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Merge remote branch 'origin/fruitiex/freezetag_vs_keepaway'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
1 string cache_mutatormsg;
2 string cache_lastmutatormsg;
3
4 // client counts for each team
5 float c1, c2, c3, c4;
6 // # of bots on those teams
7 float cb1, cb2, cb3, cb4;
8
9 float audit_teams_time;
10
11 float IsTeamBalanceForced()
12 {
13         if(intermission_running)
14                 return 0; // no rebalancing whatsoever please
15         if(!teams_matter)
16                 return 0;
17         if(cvar("g_campaign"))
18                 return 0;
19         if(cvar("bot_vs_human") && (c3==-1 && c4==-1))
20                 return 0;
21         if(!cvar("g_balance_teams_force"))
22                 return -1;
23         return 1;
24 }
25
26 void TeamchangeFrags(entity e)
27 {
28         PlayerScore_Clear(e);
29 }
30
31 vector TeamColor(float teem)
32 {
33         switch(teem)
34         {
35                 case COLOR_TEAM1:
36                         return '1 0.0625 0.0625';
37                 case COLOR_TEAM2:
38                         return '0.0625 0.0625 1';
39                 case COLOR_TEAM3:
40                         return '1 1 0.0625';
41                 case COLOR_TEAM4:
42                         return '1 0.0625 1';
43                 default:
44                         return '1 1 1';
45         }
46 }
47
48 string TeamName(float t)
49 {
50         return strcat(Team_ColorName(t), " Team");
51 }
52 string ColoredTeamName(float t)
53 {
54         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
55 }
56 string TeamNoName(float t)
57 {
58         // fixme: Search for team entities and get their .netname's!
59         if(t == 1)
60                 return "Red Team";
61         if(t == 2)
62                 return "Blue Team";
63         if(t == 3)
64                 return "Yellow Team";
65         if(t == 4)
66                 return "Pink Team";
67         return "Neutral Team";
68 }
69
70 void dom_init();
71 void ctf_init();
72 void runematch_init();
73 void tdm_init();
74 void nb_init();
75 void entcs_init();
76
77 void LogTeamchange(float player_id, float team_number, float type)
78 {
79         if(!cvar("sv_eventlog"))
80                 return;
81
82         if(player_id < 1)
83                 return;
84
85         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
86 }
87
88 void WriteGameCvars()
89 {
90         cvar_set("g_dm", ftos(g_dm));
91         cvar_set("g_tdm", ftos(g_tdm));
92         cvar_set("g_domination", ftos(g_domination));
93         cvar_set("g_ctf", ftos(g_ctf));
94         cvar_set("g_runematch", ftos(g_runematch));
95         cvar_set("g_lms", ftos(g_lms));
96         cvar_set("g_arena", ftos(g_arena));
97         cvar_set("g_ca", ftos(g_ca));
98         cvar_set("g_keyhunt", ftos(g_keyhunt));
99         cvar_set("g_assault", ftos(g_assault));
100         cvar_set("g_onslaught", ftos(g_onslaught));
101         cvar_set("g_race", ftos(g_race));
102         cvar_set("g_nexball", ftos(g_nexball));
103         cvar_set("g_cts", ftos(g_cts));
104         cvar_set("g_freezetag", ftos(g_freezetag));
105         cvar_set("g_keepaway", ftos(g_keepaway));
106 }
107
108 void ReadGameCvars()
109 {
110         float found;
111         float prev;
112         float i;
113
114         found = 0;
115         prev = cvar("gamecfg");
116         for(i = 0; i < 2; ++i)
117         {
118                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
119                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
120                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
121                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
122                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
123                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
124                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
125                 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
126                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
127                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
128                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
129                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
130                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
131                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
132                 found += (g_freezetag = (!found && (prev != GAME_FREEZETAG) && cvar("g_freezetag")));
133                 found += (g_keepaway = (!found && (prev != GAME_KEEPAWAY) && cvar("g_keepaway")));
134
135                 if(found)
136                         break;
137
138                 prev = -1; // second attempt takes place WITHOUT prev set
139         }
140
141         if(!found)
142                 g_dm = 1;
143
144         if(g_dm && cvar("deathmatch_force_teamplay"))
145         {
146                 g_dm = 0;
147                 g_tdm = 1;
148         }
149
150         teams_matter = 0;
151 }
152
153 void default_delayedinit()
154 {
155         if(!scores_initialized)
156                 ScoreRules_generic();
157 }
158
159 void ActivateTeamplay()
160 {
161         float teamplay_default;
162         teamplay_default = cvar("teamplay_default");
163
164         if(teamplay_default)
165                 teamplay = teamplay_default;
166         else
167                 teamplay = 3;
168         cvar_set("teamplay", ftos(teamplay));
169
170         teams_matter = 1;
171 }
172
173 void InitGameplayMode()
174 {
175         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
176
177         qualifying_override = -1;
178
179         VoteReset();
180
181         teams_matter = 0;
182         cvar_set("teamplay", "0");
183
184         // make sure only ONE type is selected
185         ReadGameCvars();
186         WriteGameCvars();
187
188         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
189         get_mi_min_max(1);
190         world.mins = mi_min;
191         world.maxs = mi_max;
192
193         MapInfo_LoadMapSettings(mapname);
194
195         if not(cvar_value_issafe(world.fog))
196         {
197                 print("The current map contains a potentially harmful fog setting, ignored\n");
