]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/teamplay.qc
remove unused/unneeded stuff
[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         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 = cvar("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 && cvar("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 = cvar("timelimit_override");
207         fraglimit_override = cvar("fraglimit_override");
208         leadlimit_override = cvar("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(cvar("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 = cvar("g_domination_point_limit");
232                 leadlimit_override = cvar("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                 if(cvar("g_campaign"))
243                         g_ctf_win_mode = 2;
244                 else
245                         g_ctf_win_mode = cvar("g_ctf_win_mode");
246                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
247                 if(g_ctf_win_mode == 2)
248                 {
249                         fraglimit_override = cvar("g_ctf_capture_limit");
250                         leadlimit_override = cvar("g_ctf_capture_leadlimit");
251                 }
252                 else
253                 {
254                         fraglimit_override = cvar("capturelimit_override");
255                         leadlimit_override = cvar("captureleadlimit_override");
256                 }
257                 ctf_init();
258                 have_team_spawns = -1; // request team spawns
259         }
260
261         if(g_runematch)
262         {
263                 game = GAME_RUNEMATCH;
264                 gamemode_name = "Rune Match";
265                 if(cvar("deathmatch_force_teamplay"))
266                         ActivateTeamplay();
267                 fraglimit_override = cvar("g_runematch_point_limit");
268                 leadlimit_override = cvar("g_runematch_point_leadlimit");
269                 runematch_init();
270         }
271
272         if(g_lms)
273         {
274                 game = GAME_LMS;
275                 gamemode_name = "Last Man Standing";
276                 fraglimit_override = cvar("g_lms_lives_override");
277                 leadlimit_override = 0; // not supported by LMS
278                 if(fraglimit_override == 0)
279                         fraglimit_override = -1;
280                 lms_lowest_lives = 9999;
281                 lms_next_place = 0;
282                 ScoreRules_lms();
283         }
284
285         if(g_arena)
286         {
287                 game = GAME_ARENA;
288                 gamemode_name = "Arena";
289                 fraglimit_override = cvar("g_arena_point_limit");
290                 leadlimit_override = cvar("g_arena_point_leadlimit");
291                 maxspawned = cvar("g_arena_maxspawned");
292                 if(maxspawned < 2)
293                         maxspawned = 2;
294                 arena_roundbased = cvar("g_arena_roundbased");
295         }
296
297         if(g_ca)
298         {
299                 game = GAME_CA;
300                 gamemode_name = "Clan Arena";
301                 ActivateTeamplay();
302                 fraglimit_override = cvar("g_ca_point_limit");
303                 leadlimit_override = cvar("g_ca_point_leadlimit");
304                 precache_sound("ctf/red_capture.wav");
305                 precache_sound("ctf/blue_capture.wav");
306         }
307         if(g_keyhunt)
308         {
309                 game = GAME_KEYHUNT;
310                 gamemode_name = "Key Hunt";
311                 ActivateTeamplay();
312                 fraglimit_override = cvar("g_keyhunt_point_limit");
313                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
314                 MUTATOR_ADD(gamemode_keyhunt);
315         }
316
317         if(g_freezetag)
318         {
319                 game = GAME_FREEZETAG;
320                 gamemode_name = "Freeze Tag";
321                 ActivateTeamplay();
322                 fraglimit_override = cvar("g_freezetag_point_limit");
323                 leadlimit_override = cvar("g_freezetag_point_leadlimit");
324                 MUTATOR_ADD(gamemode_freezetag);
325         }
326
327         if(g_assault)
328         {
329                 game = GAME_ASSAULT;
330                 gamemode_name = "Assault";
331                 ActivateTeamplay();
332                 ScoreRules_assault();
333                 have_team_spawns = -1; // request team spawns
334         }
335
336         if(g_onslaught)
337         {
338                 game = GAME_ONSLAUGHT;
339                 gamemode_name = "Onslaught";
340                 ActivateTeamplay();
341                 have_team_spawns = -1; // request team spawns
342         }
343
344         if(g_race)
345         {
346                 game = GAME_RACE;
347                 gamemode_name = "Race";
348
349                 if(cvar("g_race_teams"))
350                 {
351                         ActivateTeamplay();
352                         race_teams = bound(2, cvar("g_race_teams"), 4);
353                         have_team_spawns = -1; // request team spawns
354                 }
355                 else
356                         race_teams = 0;
357
358                 qualifying_override = cvar("g_race_qualifying_timelimit_override");
359                 fraglimit_override = cvar("g_race_laps_limit");
360                 leadlimit_override = 0; // currently not supported by race
