]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/gamec/teamplay.c
Added Urrebots, beware of bugs, thanks to SavageX and Morphed for testing
[divverent/nexuiz.git] / data / qcsrc / gamec / teamplay.c
1 float COLOR_TEAM1       = 5;  // red
2 float COLOR_TEAM2       = 14; // blue
3 float COLOR_TEAM3       = 10; // pink
4 float COLOR_TEAM4       = 13; // yellow
5
6
7 float GAME_DEATHMATCH           = 1;
8 float GAME_TEAM_DEATHMATCH      = 2;
9 float GAME_DOMINATION           = 3;
10 float GAME_CTF                  = 4;
11 float GAME_RUNEMATCH            = 5;
12 float GAME_LMS                  = 6;
13
14
15 // client counts for each team
16 float c1, c2, c3, c4;
17 // # of bots on those teams
18 float cb1, cb2, cb3, cb4;
19
20
21 float g_domination, g_ctf, g_tdm;
22
23 float audit_teams_time;
24
25
26 string TeamName(float t)
27 {
28         // fixme: Search for team entities and get their .netname's!
29         if(t == COLOR_TEAM1)
30                 return "Red Team";
31         if(t == COLOR_TEAM2)
32                 return "Blue Team";
33         if(t == COLOR_TEAM3)
34                 return "Pink Team";
35         if(t == COLOR_TEAM4)
36                 return "Yellow Team";
37         return "Neutral Team";
38 }
39 string ColoredTeamName(float t)
40 {
41         // fixme: Search for team entities and get their .netname's!
42         if(t == COLOR_TEAM1)
43                 return "^1Red Team^7";
44         if(t == COLOR_TEAM2)
45                 return "^4Blue Team^7";
46         if(t == COLOR_TEAM3)
47                 return "^6Pink Team^7";
48         if(t == COLOR_TEAM4)
49                 return "^3Yellow Team^7";
50         return "Neutral Team";
51 }
52 string TeamNoName(float t)
53 {
54         // fixme: Search for team entities and get their .netname's!
55         if(t == 1)
56                 return "Red Team";
57         if(t == 2)
58                 return "Blue Team";
59         if(t == 3)
60                 return "Pink Team";
61         if(t == 4)
62                 return "Yellow Team";
63         return "Neutral Team";
64 }
65
66 void dom_init();
67 void ctf_init();
68 void runematch_init();
69 void tdm_init();
70
71
72 void ResetGameCvars()
73 {
74         cvar_set("g_tdm", "0");
75         cvar_set("g_domination", "0");
76         cvar_set("g_ctf", "0");
77         cvar_set("g_runematch", "0");
78         cvar_set("g_lms", "0");
79         cvar_set("teamplay", "0");
80
81
82         cvar_set("exit_cfg", "");
83 }
84
85 void ActivateTeamplay()
86 {
87         float teamplay_default;
88         teamplay_default = cvar("teamplay_default");
89
90         if(teamplay_default)
91                 cvar_set("teamplay", ftos(teamplay_default));
92         else
93                 cvar_set("teamplay", "3");
94 }
95
96 string gamemode_name;
97 float teams_matter;
98
99 void InitGameplayMode()
100 {
101         float fraglimit_override, timelimit_override;
102
103         game = cvar ("gamecfg");        // load game options
104
105         // game cvars get reset before map changes
106         // then map's cfg sets them as desired
107
108         // FIXME: also set a message or game mode name to print to players when the join
109
110         // set both here, gamemode can override it later
111         timelimit_override = cvar("timelimit_override");
112         fraglimit_override = cvar("fraglimit_override");
113
114         if(game == GAME_DOMINATION || cvar("g_domination"))
115         {
116                 game = GAME_DOMINATION;
117                 cvar_set("g_domination", "1");
118
119                 ActivateTeamplay();
120
121                 fraglimit_override = cvar("g_domination_point_limit");
122
123                 gamemode_name = "Domination";
124                 teams_matter = 1;
125         }
126         else if(game == GAME_CTF || cvar("g_ctf"))
127         {
128                 game = GAME_CTF;
129                 cvar_set("g_ctf", "1");
130
131                 ActivateTeamplay();
132
133                 fraglimit_override = cvar("g_ctf_capture_limit");
134
135                 gamemode_name = "Capture the Flag";
136                 teams_matter = 1;
137         }
138         else if((game == GAME_RUNEMATCH || cvar("g_runematch")) && !cvar("g_minstagib"))
139         {
140                 game = GAME_RUNEMATCH;
141                 cvar_set("g_runematch", "1");
142
143                 if(cvar("deathmatch_force_teamplay"))
144                         ActivateTeamplay();
145
146                 fraglimit_override = cvar("g_runematch_point_limit");
147
148                 gamemode_name = "Rune Match";
149                 if(cvar("teamplay"))
150                         teams_matter = 1;
151                 else
152                         teams_matter = 0;
153         }
154         else if(game == GAME_DEATHMATCH || game == GAME_TEAM_DEATHMATCH || cvar("g_tdm"))
155         {
156                 if(!cvar("deathmatch"))
157                         cvar_set("deathmatch", "1");
158
159
160                 if(game == GAME_TEAM_DEATHMATCH || cvar("g_tdm") || cvar("deathmatch_force_teamplay"))
161                 {
162                         game = GAME_TEAM_DEATHMATCH;
