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