for the next startup)
390         cvar_set("gamecfg", ftos(game));
391
392         cache_mutatormsg = strzone("");
393         cache_lastmutatormsg = strzone("");
394
395         // enforce the server's universal frag/time limits
396         if(!autocvar_g_campaign)
397         {
398                 if(fraglimit_override >= 0)
399                         cvar_set("fraglimit", ftos(fraglimit_override));
400                 if(timelimit_override >= 0)
401                         cvar_set("timelimit", ftos(timelimit_override));
402                 if(leadlimit_override >= 0)
403                         cvar_set("leadlimit", ftos(leadlimit_override));
404                 if(qualifying_override >= 0)
405                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
406         }
407
408         if(g_race)
409         {
410                 // we need to find out the correct value for g_race_qualifying
411                 if(autocvar_g_campaign)
412                 {
413                         g_race_qualifying = 1;
414                 }
415                 else if(!autocvar_g_campaign && autocvar_g_race_qualifying_timelimit > 0)
416                 {
417                         g_race_qualifying = 2;
418                         race_fraglimit = autocvar_fraglimit;
419                         race_leadlimit = autocvar_leadlimit;
420                         race_timelimit = autocvar_timelimit;
421                         cvar_set("fraglimit", "0");
422                         cvar_set("leadlimit", "0");
423                         cvar_set("timelimit", ftos(autocvar_g_race_qualifying_timelimit));
424                 }
425                 else
426                         g_race_qualifying = 0;
427         }
428
429         if(g_race || g_cts)
430         {
431                 if(g_race_qualifying)
432                         independent_players = 1;
433
434                 ScoreRules_race();
435         }
436
437         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
438 }
439
440 string GetClientVersionMessage() {
441         local string versionmsg;
442         if (self.version_mismatch) {
443                 if(self.version < autocvar_gameversion) {
444                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
445                 } else {
446                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
447                 }
448         } else {
449                 versionmsg = "^2client version and server version are compatible.^8";
450         }
451         return versionmsg;
452 }
453
454
455 void PrintWelcomeMessage(entity pl)
456 {
457         string s, modifications, motd;
458
459         if(self.cvar_scr_centertime == 0) return;
460
461         if(autocvar_g_campaign)
462         {
463                 if(self.classname == "player" && !self.BUTTON_INFO)
464                         return;
465         }
466         else
467         {
468                 if((time - self.jointime) > autocvar_welcome_message_time && !self.BUTTON_INFO)
469                         return;
470         }
471
472         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
473                 if(self.welcomemessage_time > time) return;
474                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
475         }
476
477         if(autocvar_g_campaign)
478         {
479                 centerprint(pl, campaign_message);
480                 return;
481         }
482
483 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
484         if(!self.BUTTON_INFO)
485         {
486                 // TODO get rid of this too
487                 local string specString;
488                 specString = NEWLINES;
489                 //if(time < game_starttime) //also show the countdown when being a spectator
490                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
491                 //else
492                 if (timeoutStatus != 0)
493                         specString = strcat(specString, "\n\n", getTimeoutText(1));
494                 else
495                 {
496                         if(self.classname == "player")
497                                 return;
498                         goto normal;
499                 }
500                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
501         }
502
503 :normal
504         ret_string = "";
505         MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
506         modifications = ret_string;
507         
508         if(g_minstagib)
509                 modifications = strcat(modifications, ", MinstaGib");
510         if(g_weaponarena)
511         {
512                 if(g_weaponarena_random)
513                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
514                 else
515                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
516         }
517         if(autocvar_g_start_weapon_laser == 0)
518                 modifications = strcat(modifications, ", No start weapons");
519         if(autocvar_sv_gravity < 800)
520                 modifications = strcat(modifications, ", Low gravity");
521         if(g_cloaked)
522                 modifications = strcat(modifications, ", Cloaked");