163                         gamemode_name = "Team Deathmatch";
164                         ActivateTeamplay();
165                         teams_matter = 1;
166                 }
167                 else
168                 {
169                         game = GAME_DEATHMATCH;
170                         gamemode_name = "Deathmatch";
171                         teams_matter = 0;
172                 }
173
174                 fraglimit_override = cvar("fraglimit_override");
175         }
176         else if(game == GAME_LMS || cvar("g_lms"))
177         {
178                 game = GAME_LMS;
179                 cvar_set("g_lms", "1");
180                 fraglimit_override = cvar("fraglimit_override");
181                 gamemode_name = "Last Man Standing";
182                 teams_matter = 0;
183                 cvar_set("teamplay", "0");
184                 lms_lowest_lives = 999;
185         }
186         else
187         {
188                 // we can only assume...
189                 gamemode_name = "Deathmatch";
190                 teams_matter = 0;
191         }
192 /*      else if(game == GAME_TEAM_DEATHMATCH)
193         {
194                 if(!cvar("deathmatch"))
195                         cvar_set("deathmatch", "1");
196
197                 //if(!cvar("teamplay"))
198                 //      cvar_set("teamplay", "3");
199                 ActivateTeamplay();
200
201                 fraglimit_override = cvar("fraglimit_override");
202         }*/
203
204         // enforce the server's universal frag/time limits
205         if(fraglimit_override >= 0)
206                 cvar_set("fraglimit", ftos(fraglimit_override));
207         if(timelimit_override >= 0)
208                 cvar_set("timelimit", ftos(timelimit_override));
209
210         if (game == GAME_DOMINATION)//cvar("g_domination"))
211                 dom_init();
212         else if (game == GAME_CTF)//cvar("g_ctf"))
213                 ctf_init();
214         else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
215                 runematch_init();
216         else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
217                 tdm_init();
218
219         // those mutators rule each other out
220         if(cvar("g_minstagib"))
221         {
222                 cvar_set("g_instagib", "0");
223                 cvar_set("g_rocketarena", "0");
224         }
225         if(cvar("g_instagib"))
226         {
227                 cvar_set("g_minstagib", "0");
228                 cvar_set("g_rocketarena", "0");
229         }
230         if(cvar("g_rocketarena"))
231         {
232                 cvar_set("g_instagib", "0");
233                 cvar_set("g_minstagib", "0");
234         }
235 }
236
237 void PrintWelcomeMessage(entity pl)
238 {
239         string s, grap_msg, temp, mutator;
240
241         /*if(self.welcomemessage_time < time)
242                 return;
243         if(self.welcomemessage_time2 > time)
244                 return;
245         self.welcomemessage_time2 = time + 0.8; */
246
247         if(self.welcomemessage_time2 > time) return;
248         self.welcomemessage_time2 = time + 1.0;
249
250         if(cvar("g_minstagib"))
251                 mutator = "^2Minstagib ^1";
252         else if(cvar("g_instagib"))
253                 mutator = "^2Instagib ^1";
254         else if(cvar("g_rocketarena"))
255                 mutator = "^2Rocketarena ^1";
256         else
257                 mutator = "";
258
259         if(cvar("g_grappling_hook"))
260                 grap_msg = strzone("\n\nBind a key to ^1+hook^8 to use the grappling hook\n");
261
262         s = strcat(s, "\n\nThis is Nexuiz ", cvar_string("g_nexuizversion"), "\n", self.versionmessage);
263         s = strcat(s, "^8\n\nMatch type is ^1", mutator, gamemode_name, "^8\n");
264
265         if(self.classname == "observer" || self.classname == "spectator") {
266                 s = strcat(s,"^7\n\n\npress jump to play\npress attack to spectate other players\n\n");
267         }
268
269
270         s = strzone(s);
271
272         temp = strcat(
273                 "\n\n\n^8Welcome, ", pl.netname, "^8\n",
274                 s
275                 );
276         temp = strzone(temp);
277
278
279         if (cvar_string("g_mutatormsg") != "") {
280                 s = strcat(s, "\n\nSpecial gameplay tips: ", cvar_string("g_mutatormsg"));
281         }
282
283         if (cvar_string("sv_motd") != "") {
284                 s = strcat(s, "\n\nMOTD: ", cvar_string("sv_motd"));
285         }
286
287         centerprint(pl, s);
288         //sprint(pl, s);
289
290         strunzone(temp);
291 }
292
293
294 void SetPlayerColors(entity pl, float _color)
295 {
296         /*string s;
297         s = ftos(cl);
298         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
299         pl.team = cl + 1;
300         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
301         pl.clientcolors = 16*cl + cl;*/
302
303         if(teamplay) {
304                 setcolor(pl, 16*_color + _color);
305         } else {
306                 float shirt;
307                 shirt = pl.clientcolors & 0xF0;
308                 setcolor(pl, shirt + _color);
309
