]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/gamec/teamplay.c
fixed some bugs with scoretransfer on teamchange
[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         // remap invalid teams in dom & ctf
318         if(cvar("g_ctf") && t == 3)
319                 t = 2;
320         else if(cvar("g_ctf") && t == 4)
321                 t = 1;
322         else if(cvar("g_domination") && cvar("g_domination_default_teams") < 3)
323         {
324                 if(t == 3)
325                         t = 2;
326                 else if(t == 4)
327                         t = 1;
328         }
329         else if(cvar("g_domination") && cvar("g_domination_default_teams") < 4)
330         {
331                 if(t == 4)
332                         t = 1;
333         }
334                 
335         if(t == 4)
336                 _color = COLOR_TEAM4 - 1;
337         else if(t == 3)
338                 _color = COLOR_TEAM3 - 1;
339         else if(t == 2)
340                 _color = COLOR_TEAM2 - 1;
341         else
342                 _color = COLOR_TEAM1 - 1;
343
344         // kill player when changing teams
345         if(teams_matter && pl.classname == "player" && pl.deadflag == DEAD_NO && pl.team != (_color + 1))
346                 Damage(pl, pl, pl, 100000, DEATH_KILL, pl.origin, '0 0 0');
347
348         SetPlayerColors(pl,_color);
349
350         if(!noprint && t != s)
351         {
352                 //bprint(strcat(pl.netname, " has changed to ", TeamNoName(t), "\n"));
353                 bprint(strcat(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n"));
354         }
355 }
356
357
358
359
360
361
362 // set c1...c4 to show what teams are allowed
363 void CheckAllowedTeams ()
364 {
365         string teament_name;
366         float dm;
367         entity head;
368
369 //      if(!dom && !ctf)
370 //              dm = 1;
371
372         c1 = c2 = c3 = c4 = -1;
373         cb1 = cb2 = cb3 = cb4 = 0;
374
375         if(g_domination)
376                 teament_name = "dom_team";
377         else if(g_ctf)
378                 teament_name = "ctf_team";
379         else if(g_tdm)
380                 teament_name = "tdm_team";
381         else
382         {
383                 // cover anything else by treating it like tdm with no teams spawned
384                 dm = cvar("g_tdm_teams");
385                 if(dm < 2)
386                         error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
387
388                 if(dm >= 4)
389                 {
390                         c1 = c2 = c3 = c4 = 0;
391                 }
392                 else if(dm >= 3)
393                 {
394                         c1 = c2 = c3 = 0;
395                 }
396                 else// if(dm >= 2)
397                 {
398                         c1 = c2 = 0;
399                 }
400                 return;
401         }
402
403         // first find out what teams are allowed
404         head = find(world, classname, teament_name);
405         while(head)
406         {
407                 if(!(g_domination && head.netname == ""))
408                 {
409                         if(head.team == COLOR_TEAM1)
410                         {
411                                 c1 = 0;
412                         }
413                         if(head.team == COLOR_TEAM2)
414                         {
415                                 c2 = 0;
416                         }
417                         if(head.team == COLOR_TEAM3)
418                         {
419                                 c3 = 0;
420                         }
421                         if(head.team == COLOR_TEAM4)
422                         {
423                                 c4 = 0;
424                         }
425                 }
426                 head = find(head, classname, teament_name);
427         }
428 }
429
430 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
431 // teams that are allowed will now have their player counts stored in c1...c4
432 void GetTeamCounts(entity ignore)
433 {
434         entity head;
435         // now count how many players are on each team already
436
437         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
438         // also remember the lowest-scoring player
439
440         head = find(world, classname, "player");
441         while(head)
442         {
443                 if(head != ignore)// && head.netname != "")
444                 {
445                         if(head.team == COLOR_TEAM1)
446                         {
447                                 if(c1 >= 0)
448                                 {
449                                         c1 = c1 + 1;
450                                         cb1 = cb1 + 1;
451                                 }
452                         }
453                         if(head.team == COLOR_TEAM2)
454                         {
455                                 if(c2 >= 0)
456                                 {
457                                         c2 = c2 + 1;
458                                         cb2 = cb2 + 1;
459                                 }
460                         }
461                         if(head.team == COLOR_TEAM3)
462                         {
463                                 if(c3 >= 0)
464                                 {
465                                         c3 = c3 + 1;
466                                         cb3 = cb3 + 1;
467                                 }
468                         }
469                         if(head.team == COLOR_TEAM4)
470                         {
471                                 if(c4 >= 0)
472                                 {
473                                         c4 = c4 + 1;
474                                         cb4 = cb4 + 1;
475                                 }
476                         }
477                 }
478                 head = find(head, classname, "player");
479         }
480 }
481
482 // returns # of smallest team (1, 2, 3, 4)
483 // NOTE: Assumes CheckAllowedTeams has already been called!