523         if(g_grappling_hook)
524                 modifications = strcat(modifications, ", Hook");
525         if(g_midair)
526                 modifications = strcat(modifications, ", Midair");
527         if(g_pinata)
528                 modifications = strcat(modifications, ", Pinata");
529         if(g_weapon_stay)
530                 modifications = strcat(modifications, ", Weapons stay");
531         if(g_bloodloss > 0)
532                 modifications = strcat(modifications, ", Bloodloss");
533         if(g_jetpack)
534                 modifications = strcat(modifications, ", Jet pack");
535         modifications = substring(modifications, 2, strlen(modifications) - 2);
536
537         local string versionmessage;
538         versionmessage = GetClientVersionMessage();
539
540         s = strcat(s, NEWLINES, "This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
541         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
542
543         if(modifications != "")
544                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
545
546         if(timeoutStatus != 0)
547                 s = strcat(s, "\n\n", getTimeoutText(1));
548
549         if (g_grappling_hook)
550                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
551
552         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
553         {
554                 if(cache_lastmutatormsg)
555                         strunzone(cache_lastmutatormsg);
556                 if(cache_mutatormsg)
557                         strunzone(cache_mutatormsg);
558                 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
559                 cache_mutatormsg = strzone(cache_lastmutatormsg);
560         }
561
562         if (cache_mutatormsg != "") {
563                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
564         }
565
566         motd = autocvar_sv_motd;
567         if (motd != "") {
568                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
569         }
570         s = strcat(s, "\n");
571
572         centerprint(pl, s);
573 }
574
575
576 void SetPlayerColors(entity pl, float _color)
577 {
578         /*string s;
579         s = ftos(cl);
580         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
581         pl.team = cl + 1;
582         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
583         pl.clientcolors = 16*cl + cl;*/
584
585         float pants, shirt;
586         pants = _color & 0x0F;
587         shirt = _color & 0xF0;
588
589
590         if(teams_matter) {
591                 setcolor(pl, 16*pants + pants);
592         } else {
593                 setcolor(pl, shirt + pants);
594         }
595 }
596
597 void SetPlayerTeam(entity pl, float t, float s, float noprint)
598 {
599         float _color;
600
601         if(t == 4)
602                 _color = COLOR_TEAM4 - 1;
603         else if(t == 3)
604                 _color = COLOR_TEAM3 - 1;
605         else if(t == 2)
606                 _color = COLOR_TEAM2 - 1;
607         else
608                 _color = COLOR_TEAM1 - 1;
609
610         SetPlayerColors(pl,_color);
611
612         if(t != s) {
613                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
614
615                 if(!noprint)
616                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
617         }
618
619 }
620
621 // set c1...c4 to show what teams are allowed
622 void CheckAllowedTeams (entity for_whom)
623 {
624         float dm;
625         entity head;
626         string teament_name;
627
628         c1 = c2 = c3 = c4 = -1;
629         cb1 = cb2 = cb3 = cb4 = 0;
630
631         if(autocvar_g_campaign && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
632         {
633                 c1 = 0; // only allow RED team for player joining
634         }
635         else if(g_onslaught)
636         {
637                 // onslaught is special
638                 head = findchain(classname, "onslaught_generator");
639                 while (head)
640                 {
641                         if (head.team == COLOR_TEAM1) c1 = 0;
642                         if (head.team == COLOR_TEAM2) c2 = 0;
643                         if (head.team == COLOR_TEAM3) c3 = 0;
644                         if (head.team == COLOR_TEAM4) c4 = 0;
645                         head = head.chain;
646                 }
647         }
648         else if(g_domination)
649                 teament_name = "dom_team";
650         else if(g_ctf)
651                 teament_name = "ctf_team";
652         else if(g_tdm)
653                 teament_name = "tdm_team";
654         else if(g_nexball)
655                 teament_name = "nexball_team";
656         else if(g_assault)
657                 c1 = c2 = 0; // Assault always has 2 teams
658         else
659         {
660                 // cover anything else by treating it like tdm with no teams spawned
661                 if(g_race)
662                         dm = race_teams;
663                 else
664                         dm = 2;
665
666                 ret_float = dm;
667                 MUTATOR_CALLHOOK(GetTeamCount);
668                 dm = ret_float;
669
