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welcome-message only in observer mode (not spectator mode)
[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, temp2;
239         float colored;
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         colored = 1;
248
249         if(colored)
250         {
251                 
252                 
253                 if(cvar("g_minstagib"))
254                         temp2 = strcat(temp2, "^2Minstagib ^1", gamemode_name);
255                 else
256                         temp2 = strcat(temp2, gamemode_name);
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, "^8\n\nMatch type is ^1", temp2, "^8\n");
262                 
263                 if(self.classname == "observer" || self.classname == "spectator") {
264                         s = strcat(s,"^7\n\n\npress jump to play\npress attack to spectate other players\n\n");
265                 }
266                 
267                 
268                 s = strzone(s);
269
270                 temp = strcat(
271                         "\n\n\n^8Welcome, ", pl.netname, "^8\n",
272                         s
273                         );
274                 temp = strzone(temp);
275
276                 if(teams_matter)
277                 {
278                         s = strcat(temp,
279                         "You are on ", ColoredTeamName(pl.team), "^8\n\n",
280                         "Go to ^1Menu->Options->Player^8 to change your name, model & team\n",
281                         grap_msg
282                         );
283                 }
284                 else
285                 {
286                         s = strcat(temp,
287                         "Go to ^1Menu->Options->Player^8 to change your name & model\n",
288                         grap_msg
289                         );
290                 }
291
292                 if (cvar_string("g_mutatormsg") != "") {
293                         s = strcat(s, "\n\nSpecial gameplay tips: ", cvar_string("g_mutatormsg"));
294                 }
295
296                 if (cvar_string("sv_motd") != "") {
297                         s = strcat(s, "\n\nMOTD: ", cvar_string("sv_motd"));
298                 }
299         }
300         else
301         {
302                 if(cvar("g_minstagib"))
303                         temp2 = strcat("Minstagib ", gamemode_name);
304                 
305                 if(cvar("g_grappling_hook"))
306                         grap_msg = strzone("\n\nBind a key to +hook to use the grappling hook\n");
307
308                 s = strcat("Match type is ", temp2, "\n");
309                 s = strzone(s);
310
311                 temp = strcat(
312                         "\n\n\nWelcome, ", pl.netname, "\n",
313                         s
314                         );
315                 temp = strzone(temp);
316
317                 if(teams_matter)
318                 {
319                         s = strcat(temp,
320                         "You are on ", TeamName(pl.team), "\n\n",
321                         "Go to Menu->Options->Player to\nchange your name, model & team\n",
322                         grap_msg
323                         );
324                 }
325                 else
326                 {
327                         s = strcat(temp,
328                         "Go to Menu->Options->Player to change your name & model\n",
329                         grap_msg
330                         );
331                 }
332         }
333
334         centerprint(pl, s);
335         //sprint(pl, s);
336
337         strunzone(temp);
338 }
339
340
341 void SetPlayerColors(entity pl, float color)
342 {
343         /*string s;
344         s = ftos(cl);
345         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
346         pl.team = cl + 1;
347         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
348         pl.clientcolors = 16*cl + cl;*/
349
350         if(teamplay) {
351                 setcolor(pl, 16*color + color);
352         } else {
353                 float shirt;
354                 shirt = pl.clientcolors & 0xF0;
355                 setcolor(pl, shirt + color);
356                 
357         }
358 }
359
360 void SetPlayerTeam(entity pl, float t, float s, float noprint)
361 {
362
363         
364         float color;
365         if(t == 4)
366                 color = COLOR_TEAM4 - 1;
367         else if(t == 3)
368                 color = COLOR_TEAM3 - 1;
369         else if(t == 2)
370                 color = COLOR_TEAM2 - 1;
371         else
372                 color = COLOR_TEAM1 - 1;
373         
374         
375         SetPlayerColors(pl,color);
376
377
378         if(!noprint && t != s)
379         {
