add jointypes to eventlogs and disable the teamnagger in ca
[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         }
306         if(g_keyhunt)
307         {
308                 game = GAME_KEYHUNT;
309                 gamemode_name = "Key Hunt";
310                 ActivateTeamplay();
311                 fraglimit_override = cvar("g_keyhunt_point_limit");
312                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
313                 kh_init();
314         }
315
316         if(g_assault)
317         {
318                 game = GAME_ASSAULT;
319                 gamemode_name = "Assault";
320                 ActivateTeamplay();
321                 ScoreRules_assault();
322                 have_team_spawns = -1; // request team spawns
323         }
324
325         if(g_onslaught)
326         {
327                 game = GAME_ONSLAUGHT;
328                 gamemode_name = "Onslaught";
329                 ActivateTeamplay();
330                 have_team_spawns = -1; // request team spawns
331         }
332
333         if(g_race)
334         {
335                 game = GAME_RACE;
336                 gamemode_name = "Race";
337
338                 if(cvar("g_race_teams"))
339                 {
340                         ActivateTeamplay();
341                         race_teams = bound(2, cvar("g_race_teams"), 4);
342                         have_team_spawns = -1; // request team spawns
343                 }
344                 else
345                         race_teams = 0;
346
347                 qualifying_override = cvar("g_race_qualifying_timelimit_override");
348                 fraglimit_override = cvar("g_race_laps_limit");
349                 leadlimit_override = 0; // currently not supported by race
350         }
351
352         if(g_cts)
353         {
354                 game = GAME_CTS;
355                 gamemode_name = "CTS";
356                 g_race_qualifying = 1;
357                 fraglimit_override = 0;
358                 leadlimit_override = 0;
359         }
360
361         if(g_nexball)
362         {
363                 game = GAME_NEXBALL;
364                 gamemode_name = "Nexball";
365                 fraglimit_override = cvar("g_nexball_goallimit");
366                 leadlimit_override = cvar("g_nexball_goalleadlimit");
367                 ActivateTeamplay();
368                 nb_init();
369                 have_team_spawns = -1; // request team spawns
370         }
371
372         if(teams_matter)
373                 entcs_init();
374
375         // save it (for the next startup)
376         cvar_set("gamecfg", ftos(game));
377
378         cache_mutatormsg = strzone("");
379         cache_lastmutatormsg = strzone("");
380
381         // enforce the server's universal frag/time limits
382         if(!cvar("g_campaign"))
383         {
384                 if(fraglimit_override >= 0)
385                         cvar_set("fraglimit", ftos(fraglimit_override));
386                 if(timelimit_override >= 0)
387                         cvar_set("timelimit", ftos(timelimit_override));
388                 if(leadlimit_override >= 0)
389                         cvar_set("leadlimit", ftos(leadlimit_override));
390                 if(qualifying_override >= 0)
391                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
392         }
393
394         if(g_race)
395         {
396                 // we need to find out the correct value for g_race_qualifying
397                 if(cvar("g_campaign"))
398                 {
399                         g_race_qualifying = 1;
400                 }
401                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
402                 {
403                         g_race_qualifying = 2;
404                         race_fraglimit = cvar("fraglimit");
405                         race_leadlimit = cvar("leadlimit");
406                         race_timelimit = cvar("timelimit");
407                         cvar_set("fraglimit", "0");
408                         cvar_set("leadlimit", "0");
409                         cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
410                 }
411                 else
412                         g_race_qualifying = 0;
413         }
414
415         if(g_race || g_cts)
416         {
417                 if(g_race_qualifying)
418                         independent_players = 1;
419
420                 ScoreRules_race();
421         }
422
423         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
424 }
425
426 string GetClientVersionMessage() {
427         local string versionmsg;
428         if (self.version_mismatch) {
429                 if(self.version < cvar("gameversion")) {
430                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
431                 } else {
432                         versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
433                 }
434         } else {
435                 versionmsg = "^2client version and server version are compatible.^8";
436         }
437         return versionmsg;
438 }
439
440
441 void PrintWelcomeMessage(entity pl)
442 {
443         string s, modifications, motd;
444
445         if(self.cvar_scr_centertime == 0) return;
446
447         if(cvar("g_campaign"))
448         {
449                 if(self.classname == "player" && !self.BUTTON_INFO)
450                         return;
451         }
452         else
453         {
454                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
455                         return;
456         }
457
458         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
459                 if(self.welcomemessage_time > time) return;
460                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
461         }
462
463         if(cvar("g_campaign"))
464         {
