]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/teamplay.qc
Added Player_ChangeTeamKill and ClientKill_Now hooks.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
1 #include "teamplay.qh"
2
3 #include "client.qh"
4 #include "race.qh"
5 #include "scores.qh"
6 #include "scores_rules.qh"
7
8 #include "bot/api.qh"
9
10 #include "command/vote.qh"
11
12 #include "mutators/_mod.qh"
13
14 #include "../common/deathtypes/all.qh"
15 #include "../common/gamemodes/_mod.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(entity this)
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         VoteReset();
50
51         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
52         get_mi_min_max(1);
53         world.mins = mi_min;
54         world.maxs = mi_max;
55         // currently, NetRadiant's limit is 131072 qu for each side
56         // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
57         // set the distance according to map size but don't go over the limit to avoid issues with float precision
58         // in case somebody makes extremely large maps
59         max_shot_distance = min(230000, vlen(world.maxs - world.mins));
60
61         MapInfo_LoadMapSettings(mapname);
62         serverflags &= ~SERVERFLAG_TEAMPLAY;
63         teamplay = 0;
64         cvar_set("teamplay", "0");  // DP needs this for sending proper getstatus replies.
65
66         if (!cvar_value_issafe(world.fog))
67         {
68                 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
69                 world.fog = string_null;
70         }
71         if(MapInfo_Map_fog != "")
72                 if(MapInfo_Map_fog == "none")
73                         world.fog = string_null;
74                 else
75                         world.fog = strzone(MapInfo_Map_fog);
76         clientstuff = strzone(MapInfo_Map_clientstuff);
77
78         MapInfo_ClearTemps();
79
80         gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
81
82         cache_mutatormsg = strzone("");
83         cache_lastmutatormsg = strzone("");
84
85         InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
86 }
87
88 string GetClientVersionMessage(entity this)
89 {
90         if (this.version_mismatch) {
91                 if(this.version < autocvar_gameversion) {
92                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
93                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
94                 } else {
95                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
96                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
97                 }
98         } else {
99                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
100         }
101 }
102
103 string getwelcomemessage(entity this)
104 {
105         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
106         string modifications = M_ARGV(0, string);
107
108         if(g_weaponarena)
109         {
110                 if(g_weaponarena_random)
111                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
112                 else
113                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
114         }
115         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
116                 modifications = strcat(modifications, ", No start weapons");
117         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
118                 modifications = strcat(modifications, ", Low gravity");
119         if(g_weapon_stay && !g_cts)
120                 modifications = strcat(modifications, ", Weapons stay");
121         if(g_jetpack)
122                 modifications = strcat(modifications, ", Jet pack");
123         if(autocvar_g_powerups == 0)
124                 modifications = strcat(modifications, ", No powerups");
125         if(autocvar_g_powerups > 0)
126                 modifications = strcat(modifications, ", Powerups");
127         modifications = substring(modifications, 2, strlen(modifications) - 2);
128
129         string versionmessage = GetClientVersionMessage(this);
130         string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
131
132         if(modifications != "")
133                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
134
135         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
136         {
137                 if(cache_lastmutatormsg)
138                         strunzone(cache_lastmutatormsg);
139                 if(cache_mutatormsg)
140                         strunzone(cache_mutatormsg);
141                 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
142                 cache_mutatormsg = strzone(cache_lastmutatormsg);
143         }
144
145         if (cache_mutatormsg != "") {
146                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
147         }
148
149         string mutator_msg = "";
150         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
151         mutator_msg = M_ARGV(0, string);
152
153         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
154
155         string motd = autocvar_sv_motd;
156         if (motd != "") {
157                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
158         }
159         return s;
160 }
161
162 void setcolor(entity this, int clr)
163 {
164 #if 0
165         this.clientcolors = clr;
166         this.team = (clr & 15) + 1;
167 #else
168         builtin_setcolor(this, clr);
169 #endif
170 }
171
172 void SetPlayerColors(entity pl, float _color)
173 {
174         /*string s;
175         s = ftos(cl);
176         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
177         pl.team = cl + 1;
178         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
179         pl.clientcolors = 16*cl + cl;*/
180
181         float pants, shirt;
182         pants = _color & 0x0F;
183         shirt = _color & 0xF0;
184
185
186         if(teamplay) {
187                 setcolor(pl, 16*pants + pants);
188         } else {
189                 setcolor(pl, shirt + pants);
190         }
191 }
192
193 bool SetPlayerTeamSimple(entity player, int teamnum)
194 {
195         if (player.team == teamnum)
196         {
197                 return true;
198         }
199         if (MUTATOR_CALLHOOK(Player_ChangeTeam, player, Team_TeamToNumber(
200                 player.team), Team_TeamToNumber(teamnum)) == true)
201         {
202                 // Mutator has blocked team change.