484 float FindSmallestTeam(entity pl, float ignore_pl)
485 {
486         float totalteams, smallestteam, smallestteam_count, balance_type;
487         totalteams = 0;
488
489         // find out what teams are available
490         //CheckAllowedTeams();
491
492         // make sure there are at least 2 teams to join
493         if(c1 >= 0)
494                 totalteams = totalteams + 1;
495         if(c2 >= 0)
496                 totalteams = totalteams + 1;
497         if(c3 >= 0)
498                 totalteams = totalteams + 1;
499         if(c4 >= 0)
500                 totalteams = totalteams + 1;
501
502         if(totalteams <= 1)
503         {
504                 if(g_domination)
505                         error("Too few teams available for domination\n");
506                 else if(g_ctf)
507                         error("Too few teams available for ctf\n");
508                 else
509                         error("Too few teams available for team deathmatch\n");
510         }
511
512
513         // count how many players are in each team
514         if(ignore_pl)
515                 GetTeamCounts(world);
516         else
517                 GetTeamCounts(pl);
518
519
520
521         // c1...c4 now have counts of each team
522         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
523
524         smallestteam = 0;
525         smallestteam_count = 999;
526
527         // 2 gives priority to what team you're already on, 1 goes in order
528         // 2 doesn't seem to work though...
529         balance_type = 1;
530
531         if(balance_type == 1)
532         {
533                 if(c1 >= 0 && c1 < smallestteam_count)
534                 {
535                         smallestteam = 1;
536                         smallestteam_count = c1;
537                 }
538                 if(c2 >= 0 && c2 < smallestteam_count)
539                 {
540                         smallestteam = 2;
541                         smallestteam_count = c2;
542                 }
543                 if(c3 >= 0 && c3 < smallestteam_count)
544                 {
545                         smallestteam = 3;
546                         smallestteam_count = c3;
547                 }
548                 if(c4 >= 0 && c4 < smallestteam_count)
549                 {
550                         smallestteam = 4;
551                         smallestteam_count = c4;
552                 }
553         }
554         else
555         {
556                 if(c1 >= 0 && (c1 < smallestteam_count ||
557                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
558                 {
559                         smallestteam = 1;
560                         smallestteam_count = c1;
561                 }
562                 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
563                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
564                 {
565                         smallestteam = 2;
566                         smallestteam_count = c2;
567                 }
568                 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
569                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
570                 {
571                         smallestteam = 3;
572                         smallestteam_count = c3;
573                 }
574                 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
575                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
576                 {
577                         smallestteam = 4;
578                         smallestteam_count = c4;
579                 }
580         }
581
582         return smallestteam;
583 }
584
585 float JoinBestTeam(entity pl, float only_return_best)
586 {
587         float smallest, selectedteam;
588
589         g_domination = cvar("g_domination");
590         g_ctf = cvar("g_ctf");
591
592         // don't join a team if we're not playing a team game
593         if(!cvar("teamplay") && !g_domination && !g_ctf)
594                 return 0;
595
596         // find out what teams are available
597         CheckAllowedTeams();
598
599         // if we don't care what team he ends up on, put him on whatever team he entered as.