465                 centerprint(pl, campaign_message);
466                 return;
467         }
468
469 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
470         if(!self.BUTTON_INFO)
471         {
472                 // TODO get rid of this too
473                 local string specString;
474                 specString = NEWLINES;
475                 //if(time < game_starttime) //also show the countdown when being a spectator
476                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
477                 //else
478                 if (timeoutStatus != 0)
479                         specString = strcat(specString, "\n\n", getTimeoutText(1));
480                 else
481                 {
482                         if(self.classname == "player")
483                                 return;
484                         goto normal;
485                 }
486                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
487         }
488
489 :normal
490         modifications = "";
491         if(g_minstagib)
492                 modifications = strcat(modifications, ", MinstaGib");
493         if(g_nixnex)
494                 modifications = strcat(modifications, ", NixNex");
495         if(g_weaponarena)
496         {
497                 if(g_weaponarena_random)
498                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
499                 else
500                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
501         }
502         if(cvar("g_start_weapon_laser") == 0)
503                 modifications = strcat(modifications, ", No start weapons");
504         if(cvar("sv_gravity") < 800)
505                 modifications = strcat(modifications, ", Low gravity");
506         if(g_cloaked)
507                 modifications = strcat(modifications, ", Cloaked");
508         if(g_footsteps)
509                 modifications = strcat(modifications, ", Steps");
510         if(g_grappling_hook)
511                 modifications = strcat(modifications, ", Hook");
512         if(g_laserguided_missile)
513                 modifications = strcat(modifications, ", LG missiles");
514         if(g_midair)
515                 modifications = strcat(modifications, ", Midair");
516         if(g_vampire)
517                 modifications = strcat(modifications, ", Vampire");
518         if(g_pinata)
519                 modifications = strcat(modifications, ", Pinata");
520         if(g_weapon_stay)
521                 modifications = strcat(modifications, ", Weapons stay");
522         if(g_bloodloss > 0)
523                 modifications = strcat(modifications, ", Bloodloss");
524         if(g_jetpack)
525                 modifications = strcat(modifications, ", Jet pack");
526         modifications = substring(modifications, 2, strlen(modifications) - 2);
527
528         local string versionmessage;
529         versionmessage = GetClientVersionMessage();
530
531         s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
532         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
533
534         if(modifications != "")
535                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
536
537         if(timeoutStatus != 0)
538                 s = strcat(s, "\n\n", getTimeoutText(1));
539
540         if (g_grappling_hook)
541                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
542
543         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
544         {
545                 if(cache_lastmutatormsg)
546                         strunzone(cache_lastmutatormsg);
547                 if(cache_mutatormsg)
548                         strunzone(cache_mutatormsg);
549                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
550                 cache_mutatormsg = strzone(cache_lastmutatormsg);
551         }
552
553         if (cache_mutatormsg != "") {
554                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
555         }
556
557         motd = cvar_string("sv_motd");
558         if (motd != "") {
559                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
560         }
561         s = strcat(s, "\n");
562
563         centerprint(pl, s);
564 }
565
566
567 void SetPlayerColors(entity pl, float _color)
568 {
569         /*string s;
570         s = ftos(cl);
571         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
572         pl.team = cl + 1;
573         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
574         pl.clientcolors = 16*cl + cl;*/
575
576         float pants, shirt;
577         pants = _color & 0x0F;
578         shirt = _color & 0xF0;
579
580
581         if(teams_matter) {
582                 setcolor(pl, 16*pants + pants);
583         } else {
584                 setcolor(pl, shirt + pants);
585         }
586 }
587
588 void SetPlayerTeam(entity pl, float t, float s, float noprint)
589 {
590         float _color;
591
592         if(t == 4)
593                 _color = COLOR_TEAM4 - 1;
594         else if(t == 3)
595                 _color = COLOR_TEAM3 - 1;
596         else if(t == 2)
597                 _color = COLOR_TEAM2 - 1;
598         else
599                 _color = COLOR_TEAM1 - 1;
600
601         SetPlayerColors(pl,_color);
602
603         if(t != s) {
604                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
605
606                 if(!noprint)
607                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
608         }
609
610 }
611
612 // set c1...c4 to show what teams are allowed
613 void CheckAllowedTeams (entity for_whom)
614 {
615         float dm;
616         entity head;
617         string teament_name;
618
619         c1 = c2 = c3 = c4 = -1;
620         cb1 = cb2 = cb3 = cb4 = 0;
621
622         if(g_onslaught)
623         {
624                 // onslaught is special
