]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/teamplay.qc
Merge branch 'terencehill/obsolete_cvars_removal' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
1 #include "teamplay.qh"
2 #include "_all.qh"
3
4 #include "cl_client.qh"
5 #include "race.qh"
6 #include "scores.qh"
7 #include "scores_rules.qh"
8
9 #include "bot/bot.qh"
10
11 #include "command/vote.qh"
12
13 #include "mutators/mutators_include.qh"
14
15 #include "../common/deathtypes.qh"
16 #include "../common/teams.qh"
17
18 void TeamchangeFrags(entity e)
19 {
20         PlayerScore_Clear(e);
21 }
22
23 void LogTeamchange(float player_id, float team_number, float type)
24 {
25         if(!autocvar_sv_eventlog)
26                 return;
27
28         if(player_id < 1)
29                 return;
30
31         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
32 }
33
34 void default_delayedinit()
35 {
36         if(!scores_initialized)
37                 ScoreRules_generic();
38 }
39
40 void ActivateTeamplay()
41 {
42         serverflags |= SERVERFLAG_TEAMPLAY;
43         teamplay = 1;
44         cvar_set("teamplay", "2");  // DP needs this for sending proper getstatus replies.
45 }
46
47 void InitGameplayMode()
48 {
49         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
50
51         qualifying_override = -1;
52
53         VoteReset();
54
55         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
56         get_mi_min_max(1);
57         world.mins = mi_min;
58         world.maxs = mi_max;
59
60         MapInfo_LoadMapSettings(mapname);
61         serverflags &= ~SERVERFLAG_TEAMPLAY;
62         teamplay = 0;
63         cvar_set("teamplay", "0");  // DP needs this for sending proper getstatus replies.
64
65         if (!cvar_value_issafe(world.fog))
66         {
67                 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
68                 world.fog = string_null;
69         }
70         if(MapInfo_Map_fog != "")
71                 if(MapInfo_Map_fog == "none")
72                         world.fog = string_null;
73                 else
74                         world.fog = strzone(MapInfo_Map_fog);
75         clientstuff = strzone(MapInfo_Map_clientstuff);
76
77         MapInfo_ClearTemps();
78
79         // set both here, gamemode can override it later
80         timelimit_override = autocvar_timelimit_override;
81         fraglimit_override = autocvar_fraglimit_override;
82         leadlimit_override = autocvar_leadlimit_override;
83         gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
84
85         if(g_dm)
86         {
87                 MUTATOR_ADD(gamemode_deathmatch);
88         }
89
90         if(g_tdm)
91         {
92                 ActivateTeamplay();
93                 fraglimit_override = autocvar_g_tdm_point_limit;
94                 leadlimit_override = autocvar_g_tdm_point_leadlimit;
95                 if(autocvar_g_tdm_team_spawns)
96                         have_team_spawns = -1; // request team spawns
97                 MUTATOR_ADD(gamemode_tdm);
98         }
99
100         if(g_domination)
101         {
102                 ActivateTeamplay();
103                 fraglimit_override = autocvar_g_domination_point_limit;
104                 leadlimit_override = autocvar_g_domination_point_leadlimit;
105                 if(autocvar_g_domination_roundbased && autocvar_g_domination_roundbased_point_limit)
106                         fraglimit_override = autocvar_g_domination_roundbased_point_limit;
107                 have_team_spawns = -1; // request team spawns
108                 MUTATOR_ADD(gamemode_domination);
109         }
110
111         if(g_ctf)
112         {
113                 ActivateTeamplay();
114                 fraglimit_override = autocvar_capturelimit_override;
115                 leadlimit_override = autocvar_captureleadlimit_override;
116                 have_team_spawns = -1; // request team spawns
117                 MUTATOR_ADD(gamemode_ctf);
118         }
119
120         if(g_lms)
121         {
122                 fraglimit_override = autocvar_g_lms_lives_override;
123                 leadlimit_override = 0; // not supported by LMS
124                 if(fraglimit_override == 0)
125                         fraglimit_override = -1;
126                 MUTATOR_ADD(gamemode_lms);
127         }
128
129         if(g_ca)
130         {
131                 ActivateTeamplay();
132                 fraglimit_override = autocvar_g_ca_point_limit;
133                 leadlimit_override = autocvar_g_ca_point_leadlimit;
134                 if(autocvar_g_ca_team_spawns)
135                         have_team_spawns = -1; // request team spawns
136                 MUTATOR_ADD(gamemode_ca);
137         }
138
139         if(g_keyhunt)
140         {
141                 ActivateTeamplay();