198                 world.fog = string_null;
199         }
200         if(MapInfo_Map_fog != "")
201                 if(MapInfo_Map_fog == "none")
202                         world.fog = string_null;
203                 else
204                         world.fog = strzone(MapInfo_Map_fog);
205         clientstuff = strzone(MapInfo_Map_clientstuff);
206
207         MapInfo_ClearTemps();
208
209         // in case mapinfo switched the type
210         ReadGameCvars();
211
212         // set both here, gamemode can override it later
213         timelimit_override = cvar("timelimit_override");
214         fraglimit_override = cvar("fraglimit_override");
215         leadlimit_override = cvar("leadlimit_override");
216
217         if(g_dm)
218         {
219                 game = GAME_DEATHMATCH;
220                 gamemode_name = "Deathmatch";
221         }
222
223         if(g_tdm)
224         {
225                 game = GAME_TEAM_DEATHMATCH;
226                 gamemode_name = "Team Deathmatch";
227                 ActivateTeamplay();
228                 tdm_init();
229                 if(cvar("g_tdm_team_spawns"))
230                         have_team_spawns = -1; // request team spawns
231         }
232
233         if(g_domination)
234         {
235                 game = GAME_DOMINATION;
236                 gamemode_name = "Domination";
237                 ActivateTeamplay();
238                 fraglimit_override = cvar("g_domination_point_limit");
239                 leadlimit_override = cvar("g_domination_point_leadlimit");
240                 dom_init();
241                 have_team_spawns = -1; // request team spawns
242         }
243
244         if(g_ctf)
245         {
246                 game = GAME_CTF;
247                 gamemode_name = "Capture the Flag";
248                 ActivateTeamplay();
249                 if(cvar("g_campaign"))
250                         g_ctf_win_mode = 2;
251                 else
252                         g_ctf_win_mode = cvar("g_ctf_win_mode");
253                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
254                 if(g_ctf_win_mode == 2)
255                 {
256                         fraglimit_override = cvar("g_ctf_capture_limit");
257                         leadlimit_override = cvar("g_ctf_capture_leadlimit");
258                 }
259                 else
260                 {
261                         fraglimit_override = cvar("capturelimit_override");
262                         leadlimit_override = cvar("captureleadlimit_override");
263                 }
264                 ctf_init();
265                 have_team_spawns = -1; // request team spawns
266         }
267
268         if(g_runematch)
269         {
270                 game = GAME_RUNEMATCH;
271                 gamemode_name = "Rune Match";
272                 if(cvar("deathmatch_force_teamplay"))
273                         ActivateTeamplay();
274                 fraglimit_override = cvar("g_runematch_point_limit");
275                 leadlimit_override = cvar("g_runematch_point_leadlimit");
276                 runematch_init();
277         }
278
279         if(g_lms)
280         {
281                 game = GAME_LMS;
282                 gamemode_name = "Last Man Standing";
283                 fraglimit_override = cvar("g_lms_lives_override");
284                 leadlimit_override = 0; // not supported by LMS
285                 if(fraglimit_override == 0)
286                         fraglimit_override = -1;
287                 lms_lowest_lives = 9999;
288                 lms_next_place = 0;
289                 ScoreRules_lms();
290         }
291
292         if(g_arena)
293         {
294                 game = GAME_ARENA;
295                 gamemode_name = "Arena";
296                 fraglimit_override = cvar("g_arena_point_limit");
297                 leadlimit_override = cvar("g_arena_point_leadlimit");
298                 maxspawned = cvar("g_arena_maxspawned");
299                 if(maxspawned < 2)
300                         maxspawned = 2;
301                 arena_roundbased = cvar("g_arena_roundbased");
302         }
303
304         if(g_ca)
305         {
306                 game = GAME_CA;
307                 gamemode_name = "Clan Arena";
308                 ActivateTeamplay();
309                 fraglimit_override = cvar("g_ca_point_limit");
310                 leadlimit_override = cvar("g_ca_point_leadlimit");
311                 precache_sound("ctf/red_capture.wav");
312                 precache_sound("ctf/blue_capture.wav");
313         }
314         if(g_keyhunt)
315         {
316                 game = GAME_KEYHUNT;
317                 gamemode_name = "Key Hunt";
318                 ActivateTeamplay();
319                 fraglimit_override = cvar("g_keyhunt_point_limit");
320                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
321                 MUTATOR_ADD(gamemode_keyhunt);
322         }
323
324         if(g_freezetag)
325         {
326                 game = GAME_FREEZETAG;
327                 gamemode_name = "Freeze Tag";
328                 ActivateTeamplay();
329                 fraglimit_override = cvar("g_freezetag_point_limit");
330                 leadlimit_override = cvar("g_freezetag_point_leadlimit");
331                 MUTATOR_ADD(gamemode_freezetag);
332         }
333
334         if(g_assault)
335         {
336                 game = GAME_ASSAULT;
337                 gamemode_name = "Assault";
338                 ActivateTeamplay();
339                 ScoreRules_assault();
340                 have_team_spawns = -1; // request team spawns
341         }
342
343         if(g_onslaught)
344         {
345                 game = GAME_ONSLAUGHT;
346                 gamemode_name = "Onslaught";
347                 ActivateTeamplay();
348                 have_team_spawns = -1; // request team spawns
349         }
350
351         if(g_race)
352         {
353                 game = GAME_RACE;
354                 gamemode_name = "Race";
355
356                 if(cvar("g_race_teams"))
357                 {
358                         ActivateTeamplay();
359                         race_teams = bound(2, cvar("g_race_teams"), 4);