625                 head = findchain(classname, "onslaught_generator");
626                 while (head)
627                 {
628                         if (head.team == COLOR_TEAM1) c1 = 0;
629                         if (head.team == COLOR_TEAM2) c2 = 0;
630                         if (head.team == COLOR_TEAM3) c3 = 0;
631                         if (head.team == COLOR_TEAM4) c4 = 0;
632                         head = head.chain;
633                 }
634         }
635         else if(g_domination)
636                 teament_name = "dom_team";
637         else if(g_ctf)
638                 teament_name = "ctf_team";
639         else if(g_tdm)
640                 teament_name = "tdm_team";
641         else if(g_nexball)
642                 teament_name = "nexball_team";
643         else if(g_assault)
644                 c1 = c2 = 0; // Assault always has 2 teams
645         else
646         {
647                 // cover anything else by treating it like tdm with no teams spawned
648                 if(g_keyhunt)
649                         dm = kh_teams;
650                 else if(g_race)
651                         dm = race_teams;
652                 else
653                         dm = 2;
654
655                 if(dm >= 4)
656                         c1 = c2 = c3 = c4 = 0;
657                 else if(dm >= 3)
658                         c1 = c2 = c3 = 0;
659                 else
660                         c1 = c2 = 0;
661         }
662
663         // find out what teams are allowed if necessary
664         if(teament_name)
665         {
666                 head = find(world, classname, teament_name);
667                 while(head)
668                 {
669                         if(!(g_domination && head.netname == ""))
670                         {
671                                 if(head.team == COLOR_TEAM1)
672                                         c1 = 0;
673                                 else if(head.team == COLOR_TEAM2)
674                                         c2 = 0;
675                                 else if(head.team == COLOR_TEAM3)
676                                         c3 = 0;
677                                 else if(head.team == COLOR_TEAM4)
678                                         c4 = 0;
679                         }
680                         head = find(head, classname, teament_name);
681                 }
682         }
683
684         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
685         if(c3==-1&&c4==-1)
686         if(cvar("bot_vs_human") && for_whom)
687         {
688                 if(cvar("bot_vs_human") > 0)
689                 {
690                         // bots are all blue
691                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
692                                 c1 = c3 = c4 = -1;
693                         else
694                                 c2 = -1;
695                 }
696                 else
697                 {
698                         // bots are all red
699                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
700                                 c2 = c3 = c4 = -1;
701                         else
702                                 c1 = -1;
703                 }
704         }
705 }
706
707 float PlayerValue(entity p)
708 {
709         if(IsTeamBalanceForced() == 1)
710                 return 1;
711         return 1;
712 }
713
714 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
715 // teams that are allowed will now have their player counts stored in c1...c4
716 void GetTeamCounts(entity ignore)
717 {
718         entity head;
719         float value, bvalue;
720         // now count how many players are on each team already
721
722         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
723         // also remember the lowest-scoring player
724
725         FOR_EACH_PLAYER(head)
726         {
727                 if(head != ignore)// && head.netname != "")
728                 {
729                         value = PlayerValue(head);
730                         if(clienttype(head) == CLIENTTYPE_BOT)
731                                 bvalue = value;
732                         else
733                                 bvalue = 0;
734                         if(head.team == COLOR_TEAM1)
735                         {
736                                 if(c1 >= 0)
737                                 {
738                                         c1 = c1 + value;
739                                         cb1 = cb1 + bvalue;
740                                 }
741                         }
742                         if(head.team == COLOR_TEAM2)
743                         {
744                                 if(c2 >= 0)
745                                 {
746                                         c2 = c2 + value;
747                                         cb2 = cb2 + bvalue;
748                                 }
749                         }
750                         if(head.team == COLOR_TEAM3)
751                         {
752                                 if(c3 >= 0)
753                                 {
754                                         c3 = c3 + value;
755                                         cb3 = cb3 + bvalue;
756                                 }
757                         }
758                         if(head.team == COLOR_TEAM4)
759                         {
760                                 if(c4 >= 0)
761                                 {
762                                         c4 = c4 + value;
763                                         cb4 = cb4 + bvalue;
764                                 }
765                         }
766                 }
767         }
768 }
769
770 // returns # of smallest team (1, 2, 3, 4)
771 // NOTE: Assumes CheckAllowedTeams has already been called!