310         }
311 }
312
313 void SetPlayerTeam(entity pl, float t, float s, float noprint)
314 {
315         float _color;
316         
317         if(t == 4)
318                 _color = COLOR_TEAM4 - 1;
319         else if(t == 3)
320                 _color = COLOR_TEAM3 - 1;
321         else if(t == 2)
322                 _color = COLOR_TEAM2 - 1;
323         else
324                 _color = COLOR_TEAM1 - 1;
325
326         SetPlayerColors(pl,_color);
327
328         if(!noprint && t != s)
329         {
330                 //bprint(strcat(pl.netname, " has changed to ", TeamNoName(t), "\n"));
331                 bprint(strcat(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n"));
332         }
333 }
334
335
336
337
338
339
340 // set c1...c4 to show what teams are allowed
341 void CheckAllowedTeams ()
342 {
343         string teament_name;
344         float dm;
345         entity head;
346
347 //      if(!dom && !ctf)
348 //              dm = 1;
349
350         c1 = c2 = c3 = c4 = -1;
351         cb1 = cb2 = cb3 = cb4 = 0;
352
353         if(g_domination)
354                 teament_name = "dom_team";
355         else if(g_ctf)
356                 teament_name = "ctf_team";
357         else if(g_tdm)
358                 teament_name = "tdm_team";
359         else
360         {
361                 // cover anything else by treating it like tdm with no teams spawned
362                 dm = cvar("g_tdm_teams");
363                 if(dm < 2)
364                         error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
365
366                 if(dm >= 4)
367                 {
368                         c1 = c2 = c3 = c4 = 0;
369                 }
370                 else if(dm >= 3)
371                 {
372                         c1 = c2 = c3 = 0;
373                 }
374                 else// if(dm >= 2)
375                 {
376                         c1 = c2 = 0;
377                 }
378                 return;
379         }
380
381         // first find out what teams are allowed
382         head = find(world, classname, teament_name);
383         while(head)
384         {
385                 if(!(g_domination && head.netname == ""))
386                 {
387                         if(head.team == COLOR_TEAM1)
388                         {
389                                 c1 = 0;
390                         }
391                         if(head.team == COLOR_TEAM2)
392                         {
393                                 c2 = 0;
394                         }
395                         if(head.team == COLOR_TEAM3)
396                         {
397                                 c3 = 0;
398                         }
399                         if(head.team == COLOR_TEAM4)
400                         {
401                                 c4 = 0;
402                         }
403                 }
404                 head = find(head, classname, teament_name);
405         }
406 }
407
408 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
409 // teams that are allowed will now have their player counts stored in c1...c4
410 void GetTeamCounts(entity ignore)
411 {
412         entity head;
413         // now count how many players are on each team already
414
415         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
416         // also remember the lowest-scoring player
417
418         head = find(world, classname, "player");
419         while(head)
420         {
421                 if(head != ignore)// && head.netname != "")
422                 {
423                         if(head.team == COLOR_TEAM1)
424                         {
425                                 if(c1 >= 0)
426                                 {
427                                         c1 = c1 + 1;
428                                         cb1 = cb1 + 1;
429                                 }
430                         }
431                         if(head.team == COLOR_TEAM2)
432                         {
433                                 if(c2 >= 0)
434                                 {
435                                         c2 = c2 + 1;
436                                         cb2 = cb2 + 1;
437                                 }
438                         }
439                         if(head.team == COLOR_TEAM3)
440                         {
441                                 if(c3 >= 0)
442                                 {
443                                         c3 = c3 + 1;
444                                         cb3 = cb3 + 1;
445                                 }
446                         }
447                         if(head.team == COLOR_TEAM4)
448                         {
449                                 if(c4 >= 0)
450                                 {
451                                         c4 = c4 + 1;
452                                         cb4 = cb4 + 1;
453                                 }
454                         }
455                 }
456                 head = find(head, classname, "player");
457         }
458 }
459
460 // returns # of smallest team (1, 2, 3, 4)
461 // NOTE: Assumes CheckAllowedTeams has already been called!