203                 return false;
204         }
205         int oldteam = player.team;
206         SetPlayerColors(player, teamnum - 1);
207         MUTATOR_CALLHOOK(Player_ChangedTeam, player, oldteam, player.team);
208         return true;
209 }
210
211 void SetPlayerTeam(entity pl, float t, float s, float noprint)
212 {
213         if (t == s)
214         {
215                 return;
216         }
217         float teamnum = Team_NumberToTeam(t);
218         SetPlayerTeamSimple(pl, teamnum);
219         LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
220         if (noprint)
221         {
222                 return;
223         }
224         bprint(playername(pl, false), "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
225 }
226
227 // set c1...c4 to show what teams are allowed
228 void CheckAllowedTeams (entity for_whom)
229 {
230         int teams_mask = 0;
231
232         c1 = c2 = c3 = c4 = -1;
233         cb1 = cb2 = cb3 = cb4 = 0;
234
235         string teament_name = string_null;
236
237         bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name, for_whom);
238         teams_mask = M_ARGV(0, float);
239         teament_name = M_ARGV(1, string);
240
241         if(!mutator_returnvalue)
242         {
243                 if(teams_mask & BIT(0)) c1 = 0;
244                 if(teams_mask & BIT(1)) c2 = 0;
245                 if(teams_mask & BIT(2)) c3 = 0;
246                 if(teams_mask & BIT(3)) c4 = 0;
247         }
248
249         // find out what teams are allowed if necessary
250         if(teament_name)
251         {
252                 entity head = find(NULL, classname, teament_name);
253                 while(head)
254                 {
255                         switch(head.team)
256                         {
257                                 case NUM_TEAM_1: c1 = 0; break;
258                                 case NUM_TEAM_2: c2 = 0; break;
259                                 case NUM_TEAM_3: c3 = 0; break;
260                                 case NUM_TEAM_4: c4 = 0; break;
261                         }
262
263                         head = find(head, classname, teament_name);
264                 }
265         }
266
267         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
268         if(AvailableTeams() == 2)
269         if(autocvar_bot_vs_human && for_whom)
270         {
271                 if(autocvar_bot_vs_human > 0)
272                 {
273                         // find last team available
274
275                         if(IS_BOT_CLIENT(for_whom))
276                         {
277                                 if(c4 >= 0) { c3 = c2 = c1 = -1; }
278                                 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
279                                 else { c4 = c3 = c1 = -1; }
280                                 // no further cases, we know at least 2 teams exist
281                         }
282                         else
283                         {
284                                 if(c1 >= 0) { c2 = c3 = c4 = -1; }
285                                 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
286                                 else { c1 = c2 = c4 = -1; }
287                                 // no further cases, bots have one of the teams
288                         }
289                 }
290                 else
291                 {
292                         // find first team available
293
294                         if(IS_BOT_CLIENT(for_whom))
295                         {
296                                 if(c1 >= 0) { c2 = c3 = c4 = -1; }
297                                 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
298                                 else { c1 = c2 = c4 = -1; }
299                                 // no further cases, we know at least 2 teams exist
300                         }
301                         else
302                         {
303                                 if(c4 >= 0) { c3 = c2 = c1 = -1; }
304                                 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
305                                 else { c4 = c3 = c1 = -1; }
306                                 // no further cases, bots have one of the teams
307                         }
308                 }
309         }
310
311         if(!for_whom)
312                 return;
313
314         // if player has a forced team, ONLY allow that one
315         if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
316                 c2 = c3 = c4 = -1;
317         else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
318                 c1 = c3 = c4 = -1;
319         else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
320                 c1 = c2 = c4 = -1;
321         else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
322                 c1 = c2 = c3 = -1;
323 }
324
325 float PlayerValue(entity p)
326 {
327         return 1;
328         // FIXME: it always returns 1...