361         }
362
363         if(g_cts)
364         {
365                 game = GAME_CTS;
366                 gamemode_name = "CTS";
367                 g_race_qualifying = 1;
368                 fraglimit_override = 0;
369                 leadlimit_override = 0;
370         }
371
372         if(g_nexball)
373         {
374                 game = GAME_NEXBALL;
375                 gamemode_name = "Nexball";
376                 fraglimit_override = cvar("g_nexball_goallimit");
377                 leadlimit_override = cvar("g_nexball_goalleadlimit");
378                 ActivateTeamplay();
379                 nb_init();
380                 have_team_spawns = -1; // request team spawns
381         }
382
383         if(g_keepaway)
384         {
385                 game = GAME_KEEPAWAY;
386                 gamemode_name = "Keepaway";
387                 MUTATOR_ADD(gamemode_keepaway);
388         }
389
390         if(teams_matter)
391                 entcs_init();
392
393         // save it (for the next startup)
394         cvar_set("gamecfg", ftos(game));
395
396         cache_mutatormsg = strzone("");
397         cache_lastmutatormsg = strzone("");
398
399         // enforce the server's universal frag/time limits
400         if(!cvar("g_campaign"))
401         {
402                 if(fraglimit_override >= 0)
403                         cvar_set("fraglimit", ftos(fraglimit_override));
404                 if(timelimit_override >= 0)
405                         cvar_set("timelimit", ftos(timelimit_override));
406                 if(leadlimit_override >= 0)
407                         cvar_set("leadlimit", ftos(leadlimit_override));
408                 if(qualifying_override >= 0)
409                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
410         }
411
412         if(g_race)
413         {
414                 // we need to find out the correct value for g_race_qualifying
415                 if(cvar("g_campaign"))
416                 {
417                         g_race_qualifying = 1;
418                 }
419                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
420                 {
421                         g_race_qualifying = 2;
422                         race_fraglimit = cvar("fraglimit");
423                         race_leadlimit = cvar("leadlimit");
424                         race_timelimit = cvar("timelimit");
425                         cvar_set("fraglimit", "0");
426                         cvar_set("leadlimit", "0");
427                         cvar_set("timelimit", ftos(cvar("g_race_qualifying_timelimit")));
428                 }
429                 else
430                         g_race_qualifying = 0;
431         }
432
433         if(g_race || g_cts)
434         {
435                 if(g_race_qualifying)
436                         independent_players = 1;
437
438                 ScoreRules_race();
439         }
440
441         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
442 }
443
444 string GetClientVersionMessage() {
445         local string versionmsg;
446         if (self.version_mismatch) {
447                 if(self.version < cvar("gameversion")) {
448                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
449                 } else {
450                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
451                 }
452         } else {
453                 versionmsg = "^2client version and server version are compatible.^8";
454         }
455         return versionmsg;
456 }
457
458
459 void PrintWelcomeMessage(entity pl)
460 {
461         string s, modifications, motd;
462
463         if(self.cvar_scr_centertime == 0) return;
464
465         if(cvar("g_campaign"))
466         {
467                 if(self.classname == "player" && !self.BUTTON_INFO)
468                         return;
469         }
470         else
471         {
472                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
473                         return;
474         }
475
476         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
477                 if(self.welcomemessage_time > time) return;
478                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
479         }
480
481         if(cvar("g_campaign"))
482         {
483                 centerprint(pl, campaign_message);
484                 return;
485         }
486
487 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
488         if(!self.BUTTON_INFO)
489         {
490                 // TODO get rid of this too
491                 local string specString;
492                 specString = NEWLINES;
493                 //if(time < game_starttime) //also show the countdown when being a spectator
494                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
495                 //else
496                 if (timeoutStatus != 0)
497                         specString = strcat(specString, "\n\n", getTimeoutText(1));
498                 else
499                 {
500                         if(self.classname == "player")
501                                 return;
502                         goto normal;
503                 }
504                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
505         }
506
507 :normal
508         ret_string = "";
509         MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
510         modifications = ret_string;
511         
512         if(g_minstagib)
513                 modifications = strcat(modifications, ", MinstaGib");
