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Remove scoring from RPG gametype. Hope I removed it everywhere...
[voretournament/voretournament.git] / data / qcsrc / server / teamplay.qc
1 string cache_mutatormsg;\r
2 string cache_lastmutatormsg;\r
3 \r
4 // client counts for each team\r
5 float c1, c2, c3, c4;\r
6 // # of bots on those teams\r
7 float cb1, cb2, cb3, cb4;\r
8 \r
9 float audit_teams_time;\r
10 \r
11 float IsTeamBalanceForced()\r
12 {\r
13         if(intermission_running)\r
14                 return 0; // no rebalancing whatsoever please\r
15         if(!teams_matter)\r
16                 return 0;\r
17         if(cvar("g_campaign"))\r
18                 return 0;\r
19         if(!cvar("g_balance_teams_force"))\r
20                 return -1;\r
21         return 1;\r
22 }\r
23 \r
24 void TeamchangeFrags(entity e)\r
25 {\r
26         PlayerScore_Clear(e);\r
27 }\r
28 \r
29 vector TeamColor(float teem)\r
30 {\r
31         switch(teem)\r
32         {\r
33                 case COLOR_TEAM1:\r
34                         return '1 0.0625 0.0625';\r
35                 case COLOR_TEAM2:\r
36                         return '0.0625 0.0625 1';\r
37                 case COLOR_TEAM3:\r
38                         return '1 1 0.0625';\r
39                 case COLOR_TEAM4:\r
40                         return '1 0.0625 1';\r
41                 default:\r
42                         return '1 1 1';\r
43         }\r
44 }\r
45 \r
46 string TeamName(float t)\r
47 {\r
48         return strcat(Team_ColorName(t), " Team");\r
49 }\r
50 string ColoredTeamName(float t)\r
51 {\r
52         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");\r
53 }\r
54 string TeamNoName(float t)\r
55 {\r
56         // fixme: Search for team entities and get their .netname's!\r
57         if(t == 1)\r
58                 return "Red Team";\r
59         if(t == 2)\r
60                 return "Blue Team";\r
61         if(t == 3)\r
62                 return "Yellow Team";\r
63         if(t == 4)\r
64                 return "Pink Team";\r
65         return "Neutral Team";\r
66 }\r
67 \r
68 void dom_init();\r
69 void ctf_init();\r
70 void tdm_init();\r
71 void entcs_init();\r
72 \r
73 void LogTeamchange(float player_id, float team_number, float type)\r
74 {\r
75         if(!cvar("sv_eventlog"))\r
76                 return;\r
77 \r
78         if(player_id < 1)\r
79                 return;\r
80 \r
81         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));\r
82 }\r
83 \r
84 void WriteGameCvars()\r
85 {\r
86         cvar_set("g_dm", ftos(g_dm));\r
87         cvar_set("g_tdm", ftos(g_tdm));\r
88         cvar_set("g_domination", ftos(g_domination));\r
89         cvar_set("g_ctf", ftos(g_ctf));\r
90         cvar_set("g_lms", ftos(g_lms));\r
91         cvar_set("g_arena", ftos(g_arena));\r
92         cvar_set("g_ca", ftos(g_ca));\r
93         cvar_set("g_keyhunt", ftos(g_keyhunt));\r
94         cvar_set("g_assault", ftos(g_assault));\r
95         cvar_set("g_onslaught", ftos(g_onslaught));\r
96         cvar_set("g_race", ftos(g_race));\r
97         cvar_set("g_cts", ftos(g_cts));\r
98         cvar_set("g_rpg", ftos(g_rpg));\r
99 }\r
100 \r
101 void ReadGameCvars()\r
102 {\r
103         float found;\r
104         float prev;\r
105         float i;\r
106 \r
107         found = 0;\r
108         prev = cvar("gamecfg");\r
109         for(i = 0; i < 2; ++i)\r
110         {\r
111                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));\r
112                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));\r
113                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));\r
114                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));\r
115                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));\r
116                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));\r
117                 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));\r
118                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));\r
119                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));\r
120                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));\r
121                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));\r
122                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));\r
123                 found += (g_rpg = (!found && (prev != GAME_RPG) && cvar("g_rpg")));\r
124 \r
125                 if(found)\r
126                         break;\r
127 \r