772 float FindSmallestTeam(entity pl, float ignore_pl)
773 {
774         float totalteams, balance_type, maxc;
775         totalteams = 0;
776
777         // find out what teams are available
778         //CheckAllowedTeams();
779
780         // make sure there are at least 2 teams to join
781         if(c1 >= 0)
782                 totalteams = totalteams + 1;
783         if(c2 >= 0)
784                 totalteams = totalteams + 1;
785         if(c3 >= 0)
786                 totalteams = totalteams + 1;
787         if(c4 >= 0)
788                 totalteams = totalteams + 1;
789
790         if(cvar("bot_vs_human"))
791                 totalteams += 1;
792
793         if(totalteams <= 1)
794         {
795                 if(g_domination)
796                         error("Too few teams available for domination\n");
797                 else if(g_ctf)
798                         error("Too few teams available for ctf\n");
799                 else if(g_keyhunt)
800                         error("Too few teams available for key hunt\n");
801                 else
802                         error("Too few teams available for team deathmatch\n");
803         }
804
805         // count how many players are in each team
806         if(ignore_pl)
807                 GetTeamCounts(pl);
808         else
809                 GetTeamCounts(world);
810
811         // c1...c4 now have counts of each team
812         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
813
814         // 2 gives priority to what team you're already on, 1 goes in order
815         // 2 doesn't seem to work though...
816         balance_type = 1;
817
818         if(bots_would_leave)
819         //if(pl.classname != "player")
820         if(clienttype(pl) != CLIENTTYPE_BOT)
821         {
822                 c1 -= cb1 * 255.0/256.0;
823                 c2 -= cb2 * 255.0/256.0;
824                 c3 -= cb3 * 255.0/256.0;
825                 c4 -= cb4 * 255.0/256.0;
826         }
827         maxc = max4(c1, c2, c3, c4);
828
829         RandomSelection_Init();
830         if(balance_type == 1)
831         {
832                 // 1: use team count, then score (note: can only use 8 significant bits of score)
833                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
834                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
835                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
836                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
837         }
838         else if(balance_type == 2)
839         {
840                 // 1: use team count, if equal prefer own team
841                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
842                 if(c2 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
843                 if(c3 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
844                 if(c4 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
845         }
846         else if(balance_type == 3)
847         {
848                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
849                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
850                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
851                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
852                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
853         }
854         return RandomSelection_chosen_float;
855 }
856
857 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
858 {
859         float smallest, selectedteam;
860
861         // don't join a team if we're not playing a team game
862         if(!teams_matter)
863                 return 0;
864
865         // find out what teams are available
866         CheckAllowedTeams(pl);
867
868         // if we don't care what team he ends up on, put him on whatever team he entered as.
