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