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