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