869         // if he's not on a valid team, then let other code put him on the smallest team
870         if(!forcebestteam)
871         {
872                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
873                         selectedteam = pl.team;
874                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
875                         selectedteam = pl.team;
876                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
877                         selectedteam = pl.team;
878                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
879                         selectedteam = pl.team;
880                 else
881                         selectedteam = -1;
882
883                 if(selectedteam > 0)
884                 {
885                         if(!only_return_best)
886                         {
887                                 SetPlayerColors(pl, selectedteam - 1);
888
889                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
890                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
891                                 LogTeamchange(pl.playerid, pl.team, 99);
892                         }
893                         return selectedteam;
894                 }
895                 // otherwise end up on the smallest team (handled below)
896         }
897
898         smallest = FindSmallestTeam(pl, TRUE);
899
900         if(!only_return_best)
901         {
902                 TeamchangeFrags(self);
903                 if(smallest == 1)
904                 {
905                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
906                 }
907                 else if(smallest == 2)
908                 {
909                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
910                 }
911                 else if(smallest == 3)
912                 {
913                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
914                 }
915                 else if(smallest == 4)
916                 {
917                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
918                 }
919                 else
920                 {
921                         error("smallest team: invalid team\n");
922                 }
923
924                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
925
926                 if(pl.deadflag == DEAD_NO)
927                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
928         }
929
930         return smallest;
931 }
932
933 //void() ctf_playerchanged;
934 void SV_ChangeTeam(float _color)
935 {
936         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
937
938         // in normal deathmatch we can just apply the color and we're done
939         if(!teams_matter) {
940                 SetPlayerColors(self, _color);
941                 return;
942         }
943
944         scolor = self.clientcolors & 0x0F;
945         dcolor = _color & 0x0F;
946
947         if(scolor == COLOR_TEAM1 - 1)
948                 steam = 1;
949         else if(scolor == COLOR_TEAM2 - 1)
950                 steam = 2;
951         else if(scolor == COLOR_TEAM3 - 1)
952                 steam = 3;
953         else // if(scolor == COLOR_TEAM4 - 1)
954                 steam = 4;
955         if(dcolor == COLOR_TEAM1 - 1)
956                 dteam = 1;
957         else if(dcolor == COLOR_TEAM2 - 1)
958                 dteam = 2;
959         else if(dcolor == COLOR_TEAM3 - 1)
960                 dteam = 3;
961         else // if(dcolor == COLOR_TEAM4 - 1)
962                 dteam = 4;
963
964         CheckAllowedTeams(self);
965
966         if(dteam == 1 && c1 < 0) dteam = 4;
967         if(dteam == 4 && c4 < 0) dteam = 3;
968         if(dteam == 3 && c3 < 0) dteam = 2;
969         if(dteam == 2 && c2 < 0) dteam = 1;
970
971         // not changing teams
972         if(scolor == dcolor)
973         {
974                 //bprint("same team change\n");
975                 SetPlayerTeam(self, dteam, steam, TRUE);
976                 return;
977         }
978
979         if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
980                 sprint(self, "Team changes not allowed\n");
981                 return; // changing teams is not allowed
982         }
983
984         if(cvar("g_balance_teams_prevent_imbalance"))
985         {
986                 // only allow changing to a smaller or equal size team
987
988                 // find out what teams are available
989                 //CheckAllowedTeams();
990                 // count how many players on each team
991                 GetTeamCounts(world);
992
993                 // get desired team
994                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
995                 {
996                         dcount = c1;
997                         dbotcount = cb1;
998                 }
999                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1000                 {
1001                         dcount = c2;
1002                         dbotcount = cb2;
1003                 }
1004                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1005                 {
1006                         dcount = c3;
1007                         dbotcount = cb3;
1008                 }
1009                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1010                 {
1011                         dcount = c4;
1012                         dbotcount = cb4;
1013                 }
1014                 else
1015                 {
1016                         sprint(self, "Cannot change to an invalid team\n");
1017
1018                         return;
1019                 }
1020
1021                 // get starting team
1022                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1023                         scount = c1;
1024                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1025                         scount = c2;
1026                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1027                         scount = c3;
1028                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1029                         scount = c4;
1030
1031                 if(scount) // started at a valid, nonempty team