329 }
330
331 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
332 // teams that are allowed will now have their player counts stored in c1...c4
333 void GetTeamCounts(entity ignore)
334 {
335         float value, bvalue;
336         // now count how many players are on each team already
337
338         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
339         // also remember the lowest-scoring player
340
341         FOREACH_CLIENT(true, LAMBDA(
342                 float t;
343                 if(IS_PLAYER(it) || it.caplayer)
344                         t = it.team;
345                 else if(it.team_forced > 0)
346                         t = it.team_forced; // reserve the spot
347                 else
348                         continue;
349                 if(it != ignore)// && it.netname != "")
350                 {
351                         value = PlayerValue(it);
352                         if(IS_BOT_CLIENT(it))
353                                 bvalue = value;
354                         else
355                                 bvalue = 0;
356                         if(t == NUM_TEAM_1)
357                         {
358                                 if(c1 >= 0)
359                                 {
360                                         c1 = c1 + value;
361                                         cb1 = cb1 + bvalue;
362                                 }
363                         }
364                         if(t == NUM_TEAM_2)
365                         {
366                                 if(c2 >= 0)
367                                 {
368                                         c2 = c2 + value;
369                                         cb2 = cb2 + bvalue;
370                                 }
371                         }
372                         if(t == NUM_TEAM_3)
373                         {
374                                 if(c3 >= 0)
375                                 {
376                                         c3 = c3 + value;
377                                         cb3 = cb3 + bvalue;
378                                 }
379                         }
380                         if(t == NUM_TEAM_4)
381                         {
382                                 if(c4 >= 0)
383                                 {
384                                         c4 = c4 + value;
385                                         cb4 = cb4 + bvalue;
386                                 }
387                         }
388                 }
389         ));
390
391         // if the player who has a forced team has not joined yet, reserve the spot
392         if(autocvar_g_campaign)
393         {
394                 switch(autocvar_g_campaign_forceteam)
395                 {
396                         case 1: if(c1 == cb1) ++c1; break;
397                         case 2: if(c2 == cb2) ++c2; break;
398                         case 3: if(c3 == cb3) ++c3; break;
399                         case 4: if(c4 == cb4) ++c4; break;
400                 }
401         }
402 }
403
404 float TeamSmallerEqThanTeam(float ta, float tb, entity e)
405 {
406         // we assume that CheckAllowedTeams and GetTeamCounts have already been called
407         float f;
408         float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0;
409
410         switch(ta)
411         {
412                 case 1: ca = c1; cba = cb1; sa = team1_score; break;
413                 case 2: ca = c2; cba = cb2; sa = team2_score; break;
414                 case 3: ca = c3; cba = cb3; sa = team3_score; break;
415                 case 4: ca = c4; cba = cb4; sa = team4_score; break;
416         }
417         switch(tb)
418         {
419                 case 1: cb = c1; cbb = cb1; sb = team1_score; break;
420                 case 2: cb = c2; cbb = cb2; sb = team2_score; break;
421                 case 3: cb = c3; cbb = cb3; sb = team3_score; break;
422                 case 4: cb = c4; cbb = cb4; sb = team4_score; break;
423         }
424
425         // invalid
426         if(ca < 0 || cb < 0)
427                 return false;
428
429         // equal
430         if(ta == tb)
431                 return true;
432
433         if(IS_REAL_CLIENT(e))
434         {
435                 if(bots_would_leave)
436                 {
437                         ca -= cba * 0.999;
438                         cb -= cbb * 0.999;
439                 }
440         }
441
442         // keep teams alive (teams of size 0 always count as smaller, ignoring score)
443         if(ca < 1)
444                 if(cb >= 1)
445                         return true;
446         if(ca >= 1)
447                 if(cb < 1)
448                         return false;
449
450         // first, normalize
451         f = max(ca, cb, 1);
452         ca /= f;
453         cb /= f;
454         f = max(sa, sb, 1);
455         sa /= f;
456         sb /= f;
457
458         // the more we're at the end of the match, the more take scores into account
459         f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1);
460         ca += (sa - ca) * f;
461         cb += (sb - cb) * f;
462
463         return ca <= cb;
464 }
465
466 // returns # of smallest team (1, 2, 3, 4)
467 // NOTE: Assumes CheckAllowedTeams has already been called!