360                         have_team_spawns = -1; // request team spawns
361                 }
362                 else
363                         race_teams = 0;
364
365                 qualifying_override = cvar("g_race_qualifying_timelimit_override");
366                 fraglimit_override = cvar("g_race_laps_limit");
367                 leadlimit_override = 0; // currently not supported by race
368         }
369
370         if(g_cts)
371         {
372                 game = GAME_CTS;
373                 gamemode_name = "CTS";
374                 g_race_qualifying = 1;
375                 fraglimit_override = 0;
376                 leadlimit_override = 0;
377         }
378
379         if(g_nexball)
380         {
381                 game = GAME_NEXBALL;
382                 gamemode_name = "Nexball";
383                 fraglimit_override = cvar("g_nexball_goallimit");
384                 leadlimit_override = cvar("g_nexball_goalleadlimit");
385                 ActivateTeamplay();
386                 nb_init();
387                 have_team_spawns = -1; // request team spawns
388         }
389
390         if(g_keepaway)
391         {
392                 game = GAME_KEEPAWAY;
393                 gamemode_name = "Keepaway";
394                 MUTATOR_ADD(gamemode_keepaway);
395         }
396
397         if(teams_matter)
398                 entcs_init();
399
400         // save it (for the next startup)
401         cvar_set("gamecfg", ftos(game));
402
403         cache_mutatormsg = strzone("");
404         cache_lastmutatormsg = strzone("");
405
406         // enforce the server's universal frag/time limits
407         if(!cvar("g_campaign"))
408         {
409                 if(fraglimit_override >= 0)
410                         cvar_set("fraglimit", ftos(fraglimit_override));
411                 if(timelimit_override >= 0)
412                         cvar_set("timelimit", ftos(timelimit_override));
413                 if(leadlimit_override >= 0)
414                         cvar_set("leadlimit", ftos(leadlimit_override));
415                 if(qualifying_override >= 0)
416                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
417         }
418
419         if(g_race)
420         {
421                 // we need to find out the correct value for g_race_qualifying
422                 if(cvar("g_campaign"))
423                 {
424                         g_race_qualifying = 1;
425                 }
426                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
427                 {
428                         g_race_qualifying = 2;
429                         race_fraglimit = cvar("fraglimit");
430                         race_leadlimit = cvar("leadlimit");
431                         race_timelimit = cvar("timelimit");
432                         cvar_set("fraglimit", "0");
433                         cvar_set("leadlimit", "0");
434                         cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
435                 }
436                 else
437                         g_race_qualifying = 0;
438         }
439
440         if(g_race || g_cts)
441         {
442                 if(g_race_qualifying)
443                         independent_players = 1;
444
445                 ScoreRules_race();
446         }
447
448         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
449 }
450
451 string GetClientVersionMessage() {
452         local string versionmsg;
453         if (self.version_mismatch) {
454                 if(self.version < cvar("gameversion")) {
455                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
456                 } else {
457                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
458                 }
459         } else {
460                 versionmsg = "^2client version and server version are compatible.^8";
461         }
462         return versionmsg;
463 }
464
465
466 void PrintWelcomeMessage(entity pl)
467 {
468         string s, modifications, motd;
469
470         if(self.cvar_scr_centertime == 0) return;
471
472         if(cvar("g_campaign"))
473         {
474                 if(self.classname == "player" && !self.BUTTON_INFO)
475                         return;
476         }
477         else
478         {
479                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
480                         return;
481         }
482
483         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
484                 if(self.welcomemessage_time > time) return;
485                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
486         }
487
488         if(cvar("g_campaign"))
489         {
490                 centerprint(pl, campaign_message);
491                 return;
492         }
493
494 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
495         if(!self.BUTTON_INFO)
496         {
497                 // TODO get rid of this too
498                 local string specString;
499                 specString = NEWLINES;
500                 //if(time < game_starttime) //also show the countdown when being a spectator
501                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
502                 //else
503                 if (timeoutStatus != 0)
504                         specString = strcat(specString, "\n\n", getTimeoutText(1));
505                 else
506                 {
507                         if(self.classname == "player")
508                                 return;
509                         goto normal;
510                 }
511                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
512         }
513
514 :normal
515         ret_string = "";
516         MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
517         modifications = ret_string;
518         
519         if(g_minstagib)
520                 modifications = strcat(modifications, ", MinstaGib");
521         if(g_weaponarena)
522         {
523                 if(g_weaponarena_random)
524                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
525                 else
526                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
527         }
528         if(cvar("g_start_weapon_laser") == 0)
529                 modifications = strcat(modifications, ", No start weapons");
