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