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