670                 if(dm >= 4)
671                         c1 = c2 = c3 = c4 = 0;
672                 else if(dm >= 3)
673                         c1 = c2 = c3 = 0;
674                 else
675                         c1 = c2 = 0;
676         }
677
678         // find out what teams are allowed if necessary
679         if(teament_name)
680         {
681                 head = find(world, classname, teament_name);
682                 while(head)
683                 {
684                         if(!(g_domination && head.netname == ""))
685                         {
686                                 if(head.team == COLOR_TEAM1)
687                                         c1 = 0;
688                                 else if(head.team == COLOR_TEAM2)
689                                         c2 = 0;
690                                 else if(head.team == COLOR_TEAM3)
691                                         c3 = 0;
692                                 else if(head.team == COLOR_TEAM4)
693                                         c4 = 0;
694                         }
695                         head = find(head, classname, teament_name);
696                 }
697         }
698
699         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
700         if(c3==-1 && c4==-1)
701         if(autocvar_bot_vs_human && for_whom)
702         {
703                 if(autocvar_bot_vs_human > 0)
704                 {
705                         // bots are all blue
706                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
707                                 c1 = c3 = c4 = -1;
708                         else
709                                 c2 = -1;
710                 }
711                 else
712                 {
713                         // bots are all red
714                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
715                                 c2 = c3 = c4 = -1;
716                         else
717                                 c1 = -1;
718                 }
719         }
720
721         // if player has a forced team, ONLY allow that one
722         if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
723                 c2 = c3 = c4 = -1;
724         else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
725                 c1 = c3 = c4 = -1;
726         else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
727                 c1 = c2 = c4 = -1;
728         else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
729                 c1 = c2 = c3 = -1;
730 }
731
732 float PlayerValue(entity p)
733 {
734         if(IsTeamBalanceForced() == 1)
735                 return 1;
736         return 1;
737         // FIXME: it always returns 1...
738 }
739
740 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
741 // teams that are allowed will now have their player counts stored in c1...c4
742 void GetTeamCounts(entity ignore)
743 {
744         entity head;
745         float value, bvalue;
746         // now count how many players are on each team already
747
748         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
749         // also remember the lowest-scoring player
750
751         FOR_EACH_PLAYER(head)
752         {
753                 if(head != ignore)// && head.netname != "")
754                 {
755                         value = PlayerValue(head);
756                         if(clienttype(head) == CLIENTTYPE_BOT)
757                                 bvalue = value;
758                         else
759                                 bvalue = 0;
760                         if(head.team == COLOR_TEAM1)
761                         {
762                                 if(c1 >= 0)
763                                 {
764                                         c1 = c1 + value;
765                                         cb1 = cb1 + bvalue;
766                                 }
767                         }
768                         if(head.team == COLOR_TEAM2)
769                         {
770                                 if(c2 >= 0)
771                                 {
772                                         c2 = c2 + value;
773                                         cb2 = cb2 + bvalue;
774                                 }
775                         }
776                         if(head.team == COLOR_TEAM3)
777                         {
778                                 if(c3 >= 0)
779                                 {
780                                         c3 = c3 + value;
781                                         cb3 = cb3 + bvalue;
782                                 }
783                         }
784                         if(head.team == COLOR_TEAM4)
785                         {
786                                 if(c4 >= 0)
787                                 {
788                                         c4 = c4 + value;
789                                         cb4 = cb4 + bvalue;
790                                 }
791                         }
792                 }
793         }
794 }
795
796 // returns # of smallest team (1, 2, 3, 4)
797 // NOTE: Assumes CheckAllowedTeams has already been called!