142                 fraglimit_override = autocvar_g_keyhunt_point_limit;
143                 leadlimit_override = autocvar_g_keyhunt_point_leadlimit;
144                 if(autocvar_g_keyhunt_team_spawns)
145                         have_team_spawns = -1; // request team spawns
146                 MUTATOR_ADD(gamemode_keyhunt);
147         }
148
149         if(g_freezetag)
150         {
151                 ActivateTeamplay();
152                 fraglimit_override = autocvar_g_freezetag_point_limit;
153                 leadlimit_override = autocvar_g_freezetag_point_leadlimit;
154                 if(autocvar_g_freezetag_team_spawns)
155                         have_team_spawns = -1; // request team spawns
156                 MUTATOR_ADD(gamemode_freezetag);
157         }
158
159         if(g_assault)
160         {
161                 ActivateTeamplay();
162                 have_team_spawns = -1; // request team spawns
163                 MUTATOR_ADD(gamemode_assault);
164         }
165
166         if(g_onslaught)
167         {
168                 ActivateTeamplay();
169                 fraglimit_override = autocvar_g_onslaught_point_limit;
170                 have_team_spawns = -1; // request team spawns
171                 MUTATOR_ADD(gamemode_onslaught);
172         }
173
174         if(g_race)
175         {
176                 if(autocvar_g_race_teams)
177                 {
178                         ActivateTeamplay();
179                         race_teams = bound(2, autocvar_g_race_teams, 4);
180                         have_team_spawns = -1; // request team spawns
181                 }
182                 else
183                         race_teams = 0;
184                 qualifying_override = autocvar_g_race_qualifying_timelimit_override;
185                 fraglimit_override = autocvar_g_race_laps_limit;
186                 leadlimit_override = 0; // currently not supported by race
187
188                 // we need to find out the correct value for g_race_qualifying
189                 float want_qualifying = ((qualifying_override >= 0) ? qualifying_override : autocvar_g_race_qualifying_timelimit) > 0;
190
191                 if(autocvar_g_campaign)
192                 {
193                         g_race_qualifying = 1;
194                         independent_players = 1;
195                 }
196                 else if(!autocvar_g_campaign && want_qualifying)
197                 {
198                         g_race_qualifying = 2;
199                         independent_players = 1;
200                         race_fraglimit = (race_fraglimit >= 0) ? fraglimit_override : autocvar_fraglimit;
201                         race_leadlimit = (race_leadlimit >= 0) ? leadlimit_override : autocvar_leadlimit;
202                         race_timelimit = (race_timelimit >= 0) ? timelimit_override : autocvar_timelimit;
203                         fraglimit_override = 0;
204                         leadlimit_override = 0;
205                         timelimit_override = autocvar_g_race_qualifying_timelimit;
206                 }
207                 else
208                 {
209                         g_race_qualifying = 0;
210                 }
211
212                 MUTATOR_ADD(gamemode_race);
213         }
214
215         if(g_cts)
216         {
217                 g_race_qualifying = 1;
218                 fraglimit_override = 0;
219                 leadlimit_override = 0;
220                 independent_players = 1;
221                 MUTATOR_ADD(gamemode_cts);
222         }
223
224         if(g_nexball)
225         {
226                 fraglimit_override = autocvar_g_nexball_goallimit;
227                 leadlimit_override = autocvar_g_nexball_goalleadlimit;
228                 ActivateTeamplay();
229                 have_team_spawns = -1; // request team spawns
230                 MUTATOR_ADD(gamemode_nexball);
231         }
232
233         if(g_keepaway)
234         {
235                 MUTATOR_ADD(gamemode_keepaway);
236         }
237
238         if(g_invasion)
239         {
240                 fraglimit_override = autocvar_g_invasion_point_limit;
241                 if(autocvar_g_invasion_teams >= 2)
242                 {
243                         ActivateTeamplay();
244                         if(autocvar_g_invasion_team_spawns)
245                                 have_team_spawns = -1; // request team spawns
246                 }
247                 MUTATOR_ADD(gamemode_invasion);
248         }
249
250         if(teamplay)
251                 entcs_init();
252
253         cache_mutatormsg = strzone("");
254         cache_lastmutatormsg = strzone("");
255
256         // enforce the server's universal frag/time limits
257         if(!autocvar_g_campaign)
258         {