128                 prev = -1; // second attempt takes place WITHOUT prev set\r
129         }\r
130 \r
131         if(!found)\r
132                 g_dm = 1;\r
133 \r
134         if(g_dm && cvar("deathmatch_force_teamplay"))\r
135         {\r
136                 g_dm = 0;\r
137                 g_tdm = 1;\r
138         }\r
139 \r
140         teams_matter = 0;\r
141 }\r
142 \r
143 void default_delayedinit()\r
144 {\r
145         if(!scores_initialized)\r
146                 ScoreRules_generic();\r
147 }\r
148 \r
149 void ActivateTeamplay()\r
150 {\r
151         float teamplay_default;\r
152         teamplay_default = cvar("teamplay_default");\r
153 \r
154         if(teamplay_default)\r
155                 teamplay = teamplay_default;\r
156         else\r
157                 teamplay = 3;\r
158         cvar_set("teamplay", ftos(teamplay));\r
159 \r
160         teams_matter = 1;\r
161 }\r
162 \r
163 void InitGameplayMode()\r
164 {\r
165         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;\r
166 \r
167         qualifying_override = -1;\r
168 \r
169         VoteReset();\r
170 \r
171         teams_matter = 0;\r
172         cvar_set("teamplay", "0");\r
173 \r
174         // make sure only ONE type is selected\r
175         ReadGameCvars();\r
176         WriteGameCvars();\r
177 \r
178         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds\r
179         get_mi_min_max(1);\r
180         world.mins = mi_min;\r
181         world.maxs = mi_max;\r
182 \r
183         MapInfo_LoadMapSettings(mapname);\r
184 \r
185         if not(cvar_value_issafe(world.fog))\r
186         {\r
187                 print("The current map contains a potentially harmful fog setting, ignored\n");\r
188                 world.fog = string_null;\r
189         }\r
190         if(MapInfo_Map_fog != "")\r
191                 if(MapInfo_Map_fog == "none")\r
192                         world.fog = string_null;\r
193                 else\r
194                         world.fog = strzone(MapInfo_Map_fog);\r
195         clientstuff = strzone(MapInfo_Map_clientstuff);\r
196 \r
197         MapInfo_ClearTemps();\r
198 \r
199         // in case mapinfo switched the type\r
200         ReadGameCvars();\r
201 \r
202         // set both here, gamemode can override it later\r
203         timelimit_override = cvar("timelimit_override");\r
204         fraglimit_override = cvar("fraglimit_override");\r
205         leadlimit_override = cvar("leadlimit_override");\r
206 \r
207         if(g_dm)\r
208         {\r
209                 game = GAME_DEATHMATCH;\r
210                 gamemode_name = "Deathmatch";\r
211         }\r
212 \r
213         if(g_tdm)\r
214         {\r
215                 game = GAME_TEAM_DEATHMATCH;\r
216                 gamemode_name = "Team Deathmatch";\r
217                 ActivateTeamplay();\r
218                 tdm_init();\r
219                 if(cvar("g_tdm_team_spawns"))\r
220                         have_team_spawns = -1; // request team spawns\r
221         }\r
222 \r
223         if(g_domination)\r
224         {\r
225                 game = GAME_DOMINATION;\r
226                 gamemode_name = "Domination";\r
227                 ActivateTeamplay();\r
228                 fraglimit_override = cvar("g_domination_point_limit");\r
229                 leadlimit_override = cvar("g_domination_point_leadlimit");\r
230                 dom_init();\r
231                 have_team_spawns = -1; // request team spawns\r
232         }\r
233 \r
234         if(g_ctf)\r
235         {\r
236                 game = GAME_CTF;\r
237                 gamemode_name = "Capture the Flag";\r
238                 ActivateTeamplay();\r
239                 if(cvar("g_campaign"))\r
240                         g_ctf_win_mode = 2;\r
241                 else\r
242                         g_ctf_win_mode = cvar("g_ctf_win_mode");\r
243                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");\r
244                 if(g_ctf_win_mode == 2)\r
245                 {\r
246                         fraglimit_override = cvar("g_ctf_capture_limit");\r
247                         leadlimit_override = cvar("g_ctf_capture_leadlimit");\r
248                 }\r
249                 else\r
250                 {\r
251                         fraglimit_override = cvar("capturelimit_override");\r
252                         leadlimit_override = cvar("captureleadlimit_override");\r
253                 }\r
254                 ctf_init();\r
255                 have_team_spawns = -1; // request team spawns\r