462 float FindSmallestTeam(entity pl, float ignore_pl)
463 {
464         float totalteams, smallestteam, smallestteam_count, balance_type;
465         totalteams = 0;
466
467         // find out what teams are available
468         //CheckAllowedTeams();
469
470         // make sure there are at least 2 teams to join
471         if(c1 >= 0)
472                 totalteams = totalteams + 1;
473         if(c2 >= 0)
474                 totalteams = totalteams + 1;
475         if(c3 >= 0)
476                 totalteams = totalteams + 1;
477         if(c4 >= 0)
478                 totalteams = totalteams + 1;
479
480         if(totalteams <= 1)
481         {
482                 if(g_domination)
483                         error("Too few teams available for domination\n");
484                 else if(g_ctf)
485                         error("Too few teams available for ctf\n");
486                 else
487                         error("Too few teams available for team deathmatch\n");
488         }
489
490
491         // count how many players are in each team
492         if(ignore_pl)
493                 GetTeamCounts(world);
494         else
495                 GetTeamCounts(pl);
496
497
498
499         // c1...c4 now have counts of each team
500         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
501
502         smallestteam = 0;
503         smallestteam_count = 999;
504
505         // 2 gives priority to what team you're already on, 1 goes in order
506         // 2 doesn't seem to work though...
507         balance_type = 1;
508
509         if(balance_type == 1)
510         {
511                 if(c1 >= 0 && c1 < smallestteam_count)
512                 {
513                         smallestteam = 1;
514                         smallestteam_count = c1;
515                 }
516                 if(c2 >= 0 && c2 < smallestteam_count)
517                 {
518                         smallestteam = 2;
519                         smallestteam_count = c2;
520                 }
521                 if(c3 >= 0 && c3 < smallestteam_count)
522                 {
523                         smallestteam = 3;
524                         smallestteam_count = c3;
525                 }
526                 if(c4 >= 0 && c4 < smallestteam_count)
527                 {
528                         smallestteam = 4;
529                         smallestteam_count = c4;
530                 }
531         }
532         else
533         {
534                 if(c1 >= 0 && (c1 < smallestteam_count ||
535                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
536                 {
537                         smallestteam = 1;
538                         smallestteam_count = c1;
539                 }
540                 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
541                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
542                 {
543                         smallestteam = 2;
544                         smallestteam_count = c2;
545                 }
546                 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
547                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
548                 {
549                         smallestteam = 3;
550                         smallestteam_count = c3;
551                 }
552                 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
553                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
554                 {
555                         smallestteam = 4;
556                         smallestteam_count = c4;
557                 }
558         }
559
560         return smallestteam;
561 }
562
563 float JoinBestTeam(entity pl, float only_return_best)
564 {
565         float smallest, selectedteam;
566
567         g_domination = cvar("g_domination");
568         g_ctf = cvar("g_ctf");
569
570         // don't join a team if we're not playing a team game
571         if(!cvar("teamplay") && !g_domination && !g_ctf)
572                 return 0;
573
574         // find out what teams are available
575         CheckAllowedTeams();
576
577         // if we don't care what team he ends up on, put him on whatever team he entered as.