259                 if(fraglimit_override >= 0)
260                         cvar_set("fraglimit", ftos(fraglimit_override));
261                 if(timelimit_override >= 0)
262                         cvar_set("timelimit", ftos(timelimit_override));
263                 if(leadlimit_override >= 0)
264                         cvar_set("leadlimit", ftos(leadlimit_override));
265                 if(qualifying_override >= 0)
266                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
267         }
268
269         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
270 }
271
272 string GetClientVersionMessage()
273 {SELFPARAM();
274         string versionmsg;
275         if (self.version_mismatch) {
276                 if(self.version < autocvar_gameversion) {
277                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
278                 } else {
279                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
280                 }
281         } else {
282                 versionmsg = "^2client version and server version are compatible.^8";
283         }
284         return versionmsg;
285 }
286
287 string getwelcomemessage(void)
288 {
289         string s, modifications, motd;
290
291         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
292         modifications = ret_string;
293
294         if(g_weaponarena)
295         {
296                 if(g_weaponarena_random)
297                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
298                 else
299                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
300         }
301         else if(cvar("g_balance_blaster_weaponstart") == 0)
302                 modifications = strcat(modifications, ", No start weapons");
303         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
304                 modifications = strcat(modifications, ", Low gravity");
305         if(g_cloaked && !g_cts)
306                 modifications = strcat(modifications, ", Cloaked");
307         if(g_grappling_hook)
308                 modifications = strcat(modifications, ", Hook");
309         if(g_weapon_stay && !g_cts)
310                 modifications = strcat(modifications, ", Weapons stay");
311         if(g_jetpack)
312                 modifications = strcat(modifications, ", Jet pack");
313         if(autocvar_g_powerups == 0)
314                 modifications = strcat(modifications, ", No powerups");
315         if(autocvar_g_powerups > 0)
316                 modifications = strcat(modifications, ", Powerups");
317         modifications = substring(modifications, 2, strlen(modifications) - 2);
318
319         string versionmessage;
320         versionmessage = GetClientVersionMessage();
321
322         s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
323         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
324
325         if(modifications != "")
326                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
327
328         if (g_grappling_hook)
329                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
330
331         if (cvar("g_nades"))
332                 s = strcat(s, "\n\n^3nades^8 are enabled, press 'g' to use them\n");
333
334         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
335         {
336                 if(cache_lastmutatormsg)
337                         strunzone(cache_lastmutatormsg);
338                 if(cache_mutatormsg)
339                         strunzone(cache_mutatormsg);
340                 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
341                 cache_mutatormsg = strzone(cache_lastmutatormsg);
342         }
343
344         if (cache_mutatormsg != "") {
345                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
346         }
347
348         string mutator_msg = "";
349         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
350         mutator_msg = ret_string;
351
352         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
353
354         motd = autocvar_sv_motd;
355         if (motd != "") {
356                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
357         }
358         return s;
359 }
360
361 void SetPlayerColors(entity pl, float _color)
362 {
363         /*string s;
364         s = ftos(cl);
365         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
366         pl.team = cl + 1;
367         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
368         pl.clientcolors = 16*cl + cl;*/
369
370         float pants, shirt;
371         pants = _color & 0x0F;
372         shirt = _color & 0xF0;
373
374
375         if(teamplay) {
376                 setcolor(pl, 16*pants + pants);
377         } else {
378                 setcolor(pl, shirt + pants);
379         }
380 }
381