1032                 {
1033                         // check if we're trying to change to a larger team that doens't have bots to swap with
1034                         if(dcount >= scount && dbotcount <= 0)
1035                         {
1036                                 sprint(self, "Cannot change to a larger team\n");
1037                                 return; // can't change to a larger team
1038                         }
1039                 }
1040         }
1041
1042 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1043
1044         if(self.classname == "player" && steam != dteam)
1045         {
1046                 // reduce frags during a team change
1047                 TeamchangeFrags(self);
1048         }
1049
1050         SetPlayerTeam(self, dteam, steam, FALSE);
1051
1052         if(self.classname == "player" && steam != dteam)
1053         {
1054                 // kill player when changing teams
1055                 if(self.deadflag == DEAD_NO)
1056                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1057         }
1058         //ctf_playerchanged();
1059 }
1060
1061 void ShufflePlayerOutOfTeam (float source_team)
1062 {
1063         float smallestteam, smallestteam_count, steam;
1064         float lowest_bot_score, lowest_player_score;
1065         entity head, lowest_bot, lowest_player, selected;
1066
1067         smallestteam = 0;
1068         smallestteam_count = 999999999;
1069
1070         if(c1 >= 0 && c1 < smallestteam_count)
1071         {
1072                 smallestteam = 1;
1073                 smallestteam_count = c1;
1074         }
1075         if(c2 >= 0 && c2 < smallestteam_count)
1076         {
1077                 smallestteam = 2;
1078                 smallestteam_count = c2;
1079         }
1080         if(c3 >= 0 && c3 < smallestteam_count)
1081         {
1082                 smallestteam = 3;
1083                 smallestteam_count = c3;
1084         }
1085         if(c4 >= 0 && c4 < smallestteam_count)
1086         {
1087                 smallestteam = 4;
1088                 smallestteam_count = c4;
1089         }
1090
1091         if(!smallestteam)
1092         {
1093                 bprint("warning: no smallest team\n");
1094                 return;
1095         }
1096
1097         if(source_team == 1)
1098                 steam = COLOR_TEAM1;
1099         else if(source_team == 2)
1100                 steam = COLOR_TEAM2;
1101         else if(source_team == 3)
1102                 steam = COLOR_TEAM3;
1103         else if(source_team == 4)
1104                 steam = COLOR_TEAM4;
1105
1106         lowest_bot = world;
1107         lowest_bot_score = 999999999;
1108         lowest_player = world;
1109         lowest_player_score = 999999999;
1110
1111         // find the lowest-scoring player & bot of that team
1112         FOR_EACH_PLAYER(head)
1113         {
1114                 if(head.team == steam)
1115                 {
1116                         if(head.isbot)
1117                         {
1118                                 if(head.totalfrags < lowest_bot_score)
1119                                 {
1120                                         lowest_bot = head;
1121                                         lowest_bot_score = head.totalfrags;
1122                                 }
1123                         }
1124                         else
1125                         {
1126                                 if(head.totalfrags < lowest_player_score)
1127                                 {
1128                                         lowest_player = head;
1129                                         lowest_player_score = head.totalfrags;
1130                                 }
1131                         }
1132                 }
1133         }
1134
1135         // prefers to move a bot...
1136         if(lowest_bot != world)
1137                 selected = lowest_bot;
1138         // but it will move a player if it has to
1139         else
1140                 selected = lowest_player;
1141         // don't do anything if it couldn't find anyone
1142         if(!selected)
1143         {
1144                 bprint("warning: couldn't find a player to move from team\n");
1145                 return;
1146         }
1147
1148         // smallest team gains a member
1149         if(smallestteam == 1)
1150         {
1151                 c1 = c1 + 1;
1152         }
1153         else if(smallestteam == 2)
1154         {
1155                 c2 = c2 + 1;
1156         }
1157         else if(smallestteam == 3)
1158         {
1159                 c3 = c3 + 1;
1160         }
1161         else if(smallestteam == 4)
1162         {
1163                 c4 = c4 + 1;
1164         }
1165         else
1166         {
1167                 bprint("warning: destination team invalid\n");
1168                 return;
1169         }
1170         // source team loses a member
1171         if(source_team == 1)
1172         {
1173                 c1 = c1 + 1;
1174         }
1175         else if(source_team == 2)
1176         {
1177                 c2 = c2 + 2;
1178         }
1179         else if(source_team == 3)
1180         {
1181                 c3 = c3 + 3;
1182         }
1183         else if(source_team == 4)
1184         {
1185                 c4 = c4 + 4;
1186         }
1187         else
1188         {
1189                 bprint("warning: source team invalid\n");
1190                 return;
1191         }
1192
1193         // move the player to the new team
1194         TeamchangeFrags(selected);
1195         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1196
1197         if(selected.deadflag == DEAD_NO)
1198                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1199         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1200 }
1201
1202 void CauseRebalance(float source_team, float howmany_toomany)
1203 {
1204         if(IsTeamBalanceForced() == 1)
1205         {
1206                 bprint("Rebalancing Teams\n");
1207                 ShufflePlayerOutOfTeam(source_team);
1208         }
1209 }
1210
1211 // part of g_balance_teams_force
1212 // occasionally perform an audit of the teams to make
1213 // sure they're more or less balanced in player count.