578         // if he's not on a valid team, then let other code put him on the smallest team
579         if(!cvar("balance_teams") && !cvar("force_balance"))
580         {
581                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
582                         selectedteam = pl.team;
583                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
584                         selectedteam = pl.team;
585                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
586                         selectedteam = pl.team;
587                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
588                         selectedteam = pl.team;
589                 else
590                         selectedteam = -1;
591                 if(selectedteam > 0)
592                 {
593                         if(!only_return_best)
594                                 SetPlayerColors(pl, selectedteam - 1);
595                         return selectedteam;
596                 }
597                 // otherwise end up on the smallest team (handled below)
598         }
599
600         smallest = FindSmallestTeam(pl, TRUE);
601
602
603         if(!only_return_best)
604         {
605                 if(smallest == 1)
606                 {
607                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
608                 }
609                 else if(smallest == 2)
610                 {
611                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
612                 }
613                 else if(smallest == 3)
614                 {
615                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
616                 }
617                 else if(smallest == 4)
618                 {
619                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
620                 }
621                 else
622                 {
623                         error("smallest team: invalid team\n");
624                 }
625         }
626
627         return smallest;
628 }
629
630
631 void SV_ChangeTeam(float _color)
632 {
633         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
634
635         scolor = self.clientcolors & 0x0F;
636         dcolor = _color & 0x0F;
637
638         // store shirt color in .clientcolors
639         // this will get overwritten in teamplay modes later
640         setcolor(self, _color & 0xF0 + scolor);
641
642         if(scolor == COLOR_TEAM1 - 1)
643                 steam = 1;
644         else if(scolor == COLOR_TEAM2 - 1)
645                 steam = 2;
646         else if(scolor == COLOR_TEAM3 - 1)
647                 steam = 3;
648         else if(scolor == COLOR_TEAM4 - 1)
649                 steam = 4;
650         if(dcolor == COLOR_TEAM1 - 1)
651                 dteam = 1;
652         else if(dcolor == COLOR_TEAM2 - 1)
653                 dteam = 2;
654         else if(dcolor == COLOR_TEAM3 - 1)
655                 dteam = 3;
656         else if(dcolor == COLOR_TEAM4 - 1)
657                 dteam = 4;
658
659         // remap invalid teams in dom & ctf
660         if(cvar("g_ctf") && dteam == 3)
661                 dteam = 2;
662         else if(cvar("g_ctf") && dteam == 4)
663                 dteam = 1;
664         else if(cvar("g_domination") && cvar("g_domination_default_teams") < 3)
665         {
666                 if(dteam == 3)
667                         dteam = 2;
668                 else if(dteam == 4)
669                         dteam = 1;
670         }
671         else if(cvar("g_domination") && cvar("g_domination_default_teams") < 4)
672         {
673                 if(dteam == 4)
674                         dteam = 1;
675         }
676         
677         // not changing teams
678         if(scolor == dcolor)
679         {
680                 //bprint("same team change\n");
681                 SetPlayerTeam(self, dteam, steam, TRUE);
682                 return;
683         }
684
685         if(cvar("teamplay"))
686         {
687                 if(self.classname == "player" && steam != dteam)
688                 {
689                         // kill player when changing teams
690                         if(self.deadflag == DEAD_NO)
691                                 self.event_damage(self, self, 10000, DEATH_KILL, self.origin, '0 0 0');
692                 
693                         // reduce frags during a team change
694                         self.frags = floor(self.frags * (cvar("g_changeteam_fragtransfer") / 100));
695                 }
696                 
697                 if(cvar("g_changeteam_banned"))
698                 {
699                         sprint(self, "Team changes not allowed\n");
700                         return; // changing teams is not allowed
701                 }
702
703                 if(cvar("g_balance_teams_prevent_imbalance"))
704                 {
705                         // only allow changing to a smaller or equal size team
706
707                         // find out what teams are available
708                         CheckAllowedTeams();
709                         // count how many players on each team
710                         GetTeamCounts(world);
711
712                         // get desired team
713                         if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
714                         {
715                                 dcount = c1;
716                                 dbotcount = cb1;
717                         }
718                         else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
719                         {
720                                 dcount = c2;
721                                 dbotcount = cb2;
722                         }
723                         else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
724                         {
725                                 dcount = c3;
726                                 dbotcount = cb3;
727                         }
728                         else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
729                         {
730                                 dcount = c4;
731                                 dbotcount = cb4;