382 void SetPlayerTeam(entity pl, float t, float s, float noprint)
383 {
384         float _color;
385
386         if(t == 4)
387                 _color = NUM_TEAM_4 - 1;
388         else if(t == 3)
389                 _color = NUM_TEAM_3 - 1;
390         else if(t == 2)
391                 _color = NUM_TEAM_2 - 1;
392         else
393                 _color = NUM_TEAM_1 - 1;
394
395         SetPlayerColors(pl,_color);
396
397         if(t != s) {
398                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
399
400                 if(!noprint)
401                 bprint(pl.netname, "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
402         }
403
404 }
405
406 // set c1...c4 to show what teams are allowed
407 void CheckAllowedTeams (entity for_whom)
408 {SELFPARAM();
409         float dm;
410         entity head;
411         string teament_name;
412
413         c1 = c2 = c3 = c4 = -1;
414         cb1 = cb2 = cb3 = cb4 = 0;
415
416         teament_name = string_null;
417         if(g_onslaught)
418         {
419                 // onslaught is special
420                 head = findchain(classname, "onslaught_generator");
421                 while (head)
422                 {
423                         if (head.team == NUM_TEAM_1) c1 = 0;
424                         if (head.team == NUM_TEAM_2) c2 = 0;
425                         if (head.team == NUM_TEAM_3) c3 = 0;
426                         if (head.team == NUM_TEAM_4) c4 = 0;
427                         head = head.chain;
428                 }
429         }
430         else if(g_domination)
431                 teament_name = "dom_team";
432         else if(g_ctf)
433                 teament_name = "ctf_team";
434         else if(g_tdm)
435                 teament_name = "tdm_team";
436         else if(g_nexball)
437                 teament_name = "nexball_team";
438         else if(g_assault)
439                 c1 = c2 = 0; // Assault always has 2 teams
440         else
441         {
442                 // cover anything else by treating it like tdm with no teams spawned
443                 dm = 2;
444
445                 MUTATOR_CALLHOOK(GetTeamCount, dm);
446                 dm = ret_float;
447
448                 if(dm >= 4)
449                         c1 = c2 = c3 = c4 = 0;
450                 else if(dm >= 3)
451                         c1 = c2 = c3 = 0;
452                 else
453                         c1 = c2 = 0;
454         }
455
456         // find out what teams are allowed if necessary
457         if(teament_name)
458         {
459                 head = find(world, classname, teament_name);
460                 while(head)
461                 {
462                         if(!(g_domination && head.netname == ""))
463                         {
464                                 if(head.team == NUM_TEAM_1)
465                                         c1 = 0;
466                                 else if(head.team == NUM_TEAM_2)
467                                         c2 = 0;
468                                 else if(head.team == NUM_TEAM_3)
469                                         c3 = 0;
470                                 else if(head.team == NUM_TEAM_4)
471                                         c4 = 0;
472                         }
473                         head = find(head, classname, teament_name);
474                 }
475         }
476
477         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
478         if(c3==-1 && c4==-1)
479         if(autocvar_bot_vs_human && for_whom)
480         {
481                 if(autocvar_bot_vs_human > 0)
482                 {
483                         // bots are all blue
484                         if(IS_BOT_CLIENT(for_whom))
485                                 c1 = c3 = c4 = -1;
486                         else
487                                 c2 = -1;
488                 }
489                 else
490                 {
491                         // bots are all red
492                         if(IS_BOT_CLIENT(for_whom))
493                                 c2 = c3 = c4 = -1;
494                         else
495                                 c1 = -1;
496                 }
497         }
498
499         // if player has a forced team, ONLY allow that one
500         if(self.team_forced == NUM_TEAM_1 && c1 >= 0)
501                 c2 = c3 = c4 = -1;
502         else if(self.team_forced == NUM_TEAM_2 && c2 >= 0)
503                 c1 = c3 = c4 = -1;
504         else if(self.team_forced == NUM_TEAM_3 && c3 >= 0)
505                 c1 = c2 = c4 = -1;
506         else if(self.team_forced == NUM_TEAM_4 && c4 >= 0)
507                 c1 = c2 = c3 = -1;
508 }
509
510 float PlayerValue(entity p)
511 {
512         return 1;
513         // FIXME: it always returns 1...