380                 //bprint(strcat(pl.netname, " has changed to ", TeamNoName(t), "\n"));
381                 bprint(strcat(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n"));
382         }
383 }
384
385
386
387
388
389
390 // set c1...c4 to show what teams are allowed
391 void CheckAllowedTeams ()
392 {
393         string teament_name;
394         float dm;
395         entity head;
396
397 //      if(!dom && !ctf)
398 //              dm = 1;
399
400         c1 = c2 = c3 = c4 = -1;
401         cb1 = cb2 = cb3 = cb4 = 0;
402
403         if(g_domination)
404                 teament_name = "dom_team";
405         else if(g_ctf)
406                 teament_name = "ctf_team";
407         else if(g_tdm)
408                 teament_name = "tdm_team";
409         else
410         {
411                 // cover anything else by treating it like tdm with no teams spawned
412                 dm = cvar("g_tdm_teams");
413                 if(dm < 2)
414                         error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
415
416                 if(dm >= 4)
417                 {
418                         c1 = c2 = c3 = c4 = 0;
419                 }
420                 else if(dm >= 3)
421                 {
422                         c1 = c2 = c3 = 0;
423                 }
424                 else// if(dm >= 2)
425                 {
426                         c1 = c2 = 0;
427                 }
428                 return;
429         }
430
431         // first find out what teams are allowed
432         head = find(world, classname, teament_name);
433         while(head)
434         {
435                 if(!(g_domination && head.netname == ""))
436                 {
437                         if(head.team == COLOR_TEAM1)
438                         {
439                                         c1 = 0;
440                         }
441                         if(head.team == COLOR_TEAM2)
442                         {
443                                         c2 = 0;
444                         }
445                         if(head.team == COLOR_TEAM3)
446                         {
447                                         c3 = 0;
448                         }
449                         if(head.team == COLOR_TEAM4)
450                         {
451                                         c4 = 0;
452                         }
453                 }
454                 head = find(head, classname, teament_name);
455         }
456 }
457
458 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
459 // teams that are allowed will now have their player counts stored in c1...c4
460 void GetTeamCounts(entity ignore)
461 {
462         entity head;
463         // now count how many players are on each team already
464
465         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
466         // also remember the lowest-scoring player
467
468         head = find(world, classname, "player");
469         while(head)
470         {
471                 if(head != ignore)// && head.netname != "")
472                 {
473                         if(head.team == COLOR_TEAM1)
474                         {
475                                 if(c1 >= 0)
476                                 {
477                                         c1 = c1 + 1;
478                                         cb1 = cb1 + 1;
479                                 }
480                         }
481                         if(head.team == COLOR_TEAM2)
482                         {
483                                 if(c2 >= 0)
484                                 {
485                                         c2 = c2 + 1;
486                                         cb2 = cb2 + 1;
487                                 }
488                         }
489                         if(head.team == COLOR_TEAM3)
490                         {
491                                 if(c3 >= 0)
492                                 {
493                                         c3 = c3 + 1;
494                                         cb3 = cb3 + 1;
495                                 }
496                         }
497                         if(head.team == COLOR_TEAM4)
498                         {
499                                 if(c4 >= 0)
500                                 {
501                                         c4 = c4 + 1;
502                                         cb4 = cb4 + 1;
503                                 }
504                         }
505                 }
506                 head = find(head, classname, "player");
507         }
508 }
509
510 // returns # of smallest team (1, 2, 3, 4)
511 // NOTE: Assumes CheckAllowedTeams has already been called!