256         }\r
257 \r
258         if(g_lms)\r
259         {\r
260                 game = GAME_LMS;\r
261                 gamemode_name = "Last Man Standing";\r
262                 fraglimit_override = cvar("g_lms_lives_override");\r
263                 leadlimit_override = 0; // not supported by LMS\r
264                 if(fraglimit_override == 0)\r
265                         fraglimit_override = -1;\r
266                 lms_lowest_lives = 9999;\r
267                 lms_next_place = 0;\r
268                 ScoreRules_lms();\r
269         }\r
270 \r
271         if(g_arena)\r
272         {\r
273                 game = GAME_ARENA;\r
274                 gamemode_name = "Arena";\r
275                 fraglimit_override = cvar("g_arena_point_limit");\r
276                 leadlimit_override = cvar("g_arena_point_leadlimit");\r
277                 maxspawned = cvar("g_arena_maxspawned");\r
278                 if(maxspawned < 2)\r
279                         maxspawned = 2;\r
280                 arena_roundbased = cvar("g_arena_roundbased");\r
281         }\r
282 \r
283         if(g_ca)\r
284         {\r
285                 game = GAME_CA;\r
286                 gamemode_name = "Clan Arena";\r
287                 ActivateTeamplay();\r
288                 fraglimit_override = cvar("g_ca_point_limit");\r
289                 leadlimit_override = cvar("g_ca_point_leadlimit");\r
290                 precache_sound("ctf/red_capture.wav");\r
291                 precache_sound("ctf/blue_capture.wav");\r
292         }\r
293         if(g_keyhunt)\r
294         {\r
295                 game = GAME_KEYHUNT;\r
296                 gamemode_name = "Key Hunt";\r
297                 ActivateTeamplay();\r
298                 fraglimit_override = cvar("g_keyhunt_point_limit");\r
299                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");\r
300                 kh_init();\r
301         }\r
302 \r
303         if(g_assault)\r
304         {\r
305                 game = GAME_ASSAULT;\r
306                 gamemode_name = "Assault";\r
307                 ActivateTeamplay();\r
308                 ScoreRules_assault();\r
309                 have_team_spawns = -1; // request team spawns\r
310         }\r
311 \r
312         if(g_onslaught)\r
313         {\r
314                 game = GAME_ONSLAUGHT;\r
315                 gamemode_name = "Onslaught";\r
316                 ActivateTeamplay();\r
317                 have_team_spawns = -1; // request team spawns\r
318         }\r
319 \r
320         if(g_race)\r
321         {\r
322                 game = GAME_RACE;\r
323                 gamemode_name = "Race";\r
324 \r
325                 if(cvar("g_race_teams"))\r
326                 {\r
327                         ActivateTeamplay();\r
328                         race_teams = bound(2, cvar("g_race_teams"), 4);\r
329                         have_team_spawns = -1; // request team spawns\r
330                 }\r
331                 else\r
332                         race_teams = 0;\r
333 \r
334                 qualifying_override = cvar("g_race_qualifying_timelimit_override");\r
335                 fraglimit_override = cvar("g_race_laps_limit");\r
336                 leadlimit_override = 0; // currently not supported by race\r
337         }\r
338 \r
339         if(g_cts)\r
340         {\r
341                 game = GAME_CTS;\r
342                 gamemode_name = "CTS";\r
343                 g_race_qualifying = 1;\r
344                 fraglimit_override = 0;\r
345                 leadlimit_override = 0;\r
346         }\r
347 \r
348         if(g_rpg)\r
349         {\r
350                 game = GAME_RPG;\r
351                 gamemode_name = "Role Play";\r
352                 fraglimit_override = 0;\r
353                 leadlimit_override = 0;\r
354                 ScoreRules_rpg();\r
355         }\r
356 \r
357         if(teams_matter)\r
358                 entcs_init();\r
359 \r
360         // save it (for the next startup)\r
361         cvar_set("gamecfg", ftos(game));\r
362 \r
363         cache_mutatormsg = strzone("");\r
364         cache_lastmutatormsg = strzone("");\r
365 \r
366         // enforce the server's universal frag/time limits\r
367         if(!cvar("g_campaign"))\r
368         {\r
369                 if(fraglimit_override >= 0)\r
370                         cvar_set("fraglimit", ftos(fraglimit_override));\r
371                 if(timelimit_override >= 0)\r
372                         cvar_set("timelimit", ftos(timelimit_override));\r