514 }
515
516 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
517 // teams that are allowed will now have their player counts stored in c1...c4
518 void GetTeamCounts(entity ignore)
519 {
520         entity head;
521         float value, bvalue;
522         // now count how many players are on each team already
523
524         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
525         // also remember the lowest-scoring player
526
527         FOR_EACH_CLIENT(head)
528         {
529                 float t;
530                 if(IS_PLAYER(head) || head.caplayer)
531                         t = head.team;
532                 else if(head.team_forced > 0)
533                         t = head.team_forced; // reserve the spot
534                 else
535                         continue;
536                 if(head != ignore)// && head.netname != "")
537                 {
538                         value = PlayerValue(head);
539                         if(IS_BOT_CLIENT(head))
540                                 bvalue = value;
541                         else
542                                 bvalue = 0;
543                         if(t == NUM_TEAM_1)
544                         {
545                                 if(c1 >= 0)
546                                 {
547                                         c1 = c1 + value;
548                                         cb1 = cb1 + bvalue;
549                                 }
550                         }
551                         if(t == NUM_TEAM_2)
552                         {
553                                 if(c2 >= 0)
554                                 {
555                                         c2 = c2 + value;
556                                         cb2 = cb2 + bvalue;
557                                 }
558                         }
559                         if(t == NUM_TEAM_3)
560                         {
561                                 if(c3 >= 0)
562                                 {
563                                         c3 = c3 + value;
564                                         cb3 = cb3 + bvalue;
565                                 }
566                         }
567                         if(t == NUM_TEAM_4)
568                         {
569                                 if(c4 >= 0)
570                                 {
571                                         c4 = c4 + value;
572                                         cb4 = cb4 + bvalue;
573                                 }
574                         }
575                 }
576         }
577
578         // if the player who has a forced team has not joined yet, reserve the spot
579         if(autocvar_g_campaign)
580         {
581                 switch(autocvar_g_campaign_forceteam)
582                 {
583                         case 1: if(c1 == cb1) ++c1; break;
584                         case 2: if(c2 == cb2) ++c2; break;
585                         case 3: if(c3 == cb3) ++c3; break;
586                         case 4: if(c4 == cb4) ++c4; break;
587                 }
588         }
589 }
590
591 float TeamSmallerEqThanTeam(float ta, float tb, entity e)
592 {
593         // we assume that CheckAllowedTeams and GetTeamCounts have already been called
594         float f;
595         float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0;
596
597         switch(ta)
598         {
599                 case 1: ca = c1; cba = cb1; sa = team1_score; break;
600                 case 2: ca = c2; cba = cb2; sa = team2_score; break;
601                 case 3: ca = c3; cba = cb3; sa = team3_score; break;
602                 case 4: ca = c4; cba = cb4; sa = team4_score; break;
603         }
604         switch(tb)
605         {
606                 case 1: cb = c1; cbb = cb1; sb = team1_score; break;
607                 case 2: cb = c2; cbb = cb2; sb = team2_score; break;
608                 case 3: cb = c3; cbb = cb3; sb = team3_score; break;