512 float FindSmallestTeam(entity pl, float ignore_pl)
513 {
514         float totalteams, smallestteam, smallestteam_count, balance_type;
515         totalteams = 0;
516
517         // find out what teams are available
518         //CheckAllowedTeams();
519
520         // make sure there are at least 2 teams to join
521         if(c1 >= 0)
522                 totalteams = totalteams + 1;
523         if(c2 >= 0)
524                 totalteams = totalteams + 1;
525         if(c3 >= 0)
526                 totalteams = totalteams + 1;
527         if(c4 >= 0)
528                 totalteams = totalteams + 1;
529
530         if(totalteams <= 1)
531         {
532                 if(g_domination)
533                         error("Too few teams available for domination\n");
534                 else if(g_ctf)
535                         error("Too few teams available for ctf\n");
536                 else
537                         error("Too few teams available for team deathmatch\n");
538         }
539
540         
541         // count how many players are in each team
542         if(ignore_pl)
543                 GetTeamCounts(world);
544         else
545                 GetTeamCounts(pl);
546
547
548
549         // c1...c4 now have counts of each team
550         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
551
552         smallestteam = 0;
553         smallestteam_count = 999;
554
555         // 2 gives priority to what team you're already on, 1 goes in order
556         // 2 doesn't seem to work though...
557         balance_type = 1;
558
559         if(balance_type == 1)
560         {
561                 if(c1 >= 0 && c1 < smallestteam_count)
562                 {
563                         smallestteam = 1;
564                         smallestteam_count = c1;
565                 }
566                 if(c2 >= 0 && c2 < smallestteam_count)
567                 {
568                         smallestteam = 2;
569                         smallestteam_count = c2;
570                 }
571                 if(c3 >= 0 && c3 < smallestteam_count)
572                 {
573                         smallestteam = 3;
574                         smallestteam_count = c3;
575                 }
576                 if(c4 >= 0 && c4 < smallestteam_count)
577                 {
578                         smallestteam = 4;
579                         smallestteam_count = c4;
580                 }
581         }
582         else
583         {
584                 if(c1 >= 0 && (c1 < smallestteam_count || 
585                                         (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
586                 {
587                         smallestteam = 1;
588                         smallestteam_count = c1;
589                 }
590                 if(c2 >= 0 && c2 < (c2 < smallestteam_count || 
591                                         (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
592                 {
593                         smallestteam = 2;
594                         smallestteam_count = c2;
595                 }
596                 if(c3 >= 0 && c3 < (c3 < smallestteam_count || 
597                                         (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
598                 {
599                         smallestteam = 3;
600                         smallestteam_count = c3;
601                 }
602                 if(c4 >= 0 && c4 < (c4 < smallestteam_count || 
603                                         (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
604                 {
605                         smallestteam = 4;
606                         smallestteam_count = c4;
607                 }
608         }
609
610         return smallestteam;
611 }
612
613 float JoinBestTeam(entity pl, float only_return_best)
614 {
615         float smallest, selectedteam;
616
617         g_domination = cvar("g_domination");
618         g_ctf = cvar("g_ctf");
619
620         // don't join a team if we're not playing a team game
621         if(!cvar("teamplay") && !g_domination && !g_ctf)
622                 return 0;
623
624         // find out what teams are available
625         CheckAllowedTeams();
626
627         // if we don't care what team he ends up on, put him on whatever team he entered as.