530         if(cvar("sv_gravity") < 800)
531                 modifications = strcat(modifications, ", Low gravity");
532         if(g_cloaked)
533                 modifications = strcat(modifications, ", Cloaked");
534         if(g_grappling_hook)
535                 modifications = strcat(modifications, ", Hook");
536         if(g_midair)
537                 modifications = strcat(modifications, ", Midair");
538         if(g_pinata)
539                 modifications = strcat(modifications, ", Pinata");
540         if(g_weapon_stay)
541                 modifications = strcat(modifications, ", Weapons stay");
542         if(g_bloodloss > 0)
543                 modifications = strcat(modifications, ", Bloodloss");
544         if(g_jetpack)
545                 modifications = strcat(modifications, ", Jet pack");
546         modifications = substring(modifications, 2, strlen(modifications) - 2);
547
548         local string versionmessage;
549         versionmessage = GetClientVersionMessage();
550
551         s = strcat(s, NEWLINES, "This is Xonotic ", cvar_string("g_xonoticversion"), "\n", versionmessage);
552         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
553
554         if(modifications != "")
555                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
556
557         if(timeoutStatus != 0)
558                 s = strcat(s, "\n\n", getTimeoutText(1));
559
560         if (g_grappling_hook)
561                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
562
563         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
564         {
565                 if(cache_lastmutatormsg)
566                         strunzone(cache_lastmutatormsg);
567                 if(cache_mutatormsg)
568                         strunzone(cache_mutatormsg);
569                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
570                 cache_mutatormsg = strzone(cache_lastmutatormsg);
571         }
572
573         if (cache_mutatormsg != "") {
574                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
575         }
576
577         motd = cvar_string("sv_motd");
578         if (motd != "") {
579                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
580         }
581         s = strcat(s, "\n");
582
583         centerprint(pl, s);
584 }
585
586
587 void SetPlayerColors(entity pl, float _color)
588 {
589         /*string s;
590         s = ftos(cl);
591         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
592         pl.team = cl + 1;
593         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
594         pl.clientcolors = 16*cl + cl;*/
595
596         float pants, shirt;
597         pants = _color & 0x0F;
598         shirt = _color & 0xF0;
599
600
601         if(teams_matter) {
602                 setcolor(pl, 16*pants + pants);
603         } else {
604                 setcolor(pl, shirt + pants);
605         }
606 }
607
608 void SetPlayerTeam(entity pl, float t, float s, float noprint)
609 {
610         float _color;
611
612         if(t == 4)
613                 _color = COLOR_TEAM4 - 1;
614         else if(t == 3)
615                 _color = COLOR_TEAM3 - 1;
616         else if(t == 2)
617                 _color = COLOR_TEAM2 - 1;
618         else
619                 _color = COLOR_TEAM1 - 1;
620
621         SetPlayerColors(pl,_color);
622
623         if(t != s) {
624                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
625
626                 if(!noprint)
627                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
628         }
629
630 }
631
632 // set c1...c4 to show what teams are allowed
633 void CheckAllowedTeams (entity for_whom)
634 {
635         float dm;
636         entity head;
637         string teament_name;
638
639         c1 = c2 = c3 = c4 = -1;
640         cb1 = cb2 = cb3 = cb4 = 0;
641
642         if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
643         {
644                 c1 = 0; // only allow RED team for player joining
645         }
646         else if(g_onslaught)
647         {
648                 // onslaught is special
649                 head = findchain(classname, "onslaught_generator");
650                 while (head)
651                 {
652                         if (head.team == COLOR_TEAM1) c1 = 0;
653                         if (head.team == COLOR_TEAM2) c2 = 0;
654                         if (head.team == COLOR_TEAM3) c3 = 0;
655                         if (head.team == COLOR_TEAM4) c4 = 0;
656                         head = head.chain;
657                 }
658         }
659         else if(g_domination)
660                 teament_name = "dom_team";
661         else if(g_ctf)
662                 teament_name = "ctf_team";
663         else if(g_tdm)
664                 teament_name = "tdm_team";
665         else if(g_nexball)
666                 teament_name = "nexball_team";
667         else if(g_assault)
668                 c1 = c2 = 0; // Assault always has 2 teams
669         else
670         {
671                 // cover anything else by treating it like tdm with no teams spawned
672                 if(g_race)
673                         dm = race_teams;
674                 else
675                         dm = 2;
676
677                 ret_float = dm;
678                 MUTATOR_CALLHOOK(GetTeamCount);
679                 dm = ret_float;
680
681                 if(dm >= 4)
682                         c1 = c2 = c3 = c4 = 0;
683                 else if(dm >= 3)
684                         c1 = c2 = c3 = 0;
685                 else
686                         c1 = c2 = 0;
687         }
688
689         // find out what teams are allowed if necessary
690         if(teament_name)
691         {
692                 head = find(world, classname, teament_name);
693                 while(head)
694                 {
695                         if(!(g_domination && head.netname == ""))
696                         {
697                                 if(head.team == COLOR_TEAM1)
698                                         c1 = 0;
699                                 else if(head.team == COLOR_TEAM2)
700                                         c2 = 0;
701                                 else if(head.team == COLOR_TEAM3)