514         if(g_weaponarena)
515         {
516                 if(g_weaponarena_random)
517                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
518                 else
519                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
520         }
521         if(cvar("g_start_weapon_laser") == 0)
522                 modifications = strcat(modifications, ", No start weapons");
523         if(cvar("sv_gravity") < 800)
524                 modifications = strcat(modifications, ", Low gravity");
525         if(g_cloaked)
526                 modifications = strcat(modifications, ", Cloaked");
527         if(g_grappling_hook)
528                 modifications = strcat(modifications, ", Hook");
529         if(g_midair)
530                 modifications = strcat(modifications, ", Midair");
531         if(g_pinata)
532                 modifications = strcat(modifications, ", Pinata");
533         if(g_weapon_stay)
534                 modifications = strcat(modifications, ", Weapons stay");
535         if(g_bloodloss > 0)
536                 modifications = strcat(modifications, ", Bloodloss");
537         if(g_jetpack)
538                 modifications = strcat(modifications, ", Jet pack");
539         modifications = substring(modifications, 2, strlen(modifications) - 2);
540
541         local string versionmessage;
542         versionmessage = GetClientVersionMessage();
543
544         s = strcat(s, NEWLINES, "This is Xonotic ", cvar_string("g_xonoticversion"), "\n", versionmessage);
545         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
546
547         if(modifications != "")
548                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
549
550         if(timeoutStatus != 0)
551                 s = strcat(s, "\n\n", getTimeoutText(1));
552
553         if (g_grappling_hook)
554                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
555
556         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
557         {
558                 if(cache_lastmutatormsg)
559                         strunzone(cache_lastmutatormsg);
560                 if(cache_mutatormsg)
561                         strunzone(cache_mutatormsg);
562                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
563                 cache_mutatormsg = strzone(cache_lastmutatormsg);
564         }
565
566         if (cache_mutatormsg != "") {
567                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
568         }
569
570         motd = cvar_string("sv_motd");
571         if (motd != "") {
572                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
573         }
574         s = strcat(s, "\n");
575
576         centerprint(pl, s);
577 }
578
579
580 void SetPlayerColors(entity pl, float _color)
581 {
582         /*string s;
583         s = ftos(cl);
584         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
585         pl.team = cl + 1;
586         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
587         pl.clientcolors = 16*cl + cl;*/
588
589         float pants, shirt;
590         pants = _color & 0x0F;
591         shirt = _color & 0xF0;
592
593
594         if(teams_matter) {
595                 setcolor(pl, 16*pants + pants);
596         } else {
597                 setcolor(pl, shirt + pants);
598         }
599 }
600
601 void SetPlayerTeam(entity pl, float t, float s, float noprint)
602 {
603         float _color;
604
605         if(t == 4)
606                 _color = COLOR_TEAM4 - 1;
607         else if(t == 3)
608                 _color = COLOR_TEAM3 - 1;
609         else if(t == 2)
610                 _color = COLOR_TEAM2 - 1;
611         else
612                 _color = COLOR_TEAM1 - 1;
613
614         SetPlayerColors(pl,_color);
615
616         if(t != s) {
617                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
618
619                 if(!noprint)
620                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
621         }
622
623 }
624
625 // set c1...c4 to show what teams are allowed
626 void CheckAllowedTeams (entity for_whom)
627 {
628         float dm;
629         entity head;
630         string teament_name;
631
632         c1 = c2 = c3 = c4 = -1;
633         cb1 = cb2 = cb3 = cb4 = 0;
634
635         if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
636         {
637                 c1 = 0; // only allow RED team for player joining
638         }
639         else if(g_onslaught)
640         {
641                 // onslaught is special
642                 head = findchain(classname, "onslaught_generator");
643                 while (head)
644                 {
645                         if (head.team == COLOR_TEAM1) c1 = 0;
646                         if (head.team == COLOR_TEAM2) c2 = 0;
647                         if (head.team == COLOR_TEAM3) c3 = 0;
648                         if (head.team == COLOR_TEAM4) c4 = 0;
649                         head = head.chain;
650                 }
651         }
652         else if(g_domination)
653                 teament_name = "dom_team";
654         else if(g_ctf)
655                 teament_name = "ctf_team";
656         else if(g_tdm)
657                 teament_name = "tdm_team";
658         else if(g_nexball)
659                 teament_name = "nexball_team";
660         else if(g_assault)
661                 c1 = c2 = 0; // Assault always has 2 teams
662         else
663         {