609                 case 4: cb = c4; cbb = cb4; sb = team4_score; break;
610         }
611
612         // invalid
613         if(ca < 0 || cb < 0)
614                 return false;
615
616         // equal
617         if(ta == tb)
618                 return true;
619
620         if(IS_REAL_CLIENT(e))
621         {
622                 if(bots_would_leave)
623                 {
624                         ca -= cba * 0.999;
625                         cb -= cbb * 0.999;
626                 }
627         }
628
629         // keep teams alive (teams of size 0 always count as smaller, ignoring score)
630         if(ca < 1)
631                 if(cb >= 1)
632                         return true;
633         if(ca >= 1)
634                 if(cb < 1)
635                         return false;
636
637         // first, normalize
638         f = max(ca, cb, 1);
639         ca /= f;
640         cb /= f;
641         f = max(sa, sb, 1);
642         sa /= f;
643         sb /= f;
644
645         // the more we're at the end of the match, the more take scores into account
646         f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1);
647         ca += (sa - ca) * f;
648         cb += (sb - cb) * f;
649
650         return ca <= cb;
651 }
652
653 // returns # of smallest team (1, 2, 3, 4)
654 // NOTE: Assumes CheckAllowedTeams has already been called!
655 float FindSmallestTeam(entity pl, float ignore_pl)
656 {
657         float totalteams, t;
658         totalteams = 0;
659
660         // find out what teams are available
661         //CheckAllowedTeams();
662
663         // make sure there are at least 2 teams to join
664         if(c1 >= 0)
665                 totalteams = totalteams + 1;
666         if(c2 >= 0)
667                 totalteams = totalteams + 1;
668         if(c3 >= 0)
669                 totalteams = totalteams + 1;
670         if(c4 >= 0)
671                 totalteams = totalteams + 1;
672
673         if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
674                 totalteams += 1;
675
676         if(totalteams <= 1)
677         {
678                 if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
679                         return 1; // special case for campaign and player joining
680                 else
681                         error(sprintf("Too few teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
682         }
683
684         // count how many players are in each team
685         if(ignore_pl)
686                 GetTeamCounts(pl);
687         else
688                 GetTeamCounts(world);
689
690         RandomSelection_Init();
691
692         t = 1;
693         if(TeamSmallerEqThanTeam(2, t, pl))
694                 t = 2;
695         if(TeamSmallerEqThanTeam(3, t, pl))
696                 t = 3;
697         if(TeamSmallerEqThanTeam(4, t, pl))
698                 t = 4;
699
700         // now t is the minimum, or A minimum!
701         if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
702                 RandomSelection_Add(world, 1, string_null, 1, 1);
703         if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
704                 RandomSelection_Add(world, 2, string_null, 1, 1);
705         if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
706                 RandomSelection_Add(world, 3, string_null, 1, 1);
707         if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
708                 RandomSelection_Add(world, 4, string_null, 1, 1);
709
710         return RandomSelection_chosen_float;
711 }
712
713 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
714 {SELFPARAM();
715         float smallest, selectedteam;
716
717         // don't join a team if we're not playing a team game
718         if(!teamplay)
719                 return 0;
720
721         // find out what teams are available
722         CheckAllowedTeams(pl);
723
724         // if we don't care what team he ends up on, put him on whatever team he entered as.