702                                         c3 = 0;
703                                 else if(head.team == COLOR_TEAM4)
704                                         c4 = 0;
705                         }
706                         head = find(head, classname, teament_name);
707                 }
708         }
709
710         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
711         if(c3==-1 && c4==-1)
712         if(cvar("bot_vs_human") && for_whom)
713         {
714                 if(cvar("bot_vs_human") > 0)
715                 {
716                         // bots are all blue
717                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
718                                 c1 = c3 = c4 = -1;
719                         else
720                                 c2 = -1;
721                 }
722                 else
723                 {
724                         // bots are all red
725                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
726                                 c2 = c3 = c4 = -1;
727                         else
728                                 c1 = -1;
729                 }
730         }
731
732         // if player has a forced team, ONLY allow that one
733         if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
734                 c2 = c3 = c4 = -1;
735         else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
736                 c1 = c3 = c4 = -1;
737         else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
738                 c1 = c2 = c4 = -1;
739         else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
740                 c1 = c2 = c3 = -1;
741 }
742
743 float PlayerValue(entity p)
744 {
745         if(IsTeamBalanceForced() == 1)
746                 return 1;
747         return 1;
748         // FIXME: it always returns 1...
749 }
750
751 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
752 // teams that are allowed will now have their player counts stored in c1...c4
753 void GetTeamCounts(entity ignore)
754 {
755         entity head;
756         float value, bvalue;
757         // now count how many players are on each team already
758
759         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
760         // also remember the lowest-scoring player
761
762         FOR_EACH_PLAYER(head)
763         {
764                 if(head != ignore)// && head.netname != "")
765                 {
766                         value = PlayerValue(head);
767                         if(clienttype(head) == CLIENTTYPE_BOT)
768                                 bvalue = value;
769                         else
770                                 bvalue = 0;
771                         if(head.team == COLOR_TEAM1)
772                         {
773                                 if(c1 >= 0)
774                                 {
775                                         c1 = c1 + value;
776                                         cb1 = cb1 + bvalue;
777                                 }
778                         }
779                         if(head.team == COLOR_TEAM2)
780                         {
781                                 if(c2 >= 0)
782                                 {
783                                         c2 = c2 + value;
784                                         cb2 = cb2 + bvalue;
785                                 }
786                         }
787                         if(head.team == COLOR_TEAM3)
788                         {
789                                 if(c3 >= 0)
790                                 {
791                                         c3 = c3 + value;
792                                         cb3 = cb3 + bvalue;
793                                 }
794                         }
795                         if(head.team == COLOR_TEAM4)
796                         {
797                                 if(c4 >= 0)
798                                 {
799                                         c4 = c4 + value;
800                                         cb4 = cb4 + bvalue;
801                                 }
802                         }
803                 }
804         }
805 }
806
807 // returns # of smallest team (1, 2, 3, 4)
808 // NOTE: Assumes CheckAllowedTeams has already been called!
809 float FindSmallestTeam(entity pl, float ignore_pl)
810 {
811         float totalteams, balance_type, maxc;
812         totalteams = 0;
813
814         // find out what teams are available
815         //CheckAllowedTeams();
816
817         // make sure there are at least 2 teams to join
818         if(c1 >= 0)
819                 totalteams = totalteams + 1;
820         if(c2 >= 0)
821                 totalteams = totalteams + 1;
822         if(c3 >= 0)
823                 totalteams = totalteams + 1;
824         if(c4 >= 0)
825                 totalteams = totalteams + 1;
826
827         if((cvar("bot_vs_human") || pl.team_forced > 0) && totalteams == 1)
828                 totalteams += 1;
829
830         if(totalteams <= 1)
831         {
832                 if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
833                         return 1; // special case for campaign and player joining
834                 else if(g_domination)
835                         error("Too few teams available for domination\n");
836                 else if(g_ctf)
837                         error("Too few teams available for ctf\n");
838                 else if(g_keyhunt)
839                         error("Too few teams available for key hunt\n");
840                 else if(g_freezetag)
841                         error("Too few teams available for freeze tag\n");
842                 else
843                         error("Too few teams available for team deathmatch\n");
844         }
845
846         // count how many players are in each team
847         if(ignore_pl)
848                 GetTeamCounts(pl);
849         else
850                 GetTeamCounts(world);
851
852         // c1...c4 now have counts of each team
853         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
854
855         // 2 gives priority to what team you're already on, 1 goes in order
856         // 2 doesn't seem to work though...