1214 void AuditTeams()
1215 {
1216         float numplayers, numteams, smallest, toomany;
1217         float balance;
1218         balance = IsTeamBalanceForced();
1219         if(balance == 0)
1220                 return;
1221
1222         if(audit_teams_time > time)
1223                 return;
1224
1225         audit_teams_time = time + 4 + random();
1226
1227 //      bprint("Auditing teams\n");
1228
1229         CheckAllowedTeams(world);
1230         GetTeamCounts(world);
1231
1232
1233         numteams = numplayers = smallest = 0;
1234         if(c1 >= 0)
1235         {
1236                 numteams = numteams + 1;
1237                 numplayers = numplayers + c1;
1238                 smallest = c1;
1239         }
1240         if(c2 >= 0)
1241         {
1242                 numteams = numteams + 1;
1243                 numplayers = numplayers + c2;
1244                 if(c2 < smallest)
1245                         smallest = c2;
1246         }
1247         if(c3 >= 0)
1248         {
1249                 numteams = numteams + 1;
1250                 numplayers = numplayers + c3;
1251                 if(c3 < smallest)
1252                         smallest = c3;
1253         }
1254         if(c4 >= 0)
1255         {
1256                 numteams = numteams + 1;
1257                 numplayers = numplayers + c4;
1258                 if(c4 < smallest)
1259                         smallest = c4;
1260         }
1261
1262         if(numplayers <= 0)
1263                 return; // no players to move around
1264         if(numteams < 2)
1265                 return; // don't bother shuffling if for some reason there aren't any teams
1266
1267         toomany = smallest + 1;
1268
1269         if(c1 && c1 > toomany)
1270                 CauseRebalance(1, c1 - toomany);
1271         if(c2 && c2 > toomany)
1272                 CauseRebalance(2, c2 - toomany);
1273         if(c3 && c3 > toomany)
1274                 CauseRebalance(3, c3 - toomany);
1275         if(c4 && c4 > toomany)
1276                 CauseRebalance(4, c4 - toomany);
1277
1278         // if teams are still unbalanced, balance them further in the next audit,
1279         // which will happen sooner (keep doing rapid audits until things are in order)
1280         audit_teams_time = time + 0.7 + random()*0.3;
1281 }
1282
1283 // code from here on is just to support maps that don't have team entities
1284 void tdm_spawnteam (string teamname, float teamcolor)
1285 {
1286         local entity e;
1287         e = spawn();
1288         e.classname = "tdm_team";
1289         e.netname = teamname;
1290         e.cnt = teamcolor;
1291         e.team = e.cnt + 1;
1292 };
1293
1294 // spawn some default teams if the map is not set up for tdm
1295 void tdm_spawnteams()
1296 {
1297         float numteams;
1298
1299         numteams = cvar("g_tdm_teams_override");
1300         if(numteams < 2)
1301                 numteams = cvar("g_tdm_teams");
1302         numteams = bound(2, numteams, 4);
1303
1304         tdm_spawnteam("Red", COLOR_TEAM1-1);
1305         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1306         if(numteams >= 3)
1307                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1308         if(numteams >= 4)
1309                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1310 };
1311
1312 void tdm_delayedinit()
1313 {
1314         // if no teams are found, spawn defaults
1315         if (find(world, classname, "tdm_team") == world)
1316                 tdm_spawnteams();
1317 };
1318
1319 void tdm_init()
1320 {
1321         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1322 };