600         // if he's not on a valid team, then let other code put him on the smallest team
601         if(!cvar("balance_teams") && !cvar("force_balance"))
602         {
603                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
604                         selectedteam = pl.team;
605                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
606                         selectedteam = pl.team;
607                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
608                         selectedteam = pl.team;
609                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
610                         selectedteam = pl.team;
611                 else
612                         selectedteam = -1;
613                 if(selectedteam > 0)
614                 {
615                         if(!only_return_best)
616                                 SetPlayerColors(pl, selectedteam - 1);
617                         return selectedteam;
618                 }
619                 // otherwise end up on the smallest team (handled below)
620         }
621
622         smallest = FindSmallestTeam(pl, TRUE);
623
624
625         if(!only_return_best)
626         {
627                 if(smallest == 1)
628                 {
629                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
630                 }
631                 else if(smallest == 2)
632                 {
633                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
634                 }
635                 else if(smallest == 3)
636                 {
637                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
638                 }
639                 else if(smallest == 4)
640                 {
641                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
642                 }
643                 else
644                 {
645                         error("smallest team: invalid team\n");
646                 }
647         }
648
649         return smallest;
650 }
651
652
653 void SV_ChangeTeam(float _color)
654 {
655         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
656
657         scolor = self.clientcolors & 0x0F;
658         dcolor = _color & 0x0F;
659
660         // store shirt color in .clientcolors
661         // this will get overwritten in teamplay modes later
662         setcolor(self, _color & 0xF0 + scolor);
663
664         if(scolor == COLOR_TEAM1 - 1)
665                 steam = 1;
666         else if(scolor == COLOR_TEAM2 - 1)
667                 steam = 2;
668         else if(scolor == COLOR_TEAM3 - 1)
669                 steam = 3;
670         else if(scolor == COLOR_TEAM4 - 1)
671                 steam = 4;
672         if(dcolor == COLOR_TEAM1 - 1)
673                 dteam = 1;
674         else if(dcolor == COLOR_TEAM2 - 1)
675                 dteam = 2;
676         else if(dcolor == COLOR_TEAM3 - 1)
677                 dteam = 3;
678         else if(dcolor == COLOR_TEAM4 - 1)
679                 dteam = 4;
680
681         // not changing teams
682         if(scolor == dcolor)
683         {
684                 //bprint("same team change\n");
685                 SetPlayerTeam(self, dteam, steam, TRUE);
686                 return;
687         }
688
689         if(cvar("teamplay"))
690         {
691                 if(cvar("g_changeteam_banned"))
692                 {
693                         sprint(self, "Team changes not allowed\n");
694                         return; // changing teams is not allowed
695                 }
696
697                 if(cvar("g_balance_teams_prevent_imbalance"))
698                 {
699                         // only allow changing to a smaller or equal size team
700
701                         // find out what teams are available
702                         CheckAllowedTeams();
703                         // count how many players on each team
704                         GetTeamCounts(world);
705
706                         // get desired team
707                         if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
708                         {
709                                 dcount = c1;
710                                 dbotcount = cb1;
711                         }
712                         else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
713                         {
714                                 dcount = c2;
715                                 dbotcount = cb2;
716                         }
717                         else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
718                         {
719                                 dcount = c3;
720                                 dbotcount = cb3;
721                         }
722                         else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
723                         {
724                                 dcount = c4;
725                                 dbotcount = cb4;
726                         }
727                         else
728                         {
729                                 sprint(self, "Cannot change to an invalid team\n");
730
731                                 return;
732                         }
733
734                         // get starting team
735                         if(steam == 1)//scolor == COLOR_TEAM1 - 1)
736                                 scount = c1;
737                         else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
738                                 scount = c2;
739                         else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
740                                 scount = c3;