725         // if he's not on a valid team, then let other code put him on the smallest team
726         if(!forcebestteam)
727         {
728                 if(     c1 >= 0 && pl.team == NUM_TEAM_1)
729                         selectedteam = pl.team;
730                 else if(c2 >= 0 && pl.team == NUM_TEAM_2)
731                         selectedteam = pl.team;
732                 else if(c3 >= 0 && pl.team == NUM_TEAM_3)
733                         selectedteam = pl.team;
734                 else if(c4 >= 0 && pl.team == NUM_TEAM_4)
735                         selectedteam = pl.team;
736                 else
737                         selectedteam = -1;
738
739                 if(selectedteam > 0)
740                 {
741                         if(!only_return_best)
742                         {
743                                 SetPlayerColors(pl, selectedteam - 1);
744
745                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
746                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
747                                 LogTeamchange(pl.playerid, pl.team, 99);
748                         }
749                         return selectedteam;
750                 }
751                 // otherwise end up on the smallest team (handled below)
752         }
753
754         smallest = FindSmallestTeam(pl, true);
755
756         if(!only_return_best && !pl.bot_forced_team)
757         {
758                 TeamchangeFrags(self);
759                 if(smallest == 1)
760                 {
761                         SetPlayerColors(pl, NUM_TEAM_1 - 1);
762                 }
763                 else if(smallest == 2)
764                 {
765                         SetPlayerColors(pl, NUM_TEAM_2 - 1);
766                 }
767                 else if(smallest == 3)
768                 {
769                         SetPlayerColors(pl, NUM_TEAM_3 - 1);
770                 }
771                 else if(smallest == 4)
772                 {
773                         SetPlayerColors(pl, NUM_TEAM_4 - 1);
774                 }
775                 else
776                 {
777                         error("smallest team: invalid team\n");
778                 }
779
780                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
781
782                 if(pl.deadflag == DEAD_NO)
783                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
784         }
785
786         return smallest;
787 }
788
789 //void() ctf_playerchanged;
790 void SV_ChangeTeam(float _color)
791 {SELFPARAM();
792         float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
793
794         // in normal deathmatch we can just apply the color and we're done
795         if(!teamplay) {
796                 SetPlayerColors(self, _color);
797                 return;
798         }
799
800         scolor = self.clientcolors & 0x0F;
801         dcolor = _color & 0x0F;
802
803         if(scolor == NUM_TEAM_1 - 1)
804                 steam = 1;
805         else if(scolor == NUM_TEAM_2 - 1)
806                 steam = 2;
807         else if(scolor == NUM_TEAM_3 - 1)
808                 steam = 3;
809         else // if(scolor == NUM_TEAM_4 - 1)
810                 steam = 4;
811         if(dcolor == NUM_TEAM_1 - 1)
812                 dteam = 1;
813         else if(dcolor == NUM_TEAM_2 - 1)
814                 dteam = 2;
815         else if(dcolor == NUM_TEAM_3 - 1)
816                 dteam = 3;
817         else // if(dcolor == NUM_TEAM_4 - 1)
818                 dteam = 4;
819
820         CheckAllowedTeams(self);
821
822         if(dteam == 1 && c1 < 0) dteam = 4;
823         if(dteam == 4 && c4 < 0) dteam = 3;
824         if(dteam == 3 && c3 < 0) dteam = 2;
825         if(dteam == 2 && c2 < 0) dteam = 1;
826
827         // not changing teams
828         if(scolor == dcolor)
829         {
830                 //bprint("same team change\n");
831                 SetPlayerTeam(self, dteam, steam, true);
832                 return;
833         }
834
835         if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
836                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
837                 return; // changing teams is not allowed
838         }
839
840         // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
841         if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
842         {
843                 GetTeamCounts(self);
844                 if(!TeamSmallerEqThanTeam(dteam, steam, self))
845                 {
846                         Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
847                         return;
848                 }
849         }
850
851 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
852
853         if(IS_PLAYER(self) && steam != dteam)
854         {
855                 // reduce frags during a team change
856                 TeamchangeFrags(self);
857         }
858
859         // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
860         if(!IS_CLIENT(self))