664                 // cover anything else by treating it like tdm with no teams spawned
665                 if(g_race)
666                         dm = race_teams;
667                 else
668                         dm = 2;
669
670                 ret_float = dm;
671                 MUTATOR_CALLHOOK(GetTeamCount);
672                 dm = ret_float;
673
674                 if(dm >= 4)
675                         c1 = c2 = c3 = c4 = 0;
676                 else if(dm >= 3)
677                         c1 = c2 = c3 = 0;
678                 else
679                         c1 = c2 = 0;
680         }
681
682         // find out what teams are allowed if necessary
683         if(teament_name)
684         {
685                 head = find(world, classname, teament_name);
686                 while(head)
687                 {
688                         if(!(g_domination && head.netname == ""))
689                         {
690                                 if(head.team == COLOR_TEAM1)
691                                         c1 = 0;
692                                 else if(head.team == COLOR_TEAM2)
693                                         c2 = 0;
694                                 else if(head.team == COLOR_TEAM3)
695                                         c3 = 0;
696                                 else if(head.team == COLOR_TEAM4)
697                                         c4 = 0;
698                         }
699                         head = find(head, classname, teament_name);
700                 }
701         }
702
703         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
704         if(c3==-1 && c4==-1)
705         if(cvar("bot_vs_human") && for_whom)
706         {
707                 if(cvar("bot_vs_human") > 0)
708                 {
709                         // bots are all blue
710                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
711                                 c1 = c3 = c4 = -1;
712                         else
713                                 c2 = -1;
714                 }
715                 else
716                 {
717                         // bots are all red
718                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
719                                 c2 = c3 = c4 = -1;
720                         else
721                                 c1 = -1;
722                 }
723         }
724
725         // if player has a forced team, ONLY allow that one
726         if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
727                 c2 = c3 = c4 = -1;
728         else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
729                 c1 = c3 = c4 = -1;
730         else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
731                 c1 = c2 = c4 = -1;
732         else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
733                 c1 = c2 = c3 = -1;
734 }
735
736 float PlayerValue(entity p)
737 {
738         if(IsTeamBalanceForced() == 1)
739                 return 1;
740         return 1;
741         // FIXME: it always returns 1...
742 }
743
744 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
745 // teams that are allowed will now have their player counts stored in c1...c4
746 void GetTeamCounts(entity ignore)
747 {
748         entity head;
749         float value, bvalue;
750         // now count how many players are on each team already
751
752         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
753         // also remember the lowest-scoring player
754
755         FOR_EACH_PLAYER(head)
756         {
757                 if(head != ignore)// && head.netname != "")
758                 {
759                         value = PlayerValue(head);
760                         if(clienttype(head) == CLIENTTYPE_BOT)
761                                 bvalue = value;
762                         else
763                                 bvalue = 0;
764                         if(head.team == COLOR_TEAM1)
765                         {
766                                 if(c1 >= 0)
767                                 {
768                                         c1 = c1 + value;
769                                         cb1 = cb1 + bvalue;
770                                 }
771                         }
772                         if(head.team == COLOR_TEAM2)
773                         {
774                                 if(c2 >= 0)
775                                 {
776                                         c2 = c2 + value;
777                                         cb2 = cb2 + bvalue;
778                                 }
779                         }
780                         if(head.team == COLOR_TEAM3)
781                         {
782                                 if(c3 >= 0)
783                                 {
784                                         c3 = c3 + value;
785                                         cb3 = cb3 + bvalue;
786                                 }
787                         }
788                         if(head.team == COLOR_TEAM4)
789                         {
790                                 if(c4 >= 0)
791                                 {
792                                         c4 = c4 + value;
793                                         cb4 = cb4 + bvalue;
794                                 }
795                         }
796                 }
797         }
798 }
799
800 // returns # of smallest team (1, 2, 3, 4)
801 // NOTE: Assumes CheckAllowedTeams has already been called!