798 float FindSmallestTeam(entity pl, float ignore_pl)
799 {
800         float totalteams, balance_type, maxc;
801         totalteams = 0;
802
803         // find out what teams are available
804         //CheckAllowedTeams();
805
806         // make sure there are at least 2 teams to join
807         if(c1 >= 0)
808                 totalteams = totalteams + 1;
809         if(c2 >= 0)
810                 totalteams = totalteams + 1;
811         if(c3 >= 0)
812                 totalteams = totalteams + 1;
813         if(c4 >= 0)
814                 totalteams = totalteams + 1;
815
816         if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
817                 totalteams += 1;
818
819         if(totalteams <= 1)
820         {
821                 if(autocvar_g_campaign && pl && clienttype(pl) == CLIENTTYPE_REAL)
822                         return 1; // special case for campaign and player joining
823                 else if(g_domination)
824                         error("Too few teams available for domination\n");
825                 else if(g_ctf)
826                         error("Too few teams available for ctf\n");
827                 else if(g_keyhunt)
828                         error("Too few teams available for key hunt\n");
829                 else if(g_freezetag)
830                         error("Too few teams available for freeze tag\n");
831                 else
832                         error("Too few teams available for team deathmatch\n");
833         }
834
835         // count how many players are in each team
836         if(ignore_pl)
837                 GetTeamCounts(pl);
838         else
839                 GetTeamCounts(world);
840
841         // c1...c4 now have counts of each team
842         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
843
844         // 2 gives priority to what team you're already on, 1 goes in order
845         // 2 doesn't seem to work though...
846         balance_type = 1;
847
848         if(bots_would_leave)
849         //if(pl.classname != "player")
850         if(clienttype(pl) != CLIENTTYPE_BOT)
851         {
852                 c1 -= cb1 * 255.0/256.0;
853                 c2 -= cb2 * 255.0/256.0;
854                 c3 -= cb3 * 255.0/256.0;
855                 c4 -= cb4 * 255.0/256.0;
856         }
857         maxc = max4(c1, c2, c3, c4);
858
859         RandomSelection_Init();
860         if(balance_type == 1)
861         {
862                 // 1: use team count, then score (note: can only use 8 significant bits of score)
863                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
864                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
865                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
866                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
867         }
868         else if(balance_type == 2)
869         {
870                 // 1: use team count, if equal prefer own team
871                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
872                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
873                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
874                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
875         }
876         else if(balance_type == 3)
877         {
878                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
879                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
880                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
881                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
882                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
883         }
884         return RandomSelection_chosen_float;
885 }
886
887 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
888 {
889         float smallest, selectedteam;
890
891         // don't join a team if we're not playing a team game
892         if(!teams_matter)
893                 return 0;
894
895         // find out what teams are available
896         CheckAllowedTeams(pl);
897
898         // if we want the player in a certain team for campaign, force him there
899         if(autocvar_g_campaign)
900         if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
901         {
902                 switch(autocvar_g_campaign_forceteam)
903                 {
904                         case 1:
905                                 SetPlayerColors(pl, COLOR_TEAM1 - 1);
906                                 LogTeamchange(pl.playerid, pl.team, 2);
907                                 return COLOR_TEAM1;
908                         case 2:
909                                 SetPlayerColors(pl, COLOR_TEAM2 - 1);
910                                 LogTeamchange(pl.playerid, pl.team, 2);
911                                 return COLOR_TEAM2;
912                         case 3:
913                                 SetPlayerColors(pl, COLOR_TEAM3 - 1);
914                                 LogTeamchange(pl.playerid, pl.team, 2);
915                                 return COLOR_TEAM3;
916                         case 4:
917                                 SetPlayerColors(pl, COLOR_TEAM4 - 1);
918                                 LogTeamchange(pl.playerid, pl.team, 2);
919                                 return COLOR_TEAM4;
920                         default:
921                                 break;
922                 }
923         }
924
925         // if we don't care what team he ends up on, put him on whatever team he entered as.