857         balance_type = 1;
858
859         if(bots_would_leave)
860         //if(pl.classname != "player")
861         if(clienttype(pl) != CLIENTTYPE_BOT)
862         {
863                 c1 -= cb1 * 255.0/256.0;
864                 c2 -= cb2 * 255.0/256.0;
865                 c3 -= cb3 * 255.0/256.0;
866                 c4 -= cb4 * 255.0/256.0;
867         }
868         maxc = max4(c1, c2, c3, c4);
869
870         RandomSelection_Init();
871         if(balance_type == 1)
872         {
873                 // 1: use team count, then score (note: can only use 8 significant bits of score)
874                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
875                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
876                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
877                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
878         }
879         else if(balance_type == 2)
880         {
881                 // 1: use team count, if equal prefer own team
882                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
883                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
884                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
885                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
886         }
887         else if(balance_type == 3)
888         {
889                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
890                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
891                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
892                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
893                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
894         }
895         return RandomSelection_chosen_float;
896 }
897
898 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
899 {
900         float smallest, selectedteam;
901
902         // don't join a team if we're not playing a team game
903         if(!teams_matter)
904                 return 0;
905
906         // find out what teams are available
907         CheckAllowedTeams(pl);
908
909         // if we want the player in a certain team for campaign, force him there
910         if(cvar("g_campaign"))
911         if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
912         {
913                 switch(cvar("g_campaign_forceteam"))
914                 {
915                         case 1:
916                                 SetPlayerColors(pl, COLOR_TEAM1 - 1);
917                                 LogTeamchange(pl.playerid, pl.team, 2);
918                                 return COLOR_TEAM1;
919                         case 2:
920                                 SetPlayerColors(pl, COLOR_TEAM2 - 1);
921                                 LogTeamchange(pl.playerid, pl.team, 2);
922                                 return COLOR_TEAM2;
923                         case 3:
924                                 SetPlayerColors(pl, COLOR_TEAM3 - 1);
925                                 LogTeamchange(pl.playerid, pl.team, 2);
926                                 return COLOR_TEAM3;
927                         case 4:
928                                 SetPlayerColors(pl, COLOR_TEAM4 - 1);
929                                 LogTeamchange(pl.playerid, pl.team, 2);
930                                 return COLOR_TEAM4;
931                         default:
932                                 break;
933                 }
934         }
935
936         // if we don't care what team he ends up on, put him on whatever team he entered as.
937         // if he's not on a valid team, then let other code put him on the smallest team
938         if(!forcebestteam)
939         {
940                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
941                         selectedteam = pl.team;
942                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
943                         selectedteam = pl.team;
944                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
945                         selectedteam = pl.team;
946                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
947                         selectedteam = pl.team;
948                 else
949                         selectedteam = -1;
950
951                 if(selectedteam > 0)
952                 {
953                         if(!only_return_best)
954                         {
955                                 SetPlayerColors(pl, selectedteam - 1);
956
957                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
958                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
959                                 LogTeamchange(pl.playerid, pl.team, 99);
960                         }
961                         return selectedteam;
962                 }
963                 // otherwise end up on the smallest team (handled below)
964         }
965
966         smallest = FindSmallestTeam(pl, TRUE);
967
968         if(!only_return_best && !pl.bot_forced_team)
969         {
970                 TeamchangeFrags(self);
971                 if(smallest == 1)
972                 {
973                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
974                 }
975                 else if(smallest == 2)
976                 {
977                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
978                 }
979                 else if(smallest == 3)
980                 {
981                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
982                 }
983                 else if(smallest == 4)
984                 {
985                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
986                 }
987                 else
988                 {
989                         error("smallest team: invalid team\n");
990                 }
991
992                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
993
994                 if(pl.deadflag == DEAD_NO)
995                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
996         }
997
998         return smallest;
999 }
1000
1001 //void() ctf_playerchanged;
1002 void SV_ChangeTeam(float _color)
1003 {
1004         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
1005
1006         // in normal deathmatch we can just apply the color and we're done
1007         if(!teams_matter) {
1008                 SetPlayerColors(self, _color);
1009                 return;
1010         }
1011
1012         scolor = self.clientcolors & 0x0F;
1013         dcolor = _color & 0x0F;
1014
1015         if(scolor == COLOR_TEAM1 - 1)
1016                 steam = 1;
1017         else if(scolor == COLOR_TEAM2 - 1)
1018                 steam = 2;
1019         else if(scolor == COLOR_TEAM3 - 1)
1020                 steam = 3;
1021         else // if(scolor == COLOR_TEAM4 - 1)