802 float FindSmallestTeam(entity pl, float ignore_pl)
803 {
804         float totalteams, balance_type, maxc;
805         totalteams = 0;
806
807         // find out what teams are available
808         //CheckAllowedTeams();
809
810         // make sure there are at least 2 teams to join
811         if(c1 >= 0)
812                 totalteams = totalteams + 1;
813         if(c2 >= 0)
814                 totalteams = totalteams + 1;
815         if(c3 >= 0)
816                 totalteams = totalteams + 1;
817         if(c4 >= 0)
818                 totalteams = totalteams + 1;
819
820         if((cvar("bot_vs_human") || pl.team_forced > 0) && totalteams == 1)
821                 totalteams += 1;
822
823         if(totalteams <= 1)
824         {
825                 if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
826                         return 1; // special case for campaign and player joining
827                 else if(g_domination)
828                         error("Too few teams available for domination\n");
829                 else if(g_ctf)
830                         error("Too few teams available for ctf\n");
831                 else if(g_keyhunt)
832                         error("Too few teams available for key hunt\n");
833                 else if(g_freezetag)
834                         error("Too few teams available for freeze tag\n");
835                 else
836                         error("Too few teams available for team deathmatch\n");
837         }
838
839         // count how many players are in each team
840         if(ignore_pl)
841                 GetTeamCounts(pl);
842         else
843                 GetTeamCounts(world);
844
845         // c1...c4 now have counts of each team
846         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
847
848         // 2 gives priority to what team you're already on, 1 goes in order
849         // 2 doesn't seem to work though...
850         balance_type = 1;
851
852         if(bots_would_leave)
853         //if(pl.classname != "player")
854         if(clienttype(pl) != CLIENTTYPE_BOT)
855         {
856                 c1 -= cb1 * 255.0/256.0;
857                 c2 -= cb2 * 255.0/256.0;
858                 c3 -= cb3 * 255.0/256.0;
859                 c4 -= cb4 * 255.0/256.0;
860         }
861         maxc = max4(c1, c2, c3, c4);
862
863         RandomSelection_Init();
864         if(balance_type == 1)
865         {
866                 // 1: use team count, then score (note: can only use 8 significant bits of score)
867                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
868                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
869                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
870                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
871         }
872         else if(balance_type == 2)
873         {
874                 // 1: use team count, if equal prefer own team
875                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
876                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
877                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
878                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
879         }
880         else if(balance_type == 3)
881         {
882                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
883                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
884                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
885                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
886                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
887         }
888         return RandomSelection_chosen_float;
889 }
890
891 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
892 {
893         float smallest, selectedteam;
894
895         // don't join a team if we're not playing a team game
896         if(!teams_matter)
897                 return 0;
898
899         // find out what teams are available
900         CheckAllowedTeams(pl);
901
902         // if we want the player in a certain team for campaign, force him there
903         if(cvar("g_campaign"))
904         if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
905         {
906                 switch(cvar("g_campaign_forceteam"))
907                 {
908                         case 1:
909                                 SetPlayerColors(pl, COLOR_TEAM1 - 1);
910                                 LogTeamchange(pl.playerid, pl.team, 2);
911                                 return COLOR_TEAM1;
912                         case 2:
913                                 SetPlayerColors(pl, COLOR_TEAM2 - 1);
914                                 LogTeamchange(pl.playerid, pl.team, 2);
915                                 return COLOR_TEAM2;
916                         case 3:
917                                 SetPlayerColors(pl, COLOR_TEAM3 - 1);
918                                 LogTeamchange(pl.playerid, pl.team, 2);
919                                 return COLOR_TEAM3;
920                         case 4:
921                                 SetPlayerColors(pl, COLOR_TEAM4 - 1);
922                                 LogTeamchange(pl.playerid, pl.team, 2);
923                                 return COLOR_TEAM4;
924                         default:
925                                 break;
926                 }
927         }
928
929         // if we don't care what team he ends up on, put him on whatever team he entered as.