926         // if he's not on a valid team, then let other code put him on the smallest team
927         if(!forcebestteam)
928         {
929                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
930                         selectedteam = pl.team;
931                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
932                         selectedteam = pl.team;
933                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
934                         selectedteam = pl.team;
935                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
936                         selectedteam = pl.team;
937                 else
938                         selectedteam = -1;
939
940                 if(selectedteam > 0)
941                 {
942                         if(!only_return_best)
943                         {
944                                 SetPlayerColors(pl, selectedteam - 1);
945
946                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
947                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
948                                 LogTeamchange(pl.playerid, pl.team, 99);
949                         }
950                         return selectedteam;
951                 }
952                 // otherwise end up on the smallest team (handled below)
953         }
954
955         smallest = FindSmallestTeam(pl, TRUE);
956
957         if(!only_return_best && !pl.bot_forced_team)
958         {
959                 TeamchangeFrags(self);
960                 if(smallest == 1)
961                 {
962                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
963                 }
964                 else if(smallest == 2)
965                 {
966                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
967                 }
968                 else if(smallest == 3)
969                 {
970                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
971                 }
972                 else if(smallest == 4)
973                 {
974                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
975                 }
976                 else
977                 {
978                         error("smallest team: invalid team\n");
979                 }
980
981                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
982
983                 if(pl.deadflag == DEAD_NO)
984                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
985         }
986
987         return smallest;
988 }
989
990 //void() ctf_playerchanged;
991 void SV_ChangeTeam(float _color)
992 {
993         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
994
995         // in normal deathmatch we can just apply the color and we're done
996         if(!teams_matter) {
997                 SetPlayerColors(self, _color);
998                 return;
999         }
1000
1001         scolor = self.clientcolors & 0x0F;
1002         dcolor = _color & 0x0F;
1003
1004         if(scolor == COLOR_TEAM1 - 1)
1005                 steam = 1;
1006         else if(scolor == COLOR_TEAM2 - 1)
1007                 steam = 2;
1008         else if(scolor == COLOR_TEAM3 - 1)
1009                 steam = 3;
1010         else // if(scolor == COLOR_TEAM4 - 1)
1011                 steam = 4;
1012         if(dcolor == COLOR_TEAM1 - 1)
1013                 dteam = 1;
1014         else if(dcolor == COLOR_TEAM2 - 1)
1015                 dteam = 2;
1016         else if(dcolor == COLOR_TEAM3 - 1)
1017                 dteam = 3;
1018         else // if(dcolor == COLOR_TEAM4 - 1)
1019                 dteam = 4;
1020
1021         CheckAllowedTeams(self);
1022
1023         if(dteam == 1 && c1 < 0) dteam = 4;
1024         if(dteam == 4 && c4 < 0) dteam = 3;
1025         if(dteam == 3 && c3 < 0) dteam = 2;
1026         if(dteam == 2 && c2 < 0) dteam = 1;
1027
1028         // not changing teams
1029         if(scolor == dcolor)
1030         {
1031                 //bprint("same team change\n");
1032                 SetPlayerTeam(self, dteam, steam, TRUE);
1033                 return;
1034         }
1035
1036         if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
1037                 sprint(self, "Team changes not allowed\n");
1038                 return; // changing teams is not allowed
1039         }
1040
1041         if(autocvar_g_balance_teams_prevent_imbalance)
1042         {
1043                 // only allow changing to a smaller or equal size team
1044
1045                 // find out what teams are available
1046                 //CheckAllowedTeams();
1047                 // count how many players on each team
1048                 GetTeamCounts(world);
1049
1050                 // get desired team
1051                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1052                 {
1053                         dcount = c1;
1054                         dbotcount = cb1;
1055                 }
1056                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1057                 {
1058                         dcount = c2;
1059                         dbotcount = cb2;
1060                 }
1061                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1062                 {
1063                         dcount = c3;
1064                         dbotcount = cb3;
1065                 }
1066                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1067                 {
1068                         dcount = c4;
1069                         dbotcount = cb4;
1070                 }
1071                 else
1072                 {
1073                         sprint(self, "Cannot change to an invalid team\n");
1074
1075                         return;
1076                 }
1077
1078                 // get starting team
1079                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1080                         scount = c1;
1081                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1082                         scount = c2;
1083                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1084                         scount = c3;
1085                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1086                         scount = c4;
1087
