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