373                 if(leadlimit_override >= 0)\r
374                         cvar_set("leadlimit", ftos(leadlimit_override));\r
375                 if(qualifying_override >= 0)\r
376                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));\r
377         }\r
378 \r
379         if(g_race)\r
380         {\r
381                 // we need to find out the correct value for g_race_qualifying\r
382                 if(cvar("g_campaign"))\r
383                 {\r
384                         g_race_qualifying = 1;\r
385                 }\r
386                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)\r
387                 {\r
388                         g_race_qualifying = 2;\r
389                         race_fraglimit = cvar("fraglimit");\r
390                         race_leadlimit = cvar("leadlimit");\r
391                         race_timelimit = cvar("timelimit");\r
392                         cvar_set("fraglimit", "0");\r
393                         cvar_set("leadlimit", "0");\r
394                         cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));\r
395                 }\r
396                 else\r
397                         g_race_qualifying = 0;\r
398         }\r
399 \r
400         if(g_race || g_cts)\r
401         {\r
402                 if(g_race_qualifying)\r
403                         independent_players = 1;\r
404 \r
405                 ScoreRules_race();\r
406         }\r
407 \r
408         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);\r
409 }\r
410 \r
411 string GetClientVersionMessage() {\r
412         local string versionmsg;\r
413         if (self.version_mismatch) {\r
414                 if(self.version < cvar("gameversion")) {\r
415                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";\r
416                 } else {\r
417                         versionmsg = "^3This server is using an outdated Voretournament version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";\r
418                 }\r
419         } else {\r
420                 versionmsg = "^2client version and server version are compatible.^8";\r
421         }\r
422         return versionmsg;\r
423 }\r
424 \r
425 \r
426 void PrintWelcomeMessage(entity pl)\r
427 {\r
428         string s, modifications, motd;\r
429 \r
430         if(self.cvar_scr_centertime == 0) return;\r
431 \r
432         if(cvar("g_campaign"))\r
433         {\r
434                 if(self.classname == "player" && !self.BUTTON_INFO)\r
435                         return;\r
436         }\r
437         else\r
438         {\r
439                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)\r
440                         return;\r
441         }\r
442 \r
443         if( !(timeoutStatus >= 1) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate\r
444                 if(self.welcomemessage_time > time) return;\r
445                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);\r
446         }\r
447 \r
448         if(cvar("g_campaign"))\r
449         {\r
450                 centerprint(pl, campaign_message);\r
451                 return;\r
452         }\r
453 \r
454 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!\r
455         if(!self.BUTTON_INFO)\r
456         {\r
457                 // TODO get rid of this too\r
458                 local string specString;\r
459                 specString = NEWLINES;\r
460                 //if(time < game_starttime) //also show the countdown when being a spectator\r
461                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");\r
462                 //else\r
463                 if (timeoutStatus != 0)\r
464                         specString = strcat(specString, "\n\n", getTimeoutText(1));\r
465                 else\r
466                 {\r
467                         if(self.classname == "player")\r
468                                 return;\r
469                         goto normal;\r
470                 }\r
471                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);\r
472         }\r
473 \r
474 :normal\r
475         modifications = "";\r
476         if(cvar("sv_gravity") < 800)\r
477                 modifications = strcat(modifications, ", Low gravity");\r
478         if(g_cloaked)\r
479                 modifications = strcat(modifications, ", Cloaked");\r
480         if(g_midair)\r
481                 modifications = strcat(modifications, ", Midair");\r
482         if(g_vampire)\r
483                 modifications = strcat(modifications, ", Vampire");\r