1088                 if(scount) // started at a valid, nonempty team
1089                 {
1090                         // check if we're trying to change to a larger team that doens't have bots to swap with
1091                         if(dcount >= scount && dbotcount <= 0)
1092                         {
1093                                 sprint(self, "Cannot change to a larger team\n");
1094                                 return; // can't change to a larger team
1095                         }
1096                 }
1097         }
1098
1099 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1100
1101         if(self.classname == "player" && steam != dteam)
1102         {
1103                 // reduce frags during a team change
1104                 TeamchangeFrags(self);
1105         }
1106
1107         SetPlayerTeam(self, dteam, steam, FALSE);
1108
1109         if(self.classname == "player" && steam != dteam)
1110         {
1111                 // kill player when changing teams
1112                 if(self.deadflag == DEAD_NO)
1113                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1114         }
1115         //ctf_playerchanged();
1116 }
1117
1118 void ShufflePlayerOutOfTeam (float source_team)
1119 {
1120         float smallestteam, smallestteam_count, steam;
1121         float lowest_bot_score, lowest_player_score;
1122         entity head, lowest_bot, lowest_player, selected;
1123
1124         smallestteam = 0;
1125         smallestteam_count = 999999999;
1126
1127         if(c1 >= 0 && c1 < smallestteam_count)
1128         {
1129                 smallestteam = 1;
1130                 smallestteam_count = c1;
1131         }
1132         if(c2 >= 0 && c2 < smallestteam_count)
1133         {
1134                 smallestteam = 2;
1135                 smallestteam_count = c2;
1136         }
1137         if(c3 >= 0 && c3 < smallestteam_count)
1138         {
1139                 smallestteam = 3;
1140                 smallestteam_count = c3;
1141         }
1142         if(c4 >= 0 && c4 < smallestteam_count)
1143         {
1144                 smallestteam = 4;
1145                 smallestteam_count = c4;
1146         }
1147
1148         if(!smallestteam)
1149         {
1150                 bprint("warning: no smallest team\n");
1151                 return;
1152         }
1153
1154         if(source_team == 1)
1155                 steam = COLOR_TEAM1;
1156         else if(source_team == 2)
1157                 steam = COLOR_TEAM2;
1158         else if(source_team == 3)
1159                 steam = COLOR_TEAM3;
1160         else if(source_team == 4)
1161                 steam = COLOR_TEAM4;
1162
1163         lowest_bot = world;
1164         lowest_bot_score = 999999999;
1165         lowest_player = world;
1166         lowest_player_score = 999999999;
1167
1168         // find the lowest-scoring player & bot of that team
1169         FOR_EACH_PLAYER(head)
1170         {
1171                 if(head.team == steam)
1172                 {
1173                         if(head.isbot)
1174                         {
1175                                 if(head.totalfrags < lowest_bot_score)
1176                                 {
1177                                         lowest_bot = head;
1178                                         lowest_bot_score = head.totalfrags;
1179                                 }
1180                         }
1181                         else
1182                         {
1183                                 if(head.totalfrags < lowest_player_score)
1184                                 {
1185                                         lowest_player = head;
1186                                         lowest_player_score = head.totalfrags;
1187                                 }
1188                         }
1189                 }
1190         }
1191
1192         // prefers to move a bot...
1193         if(lowest_bot != world)
1194                 selected = lowest_bot;
1195         // but it will move a player if it has to
1196         else
1197                 selected = lowest_player;
1198         // don't do anything if it couldn't find anyone
1199         if(!selected)
1200         {
1201                 bprint("warning: couldn't find a player to move from team\n");
1202                 return;
1203         }
1204
1205         // smallest team gains a member
1206         if(smallestteam == 1)
1207         {
1208                 c1 = c1 + 1;
1209         }
1210         else if(smallestteam == 2)
1211         {
1212                 c2 = c2 + 1;
1213         }
1214         else if(smallestteam == 3)
1215         {
1216                 c3 = c3 + 1;
1217         }
1218         else if(smallestteam == 4)
1219         {
1220                 c4 = c4 + 1;
1221         }
1222         else
1223         {
1224                 bprint("warning: destination team invalid\n");
1225                 return;
1226         }
1227         // source team loses a member
1228         if(source_team == 1)
1229         {
1230                 c1 = c1 + 1;
1231         }
1232         else if(source_team == 2)
1233         {
1234                 c2 = c2 + 2;
1235         }
1236         else if(source_team == 3)
1237         {
1238                 c3 = c3 + 3;
1239         }
1240         else if(source_team == 4)
1241         {
1242                 c4 = c4 + 4;
1243         }
1244         else
1245         {
1246                 bprint("warning: source team invalid\n");
1247                 return;
1248         }
1249
1250         // move the player to the new team
1251         TeamchangeFrags(selected);
1252         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1253
1254         if(selected.deadflag == DEAD_NO)
1255                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1256         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1257 }
1258
1259 void CauseRebalance(float source_team, float howmany_toomany)
1260 {
1261         if(IsTeamBalanceForced() == 1)
1262         {
1263                 bprint("Rebalancing Teams\n");
1264                 ShufflePlayerOutOfTeam(source_team);
1265         }
1266 }
1267
1268 // part of g_balance_teams_force
1269 // occasionally perform an audit of the teams to make
1270 // sure they're more or less balanced in player count.