628         // if he's not on a valid team, then let other code put him on the smallest team
629         if(!cvar("balance_teams") && !cvar("force_balance"))
630         {
631                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
632                         selectedteam = pl.team;
633                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
634                         selectedteam = pl.team;
635                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
636                         selectedteam = pl.team;
637                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
638                         selectedteam = pl.team;
639                 else
640                         selectedteam = -1;
641                 if(selectedteam > 0)
642                 {
643                         if(!only_return_best)
644                                 SetPlayerColors(pl, selectedteam - 1);
645                         return selectedteam;
646                 }
647                 // otherwise end up on the smallest team (handled below)
648         }
649
650         smallest = FindSmallestTeam(pl, TRUE);
651
652
653         if(!only_return_best)
654         {               
655                 if(smallest == 1)
656                 {
657                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
658                 }
659                 else if(smallest == 2)
660                 {
661                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
662                 }
663                 else if(smallest == 3)
664                 {
665                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
666                 }
667                 else if(smallest == 4)
668                 {
669                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
670                 }
671                 else
672                         error("smallest team: invalid team\n");
673         }
674
675         return smallest;
676 }
677
678
679 void SV_ChangeTeam(float color)
680 {
681         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
682
683         
684
685         scolor = self.clientcolors & 15;
686         dcolor = color & 15;
687         
688         // store shirt color in .clientcolors
689         // this will get overwritten in teamplay modes later
690         setcolor(self, color & 240, scolor);
691
692         if(scolor == COLOR_TEAM1 - 1)
693                 steam = 1;
694         else if(scolor == COLOR_TEAM2 - 1)
695                 steam = 2;
696         else if(scolor == COLOR_TEAM3 - 1)
697                 steam = 3;
698         else if(scolor == COLOR_TEAM4 - 1)
699                 steam = 4;
700         if(dcolor == COLOR_TEAM1 - 1)
701                 dteam = 1;
702         else if(dcolor == COLOR_TEAM2 - 1)
703                 dteam = 2;
704         else if(dcolor == COLOR_TEAM3 - 1)
705                 dteam = 3;
706         else if(dcolor == COLOR_TEAM4 - 1)
707                 dteam = 4;
708
709         // not changing teams
710         if(scolor == dcolor)
711         {
712                 //bprint("same team change\n");
713                 SetPlayerTeam(self, dteam, steam, TRUE);
714                 return;
715         }
716
717         if(cvar("teamplay"))
718         {
719                 if(cvar("g_changeteam_banned"))
720                 {
721                         sprint(self, "Team changes not allowed\n");
722                         return; // changing teams is not allowed
723                 }
724
725                 if(cvar("g_balance_teams_prevent_imbalance"))
726                 {
727                         // only allow changing to a smaller or equal size team
728
729                         // find out what teams are available
730                         CheckAllowedTeams();
731                         // count how many players on each team
732                         GetTeamCounts(world);
733
734                         // get desired team
735                         if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
736                         {
737                                 dcount = c1;
738                                 dbotcount = cb1;
739                         }
740                         else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
741                         {
742                                 dcount = c2;
743                                 dbotcount = cb2;
744                         }
745                         else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
746                         {
747                                 dcount = c3;
748                                 dbotcount = cb3;
749                         }
750                         else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
751                         {
752                                 dcount = c4;
753                                 dbotcount = cb4;
754                         }
755                         else
756                         {
757                                 sprint(self, "Cannot change to an invalid team\n");
758
759                                 return;
760                         }
761
762                         // get starting team
763                         if(steam == 1)//scolor == COLOR_TEAM1 - 1)
764                                 scount = c1;
765                         else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
766                                 scount = c2;
767                         else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
768                                 scount = c3;
