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