1271 void AuditTeams()
1272 {
1273         float numplayers, numteams, smallest, toomany;
1274         float balance;
1275         balance = IsTeamBalanceForced();
1276         if(balance == 0)
1277                 return;
1278
1279         if(audit_teams_time > time)
1280                 return;
1281
1282         audit_teams_time = time + 4 + random();
1283
1284 //      bprint("Auditing teams\n");
1285
1286         CheckAllowedTeams(world);
1287         GetTeamCounts(world);
1288
1289
1290         numteams = numplayers = smallest = 0;
1291         if(c1 >= 0)
1292         {
1293                 numteams = numteams + 1;
1294                 numplayers = numplayers + c1;
1295                 smallest = c1;
1296         }
1297         if(c2 >= 0)
1298         {
1299                 numteams = numteams + 1;
1300                 numplayers = numplayers + c2;
1301                 if(c2 < smallest)
1302                         smallest = c2;
1303         }
1304         if(c3 >= 0)
1305         {
1306                 numteams = numteams + 1;
1307                 numplayers = numplayers + c3;
1308                 if(c3 < smallest)
1309                         smallest = c3;
1310         }
1311         if(c4 >= 0)
1312         {
1313                 numteams = numteams + 1;
1314                 numplayers = numplayers + c4;
1315                 if(c4 < smallest)
1316                         smallest = c4;
1317         }
1318
1319         if(numplayers <= 0)
1320                 return; // no players to move around
1321         if(numteams < 2)
1322                 return; // don't bother shuffling if for some reason there aren't any teams
1323
1324         toomany = smallest + 1;
1325
1326         if(c1 && c1 > toomany)
1327                 CauseRebalance(1, c1 - toomany);
1328         if(c2 && c2 > toomany)
1329                 CauseRebalance(2, c2 - toomany);
1330         if(c3 && c3 > toomany)
1331                 CauseRebalance(3, c3 - toomany);
1332         if(c4 && c4 > toomany)
1333                 CauseRebalance(4, c4 - toomany);
1334
1335         // if teams are still unbalanced, balance them further in the next audit,
1336         // which will happen sooner (keep doing rapid audits until things are in order)
1337         audit_teams_time = time + 0.7 + random()*0.3;
1338 }
1339
1340 // code from here on is just to support maps that don't have team entities
1341 void tdm_spawnteam (string teamname, float teamcolor)
1342 {
1343         local entity e;
1344         e = spawn();
1345         e.classname = "tdm_team";
1346         e.netname = teamname;
1347         e.cnt = teamcolor;
1348         e.team = e.cnt + 1;
1349 };
1350
1351 // spawn some default teams if the map is not set up for tdm
1352 void tdm_spawnteams()
1353 {
1354         float numteams;
1355
1356         numteams = autocvar_g_tdm_teams_override;
1357         if(numteams < 2)
1358                 numteams = autocvar_g_tdm_teams;
1359         numteams = bound(2, numteams, 4);
1360
1361         tdm_spawnteam("Red", COLOR_TEAM1-1);
1362         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1363         if(numteams >= 3)
1364                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1365         if(numteams >= 4)
1366                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1367 };
1368
1369 void tdm_delayedinit()
1370 {
1371         // if no teams are found, spawn defaults
1372         if (find(world, classname, "tdm_team") == world)
1373                 tdm_spawnteams();
1374 };
1375
1376 void tdm_init()
1377 {
1378         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1379 };