468 float FindSmallestTeam(entity pl, float ignore_pl)
469 {
470         int totalteams = 0;
471         int t = 1; // initialize with a random team?
472         if(c4 >= 0) t = 4;
473         if(c3 >= 0) t = 3;
474         if(c2 >= 0) t = 2;
475         if(c1 >= 0) t = 1;
476
477         // find out what teams are available
478         //CheckAllowedTeams();
479
480         // make sure there are at least 2 teams to join
481         if(c1 >= 0)
482                 totalteams = totalteams + 1;
483         if(c2 >= 0)
484                 totalteams = totalteams + 1;
485         if(c3 >= 0)
486                 totalteams = totalteams + 1;
487         if(c4 >= 0)
488                 totalteams = totalteams + 1;
489
490         if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
491                 totalteams += 1;
492
493         if(totalteams <= 1)
494         {
495                 if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
496                         return 1; // special case for campaign and player joining
497                 else if(totalteams == 1) // single team
498                         LOG_TRACEF("Only 1 team available for %s, you may need to fix your map", MapInfo_Type_ToString(MapInfo_CurrentGametype()));
499                 else // no teams, major no no
500                         error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
501         }
502
503         // count how many players are in each team
504         if(ignore_pl)
505                 GetTeamCounts(pl);
506         else
507                 GetTeamCounts(NULL);
508
509         RandomSelection_Init();
510
511         if(TeamSmallerEqThanTeam(1, t, pl))
512                 t = 1;
513         if(TeamSmallerEqThanTeam(2, t, pl))
514                 t = 2;
515         if(TeamSmallerEqThanTeam(3, t, pl))
516                 t = 3;
517         if(TeamSmallerEqThanTeam(4, t, pl))
518                 t = 4;
519
520         // now t is the minimum, or A minimum!
521         if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
522                 RandomSelection_AddFloat(1, 1, 1);
523         if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
524                 RandomSelection_AddFloat(2, 1, 1);
525         if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
526                 RandomSelection_AddFloat(3, 1, 1);
527         if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
528                 RandomSelection_AddFloat(4, 1, 1);
529
530         return RandomSelection_chosen_float;
531 }
532
533 int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam)
534 {
535         // don't join a team if we're not playing a team game
536         if (!teamplay)
537         {
538                 return 0;
539         }
540
541         // find out what teams are available
542         CheckAllowedTeams(this);
543
544         float selectedteam;
545
546         // if we don't care what team he ends up on, put him on whatever team he entered as.