769                         else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
770                                 scount = c4;
771
772                         if(scount) // started at a valid, nonempty team
773                         {
774                                 // check if we're trying to change to a larger team that doens't have bots to swap with
775                                 if(dcount >= scount && dbotcount <= 0)
776                                 {
777                                         sprint(self, "Cannot change to a larger team\n");
778                                         return; // can't change to a larger team
779                                 }
780                         }
781                 }
782         }
783
784         // reduce frags during a team change
785         self.frags = floor(self.frags * (cvar("g_changeteam_fragtransfer") / 100));
786
787 //      bprint(strcat("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"));
788
789         SetPlayerTeam(self, dteam, steam, FALSE);
790 }
791
792
793 void ShufflePlayerOutOfTeam (float source_team)
794 {
795         float smallestteam, smallestteam_count, steam;
796         float lowest_bot_score, lowest_player_score;
797         entity head, lowest_bot, lowest_player, selected;
798
799         smallestteam = 0;
800         smallestteam_count = 999;
801
802         if(c1 >= 0 && c1 < smallestteam_count)
803         {
804                 smallestteam = 1;
805                 smallestteam_count = c1;
806         }
807         if(c2 >= 0 && c2 < smallestteam_count)
808         {
809                 smallestteam = 2;
810                 smallestteam_count = c2;
811         }
812         if(c3 >= 0 && c3 < smallestteam_count)
813         {
814                 smallestteam = 3;
815                 smallestteam_count = c3;
816         }
817         if(c4 >= 0 && c4 < smallestteam_count)
818         {
819                 smallestteam = 4;
820                 smallestteam_count = c4;
821         }
822
823         if(!smallestteam)
824         {
825                 bprint("warning: no smallest team\n");
826                 return;
827         }
828
829         if(source_team == 1)
830                 steam = COLOR_TEAM1;
831         else if(source_team == 2)
832                 steam = COLOR_TEAM2;
833         else if(source_team == 3)
834                 steam = COLOR_TEAM3;
835         else if(source_team == 4)
836                 steam = COLOR_TEAM4;
837
838         lowest_bot = world;
839         lowest_bot_score = 9999;
840         lowest_player = world;
841         lowest_player_score = 9999;
842
843         // find the lowest-scoring player & bot of that team
844         head = find(world, classname, "player");
845         while(head)
846         {
847                 if(head.team == steam)
848                 {
849                         if(head.isbot)
850                         {
851                                 if(head.frags < lowest_bot_score)
852                                 {
853                                         lowest_bot = head;
854                                         lowest_bot_score = head.frags;
855                                 }
856                         }
857                         else
858                         {
859                                 if(head.frags < lowest_player_score)
860                                 {
861                                         lowest_player = head;
862                                         lowest_player_score = head.frags;
863                                 }
864                         }
865                 }
866                 head = find(head, classname, "player");
867         }
868
869         // prefers to move a bot...
870         if(lowest_bot != world)
871                 selected = lowest_bot;
872         // but it will move a player if it has to
873         else
874                 selected = lowest_player;
875         // don't do anything if it couldn't find anyone
876         if(!selected)
877         {
878                 bprint("warning: couldn't find a player to move from team\n");
879                 return;
880         }
881
882         // smallest team gains a member
883         if(smallestteam == 1)
884         {
885                 c1 = c1 + 1;
886         }
887         else if(smallestteam == 2)
888         {
889                 c2 = c2 + 1;
890         }
891         else if(smallestteam == 3)
892         {
893                 c3 = c3 + 1;
894         }
895         else if(smallestteam == 4)
896         {
897                 c4 = c4 + 1;
898         }
899         else
900         {
901                 bprint("warning: destination team invalid\n");
902                 return;
903         }
904         // source team loses a member
905         if(source_team == 1)
906         {
907                 c1 = c1 + 1;
908         }
909         else if(source_team == 2)
910         {
911                 c2 = c2 + 2;
912         }
913         else if(source_team == 3)
914         {
915                 c3 = c3 + 3;
916         }
917         else if(source_team == 4)
918         {
919                 c4 = c4 + 4;
920         }
921         else
922         {
923                 bprint("warning: source team invalid\n");
924                 return;
925         }
926
927         // move the player to the new team
928         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
929 }
930
931 // part of g_balance_teams_force
932 // occasionally perform an audit of the teams to make 
933 // sure they're more or less balanced in player count.