732                         }
733                         else
734                         {
735                                 sprint(self, "Cannot change to an invalid team\n");
736
737                                 return;
738                         }
739
740                         // get starting team
741                         if(steam == 1)//scolor == COLOR_TEAM1 - 1)
742                                 scount = c1;
743                         else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
744                                 scount = c2;
745                         else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
746                                 scount = c3;
747                         else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
748                                 scount = c4;
749
750                         if(scount) // started at a valid, nonempty team
751                         {
752                                 // check if we're trying to change to a larger team that doens't have bots to swap with
753                                 if(dcount >= scount && dbotcount <= 0)
754                                 {
755                                         sprint(self, "Cannot change to a larger team\n");
756                                         return; // can't change to a larger team
757                                 }
758                         }
759                 }
760         }
761
762 //      bprint(strcat("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"));
763
764         SetPlayerTeam(self, dteam, steam, FALSE);
765 }
766
767
768 void ShufflePlayerOutOfTeam (float source_team)
769 {
770         float smallestteam, smallestteam_count, steam;
771         float lowest_bot_score, lowest_player_score;
772         entity head, lowest_bot, lowest_player, selected;
773
774         smallestteam = 0;
775         smallestteam_count = 999;
776
777         if(c1 >= 0 && c1 < smallestteam_count)
778         {
779                 smallestteam = 1;
780                 smallestteam_count = c1;
781         }
782         if(c2 >= 0 && c2 < smallestteam_count)
783         {
784                 smallestteam = 2;
785                 smallestteam_count = c2;
786         }
787         if(c3 >= 0 && c3 < smallestteam_count)
788         {
789                 smallestteam = 3;
790                 smallestteam_count = c3;
791         }
792         if(c4 >= 0 && c4 < smallestteam_count)
793         {
794                 smallestteam = 4;
795                 smallestteam_count = c4;
796         }
797
798         if(!smallestteam)
799         {
800                 bprint("warning: no smallest team\n");
801                 return;
802         }
803
804         if(source_team == 1)
805                 steam = COLOR_TEAM1;
806         else if(source_team == 2)
807                 steam = COLOR_TEAM2;
808         else if(source_team == 3)
809                 steam = COLOR_TEAM3;
810         else if(source_team == 4)
811                 steam = COLOR_TEAM4;
812
813         lowest_bot = world;
814         lowest_bot_score = 9999;
815         lowest_player = world;
816         lowest_player_score = 9999;
817
818         // find the lowest-scoring player & bot of that team
819         head = find(world, classname, "player");
820         while(head)
821         {
822                 if(head.team == steam)
823                 {
824                         if(head.isbot)
825                         {
826                                 if(head.frags < lowest_bot_score)
827                                 {
828                                         lowest_bot = head;
829                                         lowest_bot_score = head.frags;
830                                 }
831                         }
832                         else
833                         {
834                                 if(head.frags < lowest_player_score)
835                                 {
836                                         lowest_player = head;
837                                         lowest_player_score = head.frags;
838                                 }
839                         }
840                 }
841                 head = find(head, classname, "player");
842         }
843
844         // prefers to move a bot...
845         if(lowest_bot != world)
846                 selected = lowest_bot;
847         // but it will move a player if it has to
848         else
849                 selected = lowest_player;
850         // don't do anything if it couldn't find anyone
851         if(!selected)
852         {
853                 bprint("warning: couldn't find a player to move from team\n");
854                 return;
855         }
856
857         // smallest team gains a member
858         if(smallestteam == 1)
859         {
860                 c1 = c1 + 1;
861         }
862         else if(smallestteam == 2)
863         {
864                 c2 = c2 + 1;
865         }
866         else if(smallestteam == 3)
867         {
868                 c3 = c3 + 1;
869         }
870         else if(smallestteam == 4)
871         {
872                 c4 = c4 + 1;
873         }
874         else
875         {
876                 bprint("warning: destination team invalid\n");
877                 return;
878         }
879         // source team loses a member
880         if(source_team == 1)
881         {
882                 c1 = c1 + 1;
883         }
884         else if(source_team == 2)
885         {
886                 c2 = c2 + 2;
887         }
888         else if(source_team == 3)
889         {
890                 c3 = c3 + 3;
891         }
892         else if(source_team == 4)
893         {
894                 c4 = c4 + 4;
895         }
896         else
897         {
898                 bprint("warning: source team invalid\n");
899                 return;
900         }
901
902         // move the player to the new team
903         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
904 }
905
906 // part of g_balance_teams_force
907 // occasionally perform an audit of the teams to make
908 // sure they're more or less balanced in player count.