1022                 steam = 4;
1023         if(dcolor == COLOR_TEAM1 - 1)
1024                 dteam = 1;
1025         else if(dcolor == COLOR_TEAM2 - 1)
1026                 dteam = 2;
1027         else if(dcolor == COLOR_TEAM3 - 1)
1028                 dteam = 3;
1029         else // if(dcolor == COLOR_TEAM4 - 1)
1030                 dteam = 4;
1031
1032         CheckAllowedTeams(self);
1033
1034         if(dteam == 1 && c1 < 0) dteam = 4;
1035         if(dteam == 4 && c4 < 0) dteam = 3;
1036         if(dteam == 3 && c3 < 0) dteam = 2;
1037         if(dteam == 2 && c2 < 0) dteam = 1;
1038
1039         // not changing teams
1040         if(scolor == dcolor)
1041         {
1042                 //bprint("same team change\n");
1043                 SetPlayerTeam(self, dteam, steam, TRUE);
1044                 return;
1045         }
1046
1047         if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
1048                 sprint(self, "Team changes not allowed\n");
1049                 return; // changing teams is not allowed
1050         }
1051
1052         if(cvar("g_balance_teams_prevent_imbalance"))
1053         {
1054                 // only allow changing to a smaller or equal size team
1055
1056                 // find out what teams are available
1057                 //CheckAllowedTeams();
1058                 // count how many players on each team
1059                 GetTeamCounts(world);
1060
1061                 // get desired team
1062                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1063                 {
1064                         dcount = c1;
1065                         dbotcount = cb1;
1066                 }
1067                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1068                 {
1069                         dcount = c2;
1070                         dbotcount = cb2;
1071                 }
1072                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1073                 {
1074                         dcount = c3;
1075                         dbotcount = cb3;
1076                 }
1077                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1078                 {
1079                         dcount = c4;
1080                         dbotcount = cb4;
1081                 }
1082                 else
1083                 {
1084                         sprint(self, "Cannot change to an invalid team\n");
1085
1086                         return;
1087                 }
1088
1089                 // get starting team
1090                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1091                         scount = c1;
1092                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1093                         scount = c2;
1094                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1095                         scount = c3;
1096                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1097                         scount = c4;
1098
1099                 if(scount) // started at a valid, nonempty team
1100                 {
1101                         // check if we're trying to change to a larger team that doens't have bots to swap with
1102                         if(dcount >= scount && dbotcount <= 0)
1103                         {
1104                                 sprint(self, "Cannot change to a larger team\n");
1105                                 return; // can't change to a larger team
1106                         }
1107                 }
1108         }
1109
1110 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1111
1112         if(self.classname == "player" && steam != dteam)
1113         {
1114                 // reduce frags during a team change
1115                 TeamchangeFrags(self);
1116         }
1117
1118         SetPlayerTeam(self, dteam, steam, FALSE);
1119
1120         if(self.classname == "player" && steam != dteam)
1121         {
1122                 // kill player when changing teams
1123                 if(self.deadflag == DEAD_NO)
1124                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1125         }
1126         //ctf_playerchanged();
1127 }
1128
1129 void ShufflePlayerOutOfTeam (float source_team)
1130 {
1131         float smallestteam, smallestteam_count, steam;
1132         float lowest_bot_score, lowest_player_score;
1133         entity head, lowest_bot, lowest_player, selected;
1134
1135         smallestteam = 0;
1136         smallestteam_count = 999999999;
1137
1138         if(c1 >= 0 && c1 < smallestteam_count)
1139         {
1140                 smallestteam = 1;
1141                 smallestteam_count = c1;
1142         }
1143         if(c2 >= 0 && c2 < smallestteam_count)
1144         {
1145                 smallestteam = 2;
1146                 smallestteam_count = c2;
1147         }
1148         if(c3 >= 0 && c3 < smallestteam_count)
1149         {
1150                 smallestteam = 3;
1151                 smallestteam_count = c3;
1152         }
1153         if(c4 >= 0 && c4 < smallestteam_count)
1154         {
1155                 smallestteam = 4;
1156                 smallestteam_count = c4;
1157         }
1158
1159         if(!smallestteam)
1160         {
1161                 bprint("warning: no smallest team\n");
1162                 return;
1163         }
1164
1165         if(source_team == 1)
1166                 steam = COLOR_TEAM1;
1167         else if(source_team == 2)
1168                 steam = COLOR_TEAM2;
1169         else if(source_team == 3)
1170                 steam = COLOR_TEAM3;
1171         else if(source_team == 4)
1172                 steam = COLOR_TEAM4;
1173
1174         lowest_bot = world;
1175         lowest_bot_score = 999999999;
1176         lowest_player = world;
1177         lowest_player_score = 999999999;
1178
1179         // find the lowest-scoring player & bot of that team
1180         FOR_EACH_PLAYER(head)
1181         {
1182                 if(head.team == steam)
1183                 {
1184                         if(head.isbot)
1185                         {
1186                                 if(head.totalfrags < lowest_bot_score)
1187                                 {
1188                                         lowest_bot = head;
1189                                         lowest_bot_score = head.totalfrags;
1190                                 }
1191                         }
1192                         else
1193                         {
1194                                 if(head.totalfrags < lowest_player_score)
1195                                 {
1196                                         lowest_player = head;
1197                                         lowest_player_score = head.totalfrags;
1198                                 }
1199                         }
1200                 }
1201         }
1202
1203         // prefers to move a bot...