930         // if he's not on a valid team, then let other code put him on the smallest team
931         if(!forcebestteam)
932         {
933                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
934                         selectedteam = pl.team;
935                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
936                         selectedteam = pl.team;
937                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
938                         selectedteam = pl.team;
939                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
940                         selectedteam = pl.team;
941                 else
942                         selectedteam = -1;
943
944                 if(selectedteam > 0)
945                 {
946                         if(!only_return_best)
947                         {
948                                 SetPlayerColors(pl, selectedteam - 1);
949
950                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
951                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
952                                 LogTeamchange(pl.playerid, pl.team, 99);
953                         }
954                         return selectedteam;
955                 }
956                 // otherwise end up on the smallest team (handled below)
957         }
958
959         smallest = FindSmallestTeam(pl, TRUE);
960
961         if(!only_return_best && !pl.bot_forced_team)
962         {
963                 TeamchangeFrags(self);
964                 if(smallest == 1)
965                 {
966                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
967                 }
968                 else if(smallest == 2)
969                 {
970                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
971                 }
972                 else if(smallest == 3)
973                 {
974                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
975                 }
976                 else if(smallest == 4)
977                 {
978                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
979                 }
980                 else
981                 {
982                         error("smallest team: invalid team\n");
983                 }
984
985                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
986
987                 if(pl.deadflag == DEAD_NO)
988                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
989         }
990
991         return smallest;
992 }
993
994 //void() ctf_playerchanged;
995 void SV_ChangeTeam(float _color)
996 {
997         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
998
999         // in normal deathmatch we can just apply the color and we're done
1000         if(!teams_matter) {
1001                 SetPlayerColors(self, _color);
1002                 return;
1003         }
1004
1005         scolor = self.clientcolors & 0x0F;
1006         dcolor = _color & 0x0F;
1007
1008         if(scolor == COLOR_TEAM1 - 1)
1009                 steam = 1;
1010         else if(scolor == COLOR_TEAM2 - 1)
1011                 steam = 2;
1012         else if(scolor == COLOR_TEAM3 - 1)
1013                 steam = 3;
1014         else // if(scolor == COLOR_TEAM4 - 1)
1015                 steam = 4;
1016         if(dcolor == COLOR_TEAM1 - 1)
1017                 dteam = 1;
1018         else if(dcolor == COLOR_TEAM2 - 1)
1019                 dteam = 2;
1020         else if(dcolor == COLOR_TEAM3 - 1)
1021                 dteam = 3;
1022         else // if(dcolor == COLOR_TEAM4 - 1)
1023                 dteam = 4;
1024
1025         CheckAllowedTeams(self);
1026
1027         if(dteam == 1 && c1 < 0) dteam = 4;
1028         if(dteam == 4 && c4 < 0) dteam = 3;
1029         if(dteam == 3 && c3 < 0) dteam = 2;
1030         if(dteam == 2 && c2 < 0) dteam = 1;
1031
1032         // not changing teams
1033         if(scolor == dcolor)
1034         {
1035                 //bprint("same team change\n");
1036                 SetPlayerTeam(self, dteam, steam, TRUE);
1037                 return;
1038         }
1039
1040         if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
1041                 sprint(self, "Team changes not allowed\n");
1042                 return; // changing teams is not allowed
1043         }
1044
1045         if(cvar("g_balance_teams_prevent_imbalance"))
1046         {
1047                 // only allow changing to a smaller or equal size team
1048
1049                 // find out what teams are available
1050                 //CheckAllowedTeams();
1051                 // count how many players on each team
1052                 GetTeamCounts(world);
1053
1054                 // get desired team
1055                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1056                 {
1057                         dcount = c1;
1058                         dbotcount = cb1;
1059                 }
1060                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1061                 {
1062                         dcount = c2;
1063                         dbotcount = cb2;
1064                 }
1065                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1066                 {
1067                         dcount = c3;
1068                         dbotcount = cb3;
1069                 }
1070                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1071                 {
1072                         dcount = c4;
1073                         dbotcount = cb4;
1074                 }
1075                 else
1076                 {
1077                         sprint(self, "Cannot change to an invalid team\n");
1078
1079                         return;
1080                 }
1081
1082                 // get starting team
1083                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1084                         scount = c1;
1085                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1086                         scount = c2;
1087                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1088                         scount = c3;
1089                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1090                         scount = c4;
1091