861                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_CONNECTING, self.netname);
862
863         SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self));
864
865         if(IS_PLAYER(self) && steam != dteam)
866         {
867                 // kill player when changing teams
868                 if(self.deadflag == DEAD_NO)
869                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
870         }
871 }
872
873 void ShufflePlayerOutOfTeam (float source_team)
874 {
875         float smallestteam, smallestteam_count, steam;
876         float lowest_bot_score, lowest_player_score;
877         entity head, lowest_bot, lowest_player, selected;
878
879         smallestteam = 0;
880         smallestteam_count = 999999999;
881
882         if(c1 >= 0 && c1 < smallestteam_count)
883         {
884                 smallestteam = 1;
885                 smallestteam_count = c1;
886         }
887         if(c2 >= 0 && c2 < smallestteam_count)
888         {
889                 smallestteam = 2;
890                 smallestteam_count = c2;
891         }
892         if(c3 >= 0 && c3 < smallestteam_count)
893         {
894                 smallestteam = 3;
895                 smallestteam_count = c3;
896         }
897         if(c4 >= 0 && c4 < smallestteam_count)
898         {
899                 smallestteam = 4;
900                 smallestteam_count = c4;
901         }
902
903         if(!smallestteam)
904         {
905                 bprint("warning: no smallest team\n");
906                 return;
907         }
908
909         if(source_team == 1)
910                 steam = NUM_TEAM_1;
911         else if(source_team == 2)
912                 steam = NUM_TEAM_2;
913         else if(source_team == 3)
914                 steam = NUM_TEAM_3;
915         else // if(source_team == 4)
916                 steam = NUM_TEAM_4;
917
918         lowest_bot = world;
919         lowest_bot_score = 999999999;
920         lowest_player = world;
921         lowest_player_score = 999999999;
922
923         // find the lowest-scoring player & bot of that team
924         FOR_EACH_PLAYER(head)
925         {
926                 if(head.team == steam)
927                 {
928                         if(head.isbot)
929                         {
930                                 if(head.totalfrags < lowest_bot_score)
931                                 {
932                                         lowest_bot = head;
933                                         lowest_bot_score = head.totalfrags;
934                                 }
935                         }
936                         else
937                         {
938                                 if(head.totalfrags < lowest_player_score)
939                                 {
940                                         lowest_player = head;
941                                         lowest_player_score = head.totalfrags;
942                                 }
943                         }
944                 }
945         }
946
947         // prefers to move a bot...
948         if(lowest_bot != world)
949                 selected = lowest_bot;
950         // but it will move a player if it has to
951         else
952                 selected = lowest_player;
953         // don't do anything if it couldn't find anyone
954         if(!selected)
955         {
956                 bprint("warning: couldn't find a player to move from team\n");
957                 return;
958         }
959
960         // smallest team gains a member
961         if(smallestteam == 1)
962         {
963                 c1 = c1 + 1;
964         }
965         else if(smallestteam == 2)
966         {
967                 c2 = c2 + 1;
968         }
969         else if(smallestteam == 3)
970         {
971                 c3 = c3 + 1;
972         }
973         else if(smallestteam == 4)
974         {
975                 c4 = c4 + 1;
976         }
977         else
978         {
979                 bprint("warning: destination team invalid\n");
980                 return;
981         }
982         // source team loses a member
983         if(source_team == 1)
984         {
985                 c1 = c1 + 1;
986         }
987         else if(source_team == 2)
988         {
989                 c2 = c2 + 2;
990         }
991         else if(source_team == 3)
992         {
993                 c3 = c3 + 3;
994         }
995         else if(source_team == 4)
996         {
997                 c4 = c4 + 4;
998         }
999         else
1000         {
1001                 bprint("warning: source team invalid\n");
1002                 return;
1003         }
1004
1005         // move the player to the new team
1006         TeamchangeFrags(selected);
1007         SetPlayerTeam(selected, smallestteam, source_team, false);
1008
1009         if(selected.deadflag == DEAD_NO)
1010                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1011         Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);
1012 }