934 void AuditTeams()
935 {
936         float numplayers, numteams, average;
937         if(!cvar("g_balance_teams_force"))
938                 return;
939         if(!cvar("teamplay"))
940                 return;
941
942         if(audit_teams_time > time)
943                 return;
944
945         audit_teams_time = time + 4 + random();
946
947 //      bprint("Auditing teams\n");
948
949         CheckAllowedTeams();
950         GetTeamCounts(world);
951
952
953         numteams = numplayers = 0;
954         if(c1 >= 0)
955         {
956                 numteams = numteams + 1;
957                 numplayers = numplayers + c1;
958         }
959         if(c2 >= 0)
960         {
961                 numteams = numteams + 1;
962                 numplayers = numplayers + c2;
963         }
964         if(c3 >= 0)
965         {
966                 numteams = numteams + 1;
967                 numplayers = numplayers + c3;
968         }
969         if(c4 >= 0)
970         {
971                 numteams = numteams + 1;
972                 numplayers = numplayers + c4;
973         }
974
975         if(numplayers <= 0)
976                 return; // no players to move around
977         if(numteams < 2)
978                 return; // don't bother shuffling if for some reason there aren't any teams
979
980         average = ceil(numplayers / numteams);
981
982         if(average <= 0)
983                 return; // that's weird...
984
985         if(c1 && c1 > average)
986         {
987                 bprint("Rebalancing Teams\n");
988                 //bprint("Shuffle from team 1\n");
989                 ShufflePlayerOutOfTeam(1);
990         }
991         if(c2 && c2 > average)
992         {
993                 bprint("Rebalancing Teams\n");
994                 //bprint("Shuffle from team 2\n");
995                 ShufflePlayerOutOfTeam(2);
996         }
997         if(c3 && c3 > average)
998         {
999                 bprint("Rebalancing Teams\n");
1000                 //bprint("Shuffle from team 3\n");
1001                 ShufflePlayerOutOfTeam(3);
1002         }
1003         if(c4 && c4 > average)
1004         {
1005                 bprint("Rebalancing Teams\n");
1006                 //bprint("Shuffle from team 4\n");
1007                 ShufflePlayerOutOfTeam(4);
1008         }
1009
1010         // if teams are still unbalanced, balance them further in the next audit,
1011         // which will happen sooner (keep doing rapid audits until things are in order)
1012         audit_teams_time = time + 0.7 + random()*0.3;
1013 }
1014
1015
1016
1017 /*void(entity e, float first) UpdateTeamScore =
1018 {
1019         clientno = e.FIXME;
1020         if(first)
1021         {
1022                 WriteByte (MSG_ALL, SVC_UPDATENAME);
1023                 WriteByte (MSG_ALL, clientno);
1024                 WriteString (MSG_ALL, e.netname);
1025
1026                 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
1027                 WriteByte (MSG_ALL, clientno);
1028                 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
1029         }
1030
1031         WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
1032         WriteByte (MSG_ALL, clientno);
1033         WriteShort (MSG_ALL, e.frags + 10000);
1034 };
1035
1036 */
1037
1038
1039
1040
1041
1042 void() tdm_team =
1043 {
1044         self.classname = "tdm_team";
1045         self.team = self.cnt + 1;
1046 };
1047
1048 // code from here on is just to support maps that don't have team entities
1049 void tdm_spawnteam (string teamname, float teamcolor)
1050 {
1051         local entity oldself;
1052         oldself = self;
1053         self = spawn();
1054         self.classname = "tdm_team";
1055         self.netname = teamname;
1056         self.cnt = teamcolor;
1057
1058         tdm_team();
1059
1060         self = oldself;
1061 };
1062
1063 // spawn some default teams if the map is not set up for tdm
1064 void() tdm_spawnteams =
1065 {
1066         float numteams;
1067
1068         numteams = cvar("g_tdm_teams");
1069
1070         tdm_spawnteam("Red", 4);
1071         tdm_spawnteam("Blue", 13);
1072 };
1073
1074 void() tdm_delayedinit =
1075 {
1076         self.think = SUB_Remove;
1077         self.nextthink = time;
1078         // if no teams are found, spawn defaults
1079         if (find(world, classname, "tdm_team") == world)
1080                 tdm_spawnteams();
1081 };
1082
1083 void() tdm_init =
1084 {
1085         local entity e;
1086         e = spawn();
1087         e.think = tdm_delayedinit;
1088         e.nextthink = time + 0.1;
1089 };
1090
1091