741                         else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
742                                 scount = c4;
743
744                         if(scount) // started at a valid, nonempty team
745                         {
746                                 // check if we're trying to change to a larger team that doens't have bots to swap with
747                                 if(dcount >= scount && dbotcount <= 0)
748                                 {
749                                         sprint(self, "Cannot change to a larger team\n");
750                                         return; // can't change to a larger team
751                                 }
752                         }
753                 }
754         }
755
756         // reduce frags during a team change
757         if(teamplay && self.classname == "player" && self.team != (dcolor + 1))
758                 self.frags = floor(self.frags * (cvar("g_changeteam_fragtransfer") / 100));
759
760 //      bprint(strcat("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"));
761
762         SetPlayerTeam(self, dteam, steam, FALSE);
763 }
764
765
766 void ShufflePlayerOutOfTeam (float source_team)
767 {
768         float smallestteam, smallestteam_count, steam;
769         float lowest_bot_score, lowest_player_score;
770         entity head, lowest_bot, lowest_player, selected;
771
772         smallestteam = 0;
773         smallestteam_count = 999;
774
775         if(c1 >= 0 && c1 < smallestteam_count)
776         {
777                 smallestteam = 1;
778                 smallestteam_count = c1;
779         }
780         if(c2 >= 0 && c2 < smallestteam_count)
781         {
782                 smallestteam = 2;
783                 smallestteam_count = c2;
784         }
785         if(c3 >= 0 && c3 < smallestteam_count)
786         {
787                 smallestteam = 3;
788                 smallestteam_count = c3;
789         }
790         if(c4 >= 0 && c4 < smallestteam_count)
791         {
792                 smallestteam = 4;
793                 smallestteam_count = c4;
794         }
795
796         if(!smallestteam)
797         {
798                 bprint("warning: no smallest team\n");
799                 return;
800         }
801
802         if(source_team == 1)
803                 steam = COLOR_TEAM1;
804         else if(source_team == 2)
805                 steam = COLOR_TEAM2;
806         else if(source_team == 3)
807                 steam = COLOR_TEAM3;
808         else if(source_team == 4)
809                 steam = COLOR_TEAM4;
810
811         lowest_bot = world;
812         lowest_bot_score = 9999;
813         lowest_player = world;
814         lowest_player_score = 9999;
815
816         // find the lowest-scoring player & bot of that team
817         head = find(world, classname, "player");
818         while(head)
819         {
820                 if(head.team == steam)
821                 {
822                         if(head.isbot)
823                         {
824                                 if(head.frags < lowest_bot_score)
825                                 {
826                                         lowest_bot = head;
827                                         lowest_bot_score = head.frags;
828                                 }
829                         }
830                         else
831                         {
832                                 if(head.frags < lowest_player_score)
833                                 {
834                                         lowest_player = head;
835                                         lowest_player_score = head.frags;
836                                 }
837                         }
838                 }
839                 head = find(head, classname, "player");
840         }
841
842         // prefers to move a bot...
843         if(lowest_bot != world)
844                 selected = lowest_bot;
845         // but it will move a player if it has to
846         else
847                 selected = lowest_player;
848         // don't do anything if it couldn't find anyone
849         if(!selected)
850         {
851                 bprint("warning: couldn't find a player to move from team\n");
852                 return;
853         }
854
855         // smallest team gains a member
856         if(smallestteam == 1)
857         {
858                 c1 = c1 + 1;
859         }
860         else if(smallestteam == 2)
861         {
862                 c2 = c2 + 1;
863         }
864         else if(smallestteam == 3)
865         {
866                 c3 = c3 + 1;
867         }
868         else if(smallestteam == 4)
869         {
870                 c4 = c4 + 1;
871         }
872         else
873         {
874                 bprint("warning: destination team invalid\n");
875                 return;
876         }
877         // source team loses a member
878         if(source_team == 1)
879         {
880                 c1 = c1 + 1;
881         }
882         else if(source_team == 2)
883         {
884                 c2 = c2 + 2;
885         }
886         else if(source_team == 3)
887         {
888                 c3 = c3 + 3;
889         }
890         else if(source_team == 4)
891         {
892                 c4 = c4 + 4;
893         }
894         else
895         {
896                 bprint("warning: source team invalid\n");
897                 return;
898         }
899
900         // move the player to the new team
901         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
902 }
903
904 // part of g_balance_teams_force
905 // occasionally perform an audit of the teams to make
906 // sure they're more or less balanced in player count.