1204         if(lowest_bot != world)
1205                 selected = lowest_bot;
1206         // but it will move a player if it has to
1207         else
1208                 selected = lowest_player;
1209         // don't do anything if it couldn't find anyone
1210         if(!selected)
1211         {
1212                 bprint("warning: couldn't find a player to move from team\n");
1213                 return;
1214         }
1215
1216         // smallest team gains a member
1217         if(smallestteam == 1)
1218         {
1219                 c1 = c1 + 1;
1220         }
1221         else if(smallestteam == 2)
1222         {
1223                 c2 = c2 + 1;
1224         }
1225         else if(smallestteam == 3)
1226         {
1227                 c3 = c3 + 1;
1228         }
1229         else if(smallestteam == 4)
1230         {
1231                 c4 = c4 + 1;
1232         }
1233         else
1234         {
1235                 bprint("warning: destination team invalid\n");
1236                 return;
1237         }
1238         // source team loses a member
1239         if(source_team == 1)
1240         {
1241                 c1 = c1 + 1;
1242         }
1243         else if(source_team == 2)
1244         {
1245                 c2 = c2 + 2;
1246         }
1247         else if(source_team == 3)
1248         {
1249                 c3 = c3 + 3;
1250         }
1251         else if(source_team == 4)
1252         {
1253                 c4 = c4 + 4;
1254         }
1255         else
1256         {
1257                 bprint("warning: source team invalid\n");
1258                 return;
1259         }
1260
1261         // move the player to the new team
1262         TeamchangeFrags(selected);
1263         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1264
1265         if(selected.deadflag == DEAD_NO)
1266                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1267         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1268 }
1269
1270 void CauseRebalance(float source_team, float howmany_toomany)
1271 {
1272         if(IsTeamBalanceForced() == 1)
1273         {
1274                 bprint("Rebalancing Teams\n");
1275                 ShufflePlayerOutOfTeam(source_team);
1276         }
1277 }
1278
1279 // part of g_balance_teams_force
1280 // occasionally perform an audit of the teams to make
1281 // sure they're more or less balanced in player count.
1282 void AuditTeams()
1283 {
1284         float numplayers, numteams, smallest, toomany;
1285         float balance;
1286         balance = IsTeamBalanceForced();
1287         if(balance == 0)
1288                 return;
1289
1290         if(audit_teams_time > time)
1291                 return;
1292
1293         audit_teams_time = time + 4 + random();
1294
1295 //      bprint("Auditing teams\n");
1296
1297         CheckAllowedTeams(world);
1298         GetTeamCounts(world);
1299
1300
1301         numteams = numplayers = smallest = 0;
1302         if(c1 >= 0)
1303         {
1304                 numteams = numteams + 1;
1305                 numplayers = numplayers + c1;
1306                 smallest = c1;
1307         }
1308         if(c2 >= 0)
1309         {
1310                 numteams = numteams + 1;
1311                 numplayers = numplayers + c2;
1312                 if(c2 < smallest)
1313                         smallest = c2;
1314         }
1315         if(c3 >= 0)
1316         {
1317                 numteams = numteams + 1;
1318                 numplayers = numplayers + c3;
1319                 if(c3 < smallest)
1320                         smallest = c3;
1321         }
1322         if(c4 >= 0)
1323         {
1324                 numteams = numteams + 1;
1325                 numplayers = numplayers + c4;
1326                 if(c4 < smallest)
1327                         smallest = c4;
1328         }
1329
1330         if(numplayers <= 0)
1331                 return; // no players to move around
1332         if(numteams < 2)
1333                 return; // don't bother shuffling if for some reason there aren't any teams
1334
1335         toomany = smallest + 1;
1336
1337         if(c1 && c1 > toomany)
1338                 CauseRebalance(1, c1 - toomany);
1339         if(c2 && c2 > toomany)
1340                 CauseRebalance(2, c2 - toomany);
1341         if(c3 && c3 > toomany)
1342                 CauseRebalance(3, c3 - toomany);
1343         if(c4 && c4 > toomany)
1344                 CauseRebalance(4, c4 - toomany);
1345
1346         // if teams are still unbalanced, balance them further in the next audit,
1347         // which will happen sooner (keep doing rapid audits until things are in order)
1348         audit_teams_time = time + 0.7 + random()*0.3;
1349 }
1350
1351 // code from here on is just to support maps that don't have team entities
1352 void tdm_spawnteam (string teamname, float teamcolor)
1353 {
1354         local entity e;
1355         e = spawn();
1356         e.classname = "tdm_team";
1357         e.netname = teamname;
1358         e.cnt = teamcolor;
1359         e.team = e.cnt + 1;
1360 };
1361
1362 // spawn some default teams if the map is not set up for tdm
1363 void tdm_spawnteams()
1364 {
1365         float numteams;
1366
1367         numteams = cvar("g_tdm_teams_override");
1368         if(numteams < 2)
1369                 numteams = cvar("g_tdm_teams");
1370         numteams = bound(2, numteams, 4);
1371
1372         tdm_spawnteam("Red", COLOR_TEAM1-1);
1373         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1374         if(numteams >= 3)
1375                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1376         if(numteams >= 4)
1377                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1378 };
1379
1380 void tdm_delayedinit()
1381 {
1382         // if no teams are found, spawn defaults
1383         if (find(world, classname, "tdm_team") == world)
1384                 tdm_spawnteams();
1385 };
1386
1387 void tdm_init()
1388 {
1389         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1390 };