1092                 if(scount) // started at a valid, nonempty team
1093                 {
1094                         // check if we're trying to change to a larger team that doens't have bots to swap with
1095                         if(dcount >= scount && dbotcount <= 0)
1096                         {
1097                                 sprint(self, "Cannot change to a larger team\n");
1098                                 return; // can't change to a larger team
1099                         }
1100                 }
1101         }
1102
1103 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1104
1105         if(self.classname == "player" && steam != dteam)
1106         {
1107                 // reduce frags during a team change
1108                 TeamchangeFrags(self);
1109         }
1110
1111         SetPlayerTeam(self, dteam, steam, FALSE);
1112
1113         if(self.classname == "player" && steam != dteam)
1114         {
1115                 // kill player when changing teams
1116                 if(self.deadflag == DEAD_NO)
1117                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1118         }
1119         //ctf_playerchanged();
1120 }
1121
1122 void ShufflePlayerOutOfTeam (float source_team)
1123 {
1124         float smallestteam, smallestteam_count, steam;
1125         float lowest_bot_score, lowest_player_score;
1126         entity head, lowest_bot, lowest_player, selected;
1127
1128         smallestteam = 0;
1129         smallestteam_count = 999999999;
1130
1131         if(c1 >= 0 && c1 < smallestteam_count)
1132         {
1133                 smallestteam = 1;
1134                 smallestteam_count = c1;
1135         }
1136         if(c2 >= 0 && c2 < smallestteam_count)
1137         {
1138                 smallestteam = 2;
1139                 smallestteam_count = c2;
1140         }
1141         if(c3 >= 0 && c3 < smallestteam_count)
1142         {
1143                 smallestteam = 3;
1144                 smallestteam_count = c3;
1145         }
1146         if(c4 >= 0 && c4 < smallestteam_count)
1147         {
1148                 smallestteam = 4;
1149                 smallestteam_count = c4;
1150         }
1151
1152         if(!smallestteam)
1153         {
1154                 bprint("warning: no smallest team\n");
1155                 return;
1156         }
1157
1158         if(source_team == 1)
1159                 steam = COLOR_TEAM1;
1160         else if(source_team == 2)
1161                 steam = COLOR_TEAM2;
1162         else if(source_team == 3)
1163                 steam = COLOR_TEAM3;
1164         else if(source_team == 4)
1165                 steam = COLOR_TEAM4;
1166
1167         lowest_bot = world;
1168         lowest_bot_score = 999999999;
1169         lowest_player = world;
1170         lowest_player_score = 999999999;
1171
1172         // find the lowest-scoring player & bot of that team
1173         FOR_EACH_PLAYER(head)
1174         {
1175                 if(head.team == steam)
1176                 {
1177                         if(head.isbot)
1178                         {
1179                                 if(head.totalfrags < lowest_bot_score)
1180                                 {
1181                                         lowest_bot = head;
1182                                         lowest_bot_score = head.totalfrags;
1183                                 }
1184                         }
1185                         else
1186                         {
1187                                 if(head.totalfrags < lowest_player_score)
1188                                 {
1189                                         lowest_player = head;
1190                                         lowest_player_score = head.totalfrags;
1191                                 }
1192                         }
1193                 }
1194         }
1195
1196         // prefers to move a bot...
1197         if(lowest_bot != world)
1198                 selected = lowest_bot;
1199         // but it will move a player if it has to
1200         else
1201                 selected = lowest_player;
1202         // don't do anything if it couldn't find anyone
1203         if(!selected)
1204         {
1205                 bprint("warning: couldn't find a player to move from team\n");
1206                 return;
1207         }
1208
1209         // smallest team gains a member
1210         if(smallestteam == 1)
1211         {
1212                 c1 = c1 + 1;
1213         }
1214         else if(smallestteam == 2)
1215         {
1216                 c2 = c2 + 1;
1217         }
1218         else if(smallestteam == 3)
1219         {
1220                 c3 = c3 + 1;
1221         }
1222         else if(smallestteam == 4)
1223         {
1224                 c4 = c4 + 1;
1225         }
1226         else
1227         {
1228                 bprint("warning: destination team invalid\n");
1229                 return;
1230         }
1231         // source team loses a member
1232         if(source_team == 1)
1233         {
1234                 c1 = c1 + 1;
1235         }
1236         else if(source_team == 2)
1237         {
1238                 c2 = c2 + 2;
1239         }
1240         else if(source_team == 3)
1241         {
1242                 c3 = c3 + 3;
1243         }
1244         else if(source_team == 4)
1245         {
1246                 c4 = c4 + 4;
1247         }
1248         else
1249         {
1250                 bprint("warning: source team invalid\n");
1251                 return;
1252         }
1253
1254         // move the player to the new team
1255         TeamchangeFrags(selected);
1256         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1257
1258         if(selected.deadflag == DEAD_NO)
1259                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1260         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1261 }
1262
1263 void CauseRebalance(float source_team, float howmany_toomany)
1264 {
1265         if(IsTeamBalanceForced() == 1)
1266         {
1267                 bprint("Rebalancing Teams\n");
1268                 ShufflePlayerOutOfTeam(source_team);
1269         }
1270 }
1271
1272 // part of g_balance_teams_force
1273 // occasionally perform an audit of the teams to make
1274 // sure they're more or less balanced in player count.
