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