547         // if he's not on a valid team, then let other code put him on the smallest team
548         if (!forcebestteam)
549         {
550                 if(     c1 >= 0 && this.team == NUM_TEAM_1)
551                         selectedteam = this.team;
552                 else if(c2 >= 0 && this.team == NUM_TEAM_2)
553                         selectedteam = this.team;
554                 else if(c3 >= 0 && this.team == NUM_TEAM_3)
555                         selectedteam = this.team;
556                 else if(c4 >= 0 && this.team == NUM_TEAM_4)
557                         selectedteam = this.team;
558                 else
559                         selectedteam = -1;
560
561                 if (selectedteam > 0)
562                 {
563                         if (!only_return_best)
564                         {
565                                 SetPlayerTeamSimple(this, selectedteam);
566
567                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
568                                 // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
569                                 LogTeamchange(this.playerid, this.team, 99);
570                         }
571                         return selectedteam;
572                 }
573                 // otherwise end up on the smallest team (handled below)
574         }
575
576         float bestteam = FindSmallestTeam(this, true);
577         MUTATOR_CALLHOOK(JoinBestTeam, this, bestteam);
578         bestteam = M_ARGV(1, float);
579
580         if (only_return_best || this.bot_forced_team)
581         {
582                 return bestteam;
583         }
584         bestteam = Team_NumberToTeam(bestteam);
585         if (bestteam != -1)
586         {
587                 TeamchangeFrags(this);
588                 SetPlayerTeamSimple(this, bestteam);
589         }
590         else
591         {
592                 error("JoinBestTeam: invalid team\n");
593         }
594         LogTeamchange(this.playerid, this.team, 2); // log auto join
595         if (!IS_DEAD(this) && (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) ==
596                 false))
597         {
598                 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
599         }
600         return bestteam;
601 }
602
603 //void() ctf_playerchanged;
604 void SV_ChangeTeam(entity this, float _color)
605 {
606         float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
607
608         // in normal deathmatch we can just apply the color and we're done
609         if(!teamplay)
610                 SetPlayerColors(this, _color);
611
612         if(!IS_CLIENT(this))
613         {
614                 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
615                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
616                 return;
617         }
618
619         if(!teamplay)
620                 return;
621
622         scolor = this.clientcolors & 0x0F;
623         dcolor = _color & 0x0F;
624
625         if(scolor == NUM_TEAM_1 - 1)
626                 steam = 1;
627         else if(scolor == NUM_TEAM_2 - 1)
628                 steam = 2;
629         else if(scolor == NUM_TEAM_3 - 1)
630                 steam = 3;
631         else // if(scolor == NUM_TEAM_4 - 1)
632                 steam = 4;
633         if(dcolor == NUM_TEAM_1 - 1)
634                 dteam = 1;
635         else if(dcolor == NUM_TEAM_2 - 1)
636                 dteam = 2;
637         else if(dcolor == NUM_TEAM_3 - 1)
638                 dteam = 3;
639         else // if(dcolor == NUM_TEAM_4 - 1)
640                 dteam = 4;
641
642         CheckAllowedTeams(this);
643
644         if(dteam == 1 && c1 < 0) dteam = 4;
645         if(dteam == 4 && c4 < 0) dteam = 3;
646         if(dteam == 3 && c3 < 0) dteam = 2;
647         if(dteam == 2 && c2 < 0) dteam = 1;
648
649         // not changing teams
650         if(scolor == dcolor)
651         {
652                 SetPlayerTeam(this, dteam, steam, true);
653                 return;
654         }
655
656         if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && this.wasplayer)) {
657                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
658                 return; // changing teams is not allowed
659         }
660
661         // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
662         if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
663         {
664                 GetTeamCounts(this);
665                 if(!TeamSmallerEqThanTeam(dteam, steam, this))
666                 {
667                         Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
668                         return;
669                 }
670         }
671
672 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
673
674         if(IS_PLAYER(this) && steam != dteam)
675         {
676                 // reduce frags during a team change
677                 TeamchangeFrags(this);