1275 void AuditTeams()
1276 {
1277         float numplayers, numteams, smallest, toomany;
1278         float balance;
1279         balance = IsTeamBalanceForced();
1280         if(balance == 0)
1281                 return;
1282
1283         if(audit_teams_time > time)
1284                 return;
1285
1286         audit_teams_time = time + 4 + random();
1287
1288 //      bprint("Auditing teams\n");
1289
1290         CheckAllowedTeams(world);
1291         GetTeamCounts(world);
1292
1293
1294         numteams = numplayers = smallest = 0;
1295         if(c1 >= 0)
1296         {
1297                 numteams = numteams + 1;
1298                 numplayers = numplayers + c1;
1299                 smallest = c1;
1300         }
1301         if(c2 >= 0)
1302         {
1303                 numteams = numteams + 1;
1304                 numplayers = numplayers + c2;
1305                 if(c2 < smallest)
1306                         smallest = c2;
1307         }
1308         if(c3 >= 0)
1309         {
1310                 numteams = numteams + 1;
1311                 numplayers = numplayers + c3;
1312                 if(c3 < smallest)
1313                         smallest = c3;
1314         }
1315         if(c4 >= 0)
1316         {
1317                 numteams = numteams + 1;
1318                 numplayers = numplayers + c4;
1319                 if(c4 < smallest)
1320                         smallest = c4;
1321         }
1322
1323         if(numplayers <= 0)
1324                 return; // no players to move around
1325         if(numteams < 2)
1326                 return; // don't bother shuffling if for some reason there aren't any teams
1327
1328         toomany = smallest + 1;
1329
1330         if(c1 && c1 > toomany)
1331                 CauseRebalance(1, c1 - toomany);
1332         if(c2 && c2 > toomany)
1333                 CauseRebalance(2, c2 - toomany);
1334         if(c3 && c3 > toomany)
1335                 CauseRebalance(3, c3 - toomany);
1336         if(c4 && c4 > toomany)
1337                 CauseRebalance(4, c4 - toomany);
1338
1339         // if teams are still unbalanced, balance them further in the next audit,
1340         // which will happen sooner (keep doing rapid audits until things are in order)
1341         audit_teams_time = time + 0.7 + random()*0.3;
1342 }
1343
1344 // code from here on is just to support maps that don't have team entities
1345 void tdm_spawnteam (string teamname, float teamcolor)
1346 {
1347         local entity e;
1348         e = spawn();
1349         e.classname = "tdm_team";
1350         e.netname = teamname;
1351         e.cnt = teamcolor;
1352         e.team = e.cnt + 1;
1353 };
1354
1355 // spawn some default teams if the map is not set up for tdm
1356 void tdm_spawnteams()
1357 {
1358         float numteams;
1359
1360         numteams = cvar("g_tdm_teams_override");
1361         if(numteams < 2)
1362                 numteams = cvar("g_tdm_teams");
1363         numteams = bound(2, numteams, 4);
1364
1365         tdm_spawnteam("Red", COLOR_TEAM1-1);
1366         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1367         if(numteams >= 3)
1368                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1369         if(numteams >= 4)
1370                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1371 };
1372
1373 void tdm_delayedinit()
1374 {
1375         // if no teams are found, spawn defaults
1376         if (find(world, classname, "tdm_team") == world)
1377                 tdm_spawnteams();
1378 };
1379
1380 void tdm_init()
1381 {
1382         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1383 };