907 void AuditTeams()
908 {
909         float numplayers, numteams, average;
910         if(!cvar("g_balance_teams_force"))
911                 return;
912         if(!cvar("teamplay"))
913                 return;
914
915         if(audit_teams_time > time)
916                 return;
917
918         audit_teams_time = time + 4 + random();
919
920 //      bprint("Auditing teams\n");
921
922         CheckAllowedTeams();
923         GetTeamCounts(world);
924
925
926         numteams = numplayers = 0;
927         if(c1 >= 0)
928         {
929                 numteams = numteams + 1;
930                 numplayers = numplayers + c1;
931         }
932         if(c2 >= 0)
933         {
934                 numteams = numteams + 1;
935                 numplayers = numplayers + c2;
936         }
937         if(c3 >= 0)
938         {
939                 numteams = numteams + 1;
940                 numplayers = numplayers + c3;
941         }
942         if(c4 >= 0)
943         {
944                 numteams = numteams + 1;
945                 numplayers = numplayers + c4;
946         }
947
948         if(numplayers <= 0)
949                 return; // no players to move around
950         if(numteams < 2)
951                 return; // don't bother shuffling if for some reason there aren't any teams
952
953         average = ceil(numplayers / numteams);
954
955         if(average <= 0)
956                 return; // that's weird...
957
958         if(c1 && c1 > average)
959         {
960                 bprint("Rebalancing Teams\n");
961                 //bprint("Shuffle from team 1\n");
962                 ShufflePlayerOutOfTeam(1);
963         }
964         if(c2 && c2 > average)
965         {
966                 bprint("Rebalancing Teams\n");
967                 //bprint("Shuffle from team 2\n");
968                 ShufflePlayerOutOfTeam(2);
969         }
970         if(c3 && c3 > average)
971         {
972                 bprint("Rebalancing Teams\n");
973                 //bprint("Shuffle from team 3\n");
974                 ShufflePlayerOutOfTeam(3);
975         }
976         if(c4 && c4 > average)
977         {
978                 bprint("Rebalancing Teams\n");
979                 //bprint("Shuffle from team 4\n");
980                 ShufflePlayerOutOfTeam(4);
981         }
982
983         // if teams are still unbalanced, balance them further in the next audit,
984         // which will happen sooner (keep doing rapid audits until things are in order)
985         audit_teams_time = time + 0.7 + random()*0.3;
986 }
987
988
989
990 /*void(entity e, float first) UpdateTeamScore =
991 {
992         clientno = e.FIXME;
993         if(first)
994         {
995                 WriteByte (MSG_ALL, SVC_UPDATENAME);
996                 WriteByte (MSG_ALL, clientno);
997                 WriteString (MSG_ALL, e.netname);
998
999                 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
1000                 WriteByte (MSG_ALL, clientno);
1001                 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
1002         }
1003
1004         WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
1005         WriteByte (MSG_ALL, clientno);
1006         WriteShort (MSG_ALL, e.frags + 10000);
1007 };
1008
1009 */
1010
1011
1012
1013
1014
1015 void() tdm_team =
1016 {
1017         self.classname = "tdm_team";
1018         self.team = self.cnt + 1;
1019 };
1020
1021 // code from here on is just to support maps that don't have team entities
1022 void tdm_spawnteam (string teamname, float teamcolor)
1023 {
1024         local entity oldself;
1025         oldself = self;
1026         self = spawn();
1027         self.classname = "tdm_team";
1028         self.netname = teamname;
1029         self.cnt = teamcolor;
1030
1031         tdm_team();
1032
1033         self = oldself;
1034 };
1035
1036 // spawn some default teams if the map is not set up for tdm
1037 void() tdm_spawnteams =
1038 {
1039         float numteams;
1040
1041         numteams = cvar("g_tdm_teams");
1042
1043         tdm_spawnteam("Red", 4);
1044         tdm_spawnteam("Blue", 13);
1045 };
1046
1047 void() tdm_delayedinit =
1048 {
1049         self.think = SUB_Remove;
1050         self.nextthink = time;
1051         // if no teams are found, spawn defaults
1052         if (find(world, classname, "tdm_team") == world)
1053                 tdm_spawnteams();
1054 };
1055
1056 void() tdm_init =
1057 {
1058         local entity e;
1059         e = spawn();
1060         e.think = tdm_delayedinit;
1061         e.nextthink = time + 0.1;
1062 };
1063
1064