678         }
679
680         SetPlayerTeam(this, dteam, steam, !IS_CLIENT(this));
681
682         if(!IS_PLAYER(this) || (steam == dteam))
683         {
684                 return;
685         }
686         // kill player when changing teams
687         if(IS_DEAD(this) || (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) == true))
688         {
689                 return;
690         }
691         Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
692 }
693
694 void ShufflePlayerOutOfTeam (float source_team)
695 {
696         float smallestteam, smallestteam_count, steam;
697         float lowest_bot_score, lowest_player_score;
698         entity lowest_bot, lowest_player, selected;
699
700         smallestteam = 0;
701         smallestteam_count = 999999999;
702
703         if(c1 >= 0 && c1 < smallestteam_count)
704         {
705                 smallestteam = 1;
706                 smallestteam_count = c1;
707         }
708         if(c2 >= 0 && c2 < smallestteam_count)
709         {
710                 smallestteam = 2;
711                 smallestteam_count = c2;
712         }
713         if(c3 >= 0 && c3 < smallestteam_count)
714         {
715                 smallestteam = 3;
716                 smallestteam_count = c3;
717         }
718         if(c4 >= 0 && c4 < smallestteam_count)
719         {
720                 smallestteam = 4;
721                 smallestteam_count = c4;
722         }
723
724         if(!smallestteam)
725         {
726                 bprint("warning: no smallest team\n");
727                 return;
728         }
729
730         if(source_team == 1)
731                 steam = NUM_TEAM_1;
732         else if(source_team == 2)
733                 steam = NUM_TEAM_2;
734         else if(source_team == 3)
735                 steam = NUM_TEAM_3;
736         else // if(source_team == 4)
737                 steam = NUM_TEAM_4;
738
739         lowest_bot = NULL;
740         lowest_bot_score = 999999999;
741         lowest_player = NULL;
742         lowest_player_score = 999999999;
743
744         // find the lowest-scoring player & bot of that team
745         FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA(
746                 if(it.isbot)
747                 {
748                         if(it.totalfrags < lowest_bot_score)
749                         {
750                                 lowest_bot = it;
751                                 lowest_bot_score = it.totalfrags;
752                         }
753                 }
754                 else
755                 {
756                         if(it.totalfrags < lowest_player_score)
757                         {
758                                 lowest_player = it;
759                                 lowest_player_score = it.totalfrags;
760                         }
761                 }
762         ));
763
764         // prefers to move a bot...
765         if(lowest_bot != NULL)
766                 selected = lowest_bot;
767         // but it will move a player if it has to
768         else
769                 selected = lowest_player;
770         // don't do anything if it couldn't find anyone
771         if(!selected)
772         {
773                 bprint("warning: couldn't find a player to move from team\n");
774                 return;
775         }
776
777         // smallest team gains a member
778         if(smallestteam == 1)
779         {
780                 c1 = c1 + 1;
781         }
782         else if(smallestteam == 2)
783         {
784                 c2 = c2 + 1;
785         }
786         else if(smallestteam == 3)
787         {
788                 c3 = c3 + 1;
789         }
790         else if(smallestteam == 4)
791         {
792                 c4 = c4 + 1;
793         }
794         else
795         {
796                 bprint("warning: destination team invalid\n");
797                 return;
798         }
799         // source team loses a member
800         if(source_team == 1)
801         {
802                 c1 = c1 + 1;
803         }
804         else if(source_team == 2)
805         {
806                 c2 = c2 + 2;
807         }
808         else if(source_team == 3)
809         {
810                 c3 = c3 + 3;
811         }
812         else if(source_team == 4)
813         {
814                 c4 = c4 + 4;
815         }
816         else
817         {
818                 bprint("warning: source team invalid\n");
819                 return;
820         }
821
822         // move the player to the new team
823         TeamchangeFrags(selected);
824         SetPlayerTeam(selected, smallestteam, source_team, false);
825
826         if (IS_DEAD(selected) || MUTATOR_CALLHOOK(Player_ChangeTeamKill, selected) == true)
827         {
828                 return;
829         }
830         Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0');
831         Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);
832 }