484         if(g_weapon_stay)\r
485                 modifications = strcat(modifications, ", Weapons stay");\r
486         if(g_bloodloss > 0)\r
487                 modifications = strcat(modifications, ", Bloodloss");\r
488         if(g_jetpack)\r
489                 modifications = strcat(modifications, ", Jet pack");\r
490         if(cvar("g_balance_vore_weight_gravity") < 0)\r
491                 modifications = strcat(modifications, ", Lighten");\r
492         if(cvar("g_balance_vore_digestion_damage") >= 1000)\r
493                 modifications = strcat(modifications, ", InstaDigestion");\r
494         modifications = substring(modifications, 2, strlen(modifications) - 2);\r
495 \r
496         local string versionmessage;\r
497         versionmessage = GetClientVersionMessage();\r
498 \r
499         s = strcat(s, NEWLINES, "This is Voretournament ", cvar_string("g_voretournamentversion"), "\n", versionmessage);\r
500         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");\r
501 \r
502         if(modifications != "")\r
503                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");\r
504 \r
505         if(timeoutStatus != 0)\r
506                 s = strcat(s, "\n\n", getTimeoutText(1));\r
507 \r
508         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))\r
509         {\r
510                 if(cache_lastmutatormsg)\r
511                         strunzone(cache_lastmutatormsg);\r
512                 if(cache_mutatormsg)\r
513                         strunzone(cache_mutatormsg);\r
514                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));\r
515                 cache_mutatormsg = strzone(cache_lastmutatormsg);\r
516         }\r
517 \r
518         if (cache_mutatormsg != "") {\r
519                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);\r
520         }\r
521 \r
522         motd = cvar_string("sv_motd");\r
523         if (motd != "") {\r
524                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));\r
525         }\r
526         s = strcat(s, "\n");\r
527 \r
528         centerprint(pl, s);\r
529 }\r
530 \r
531 \r
532 void SetPlayerColors(entity pl, float _color)\r
533 {\r
534         /*string s;\r
535         s = ftos(cl);\r
536         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );\r
537         pl.team = cl + 1;\r
538         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;\r
539         pl.clientcolors = 16*cl + cl;*/\r
540 \r
541         float pants, shirt;\r
542         pants = _color & 0x0F;\r
543         shirt = _color & 0xF0;\r
544 \r
545 \r
546         if(teams_matter) {\r
547                 setcolor(pl, 16*pants + pants);\r
548         } else {\r
549                 setcolor(pl, shirt + pants);\r
550         }\r
551 }\r
552 \r
553 void SetPlayerTeam(entity pl, float t, float s, float noprint)\r
554 {\r
555         float _color;\r
556 \r
557         if(t == 4)\r
558                 _color = COLOR_TEAM4 - 1;\r
559         else if(t == 3)\r
560                 _color = COLOR_TEAM3 - 1;\r
561         else if(t == 2)\r
562                 _color = COLOR_TEAM2 - 1;\r
563         else\r
564                 _color = COLOR_TEAM1 - 1;\r
565 \r
566         SetPlayerColors(pl,_color);\r
567 \r
568         if(t != s) {\r
569                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join\r
570 \r
571                 if(!noprint)\r
572                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");\r
573         }\r
574 \r
575 }\r
576 \r
577 // set c1...c4 to show what teams are allowed\r
578 void CheckAllowedTeams (entity for_whom)\r
579 {\r
580         float dm;\r
581         entity head;\r
582         string teament_name;\r
583 \r
584         c1 = c2 = c3 = c4 = -1;\r
585         cb1 = cb2 = cb3 = cb4 = 0;\r
586 \r
587         if(g_onslaught)\r
588         {\r
589                 // onslaught is special\r
590                 head = findchain(classname, "onslaught_generator");\r
591                 while (head)\r
592                 {\r
593                         if (head.team == COLOR_TEAM1) c1 = 0;\r
594                         if (head.team == COLOR_TEAM2) c2 = 0;\r
595                         if (head.team == COLOR_TEAM3) c3 = 0;\r
596                         if (head.team == COLOR_TEAM4) c4 = 0;\r
597                         head = head.chain;\r
598                 }\r
599         }\r
600         else if(g_domination)\r
601                 teament_name = "dom_team";\r
602         else if(g_ctf)\r
603                 teament_name = "ctf_team";\r