909 void AuditTeams()
910 {
911         float numplayers, numteams, average;
912         if(!cvar("g_balance_teams_force"))
913                 return;
914         if(!cvar("teamplay"))
915                 return;
916
917         if(audit_teams_time > time)
918                 return;
919
920         audit_teams_time = time + 4 + random();
921
922 //      bprint("Auditing teams\n");
923
924         CheckAllowedTeams();
925         GetTeamCounts(world);
926
927
928         numteams = numplayers = 0;
929         if(c1 >= 0)
930         {
931                 numteams = numteams + 1;
932                 numplayers = numplayers + c1;
933         }
934         if(c2 >= 0)
935         {
936                 numteams = numteams + 1;
937                 numplayers = numplayers + c2;
938         }
939         if(c3 >= 0)
940         {
941                 numteams = numteams + 1;
942                 numplayers = numplayers + c3;
943         }
944         if(c4 >= 0)
945         {
946                 numteams = numteams + 1;
947                 numplayers = numplayers + c4;
948         }
949
950         if(numplayers <= 0)
951                 return; // no players to move around
952         if(numteams < 2)
953                 return; // don't bother shuffling if for some reason there aren't any teams
954
955         average = ceil(numplayers / numteams);
956
957         if(average <= 0)
958                 return; // that's weird...
959
960         if(c1 && c1 > average)
961         {
962                 bprint("Rebalancing Teams\n");
963                 //bprint("Shuffle from team 1\n");
964                 ShufflePlayerOutOfTeam(1);
965         }
966         if(c2 && c2 > average)
967         {
968                 bprint("Rebalancing Teams\n");
969                 //bprint("Shuffle from team 2\n");
970                 ShufflePlayerOutOfTeam(2);
971         }
972         if(c3 && c3 > average)
973         {
974                 bprint("Rebalancing Teams\n");
975                 //bprint("Shuffle from team 3\n");
976                 ShufflePlayerOutOfTeam(3);
977         }
978         if(c4 && c4 > average)
979         {
980                 bprint("Rebalancing Teams\n");
981                 //bprint("Shuffle from team 4\n");
982                 ShufflePlayerOutOfTeam(4);
983         }
984
985         // if teams are still unbalanced, balance them further in the next audit,
986         // which will happen sooner (keep doing rapid audits until things are in order)
987         audit_teams_time = time + 0.7 + random()*0.3;
988 }
989
990
991
992 /*void(entity e, float first) UpdateTeamScore =
993 {
994         clientno = e.FIXME;
995         if(first)
996         {
997                 WriteByte (MSG_ALL, SVC_UPDATENAME);
998                 WriteByte (MSG_ALL, clientno);
999                 WriteString (MSG_ALL, e.netname);
1000
1001                 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
1002                 WriteByte (MSG_ALL, clientno);
1003                 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
1004         }
1005
1006         WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
1007         WriteByte (MSG_ALL, clientno);
1008         WriteShort (MSG_ALL, e.frags + 10000);
1009 };
1010
1011 */
1012
1013
1014
1015
1016
1017 void() tdm_team =
1018 {
1019         self.classname = "tdm_team";
1020         self.team = self.cnt + 1;
1021 };
1022
1023 // code from here on is just to support maps that don't have team entities
1024 void tdm_spawnteam (string teamname, float teamcolor)
1025 {
1026         local entity oldself;
1027         oldself = self;
1028         self = spawn();
1029         self.classname = "tdm_team";
1030         self.netname = teamname;
1031         self.cnt = teamcolor;
1032
1033         tdm_team();
1034
1035         self = oldself;
1036 };
1037
1038 // spawn some default teams if the map is not set up for tdm
1039 void() tdm_spawnteams =
1040 {
1041         float numteams;
1042
1043         numteams = cvar("g_tdm_teams");
1044
1045         tdm_spawnteam("Red", 4);
1046         tdm_spawnteam("Blue", 13);
1047 };
1048
1049 void() tdm_delayedinit =
1050 {
1051         self.think = SUB_Remove;
1052         self.nextthink = time;
1053         // if no teams are found, spawn defaults
1054         if (find(world, classname, "tdm_team") == world)
1055                 tdm_spawnteams();
1056 };
1057
1058 void() tdm_init =
1059 {
1060         local entity e;
1061         e = spawn();
1062         e.think = tdm_delayedinit;
1063         e.nextthink = time + 0.1;
1064 };
1065
1066