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