604         else if(g_tdm)\r
605                 teament_name = "tdm_team";\r
606         else if(g_assault)\r
607                 c1 = c2 = 0; // Assault always has 2 teams\r
608         else\r
609         {\r
610                 // cover anything else by treating it like tdm with no teams spawned\r
611                 if(g_keyhunt)\r
612                         dm = kh_teams;\r
613                 else if(g_race)\r
614                         dm = race_teams;\r
615                 else\r
616                         dm = 2;\r
617 \r
618                 if(dm >= 4)\r
619                         c1 = c2 = c3 = c4 = 0;\r
620                 else if(dm >= 3)\r
621                         c1 = c2 = c3 = 0;\r
622                 else\r
623                         c1 = c2 = 0;\r
624         }\r
625 \r
626         // find out what teams are allowed if necessary\r
627         if(teament_name)\r
628         {\r
629                 head = find(world, classname, teament_name);\r
630                 while(head)\r
631                 {\r
632                         if(!(g_domination && head.netname == ""))\r
633                         {\r
634                                 if(head.team == COLOR_TEAM1)\r
635                                         c1 = 0;\r
636                                 else if(head.team == COLOR_TEAM2)\r
637                                         c2 = 0;\r
638                                 else if(head.team == COLOR_TEAM3)\r
639                                         c3 = 0;\r
640                                 else if(head.team == COLOR_TEAM4)\r
641                                         c4 = 0;\r
642                         }\r
643                         head = find(head, classname, teament_name);\r
644                 }\r
645         }\r
646 \r
647         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)\r
648         if(c3==-1&&c4==-1)\r
649         if(cvar("bot_vs_human") && for_whom)\r
650         {\r
651                 if(cvar("bot_vs_human") > 0)\r
652                 {\r
653                         // bots are all blue\r
654                         if(clienttype(for_whom) == CLIENTTYPE_BOT)\r
655                                 c1 = c3 = c4 = -1;\r
656                         else\r
657                                 c2 = -1;\r
658                 }\r
659                 else\r
660                 {\r
661                         // bots are all red\r
662                         if(clienttype(for_whom) == CLIENTTYPE_BOT)\r
663                                 c2 = c3 = c4 = -1;\r
664                         else\r
665                                 c1 = -1;\r
666                 }\r
667         }\r
668 }\r
669 \r
670 float PlayerValue(entity p)\r
671 {\r
672         if(IsTeamBalanceForced() == 1)\r
673                 return 1;\r
674         return 1;\r
675 }\r
676 \r
677 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).\r
678 // teams that are allowed will now have their player counts stored in c1...c4\r
679 void GetTeamCounts(entity ignore)\r
680 {\r
681         entity head;\r
682         float value, bvalue;\r
683         // now count how many players are on each team already\r
684 \r
685         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)\r
686         // also remember the lowest-scoring player\r
687 \r
688         FOR_EACH_PLAYER(head)\r
689         {\r
690                 if(head != ignore)// && head.netname != "")\r
691                 {\r
692                         value = PlayerValue(head);\r
693                         if(clienttype(head) == CLIENTTYPE_BOT)\r
694                                 bvalue = value;\r
695                         else\r
696                                 bvalue = 0;\r
697                         if(head.team == COLOR_TEAM1)\r
698                         {\r
699                                 if(c1 >= 0)\r
700                                 {\r
701                                         c1 = c1 + value;\r
702                                         cb1 = cb1 + bvalue;\r
703                                 }\r
704                         }\r
705                         if(head.team == COLOR_TEAM2)\r
706                         {\r
707                                 if(c2 >= 0)\r
708                                 {\r
709                                         c2 = c2 + value;\r
710                                         cb2 = cb2 + bvalue;\r
711                                 }\r
712                         }\r
713                         if(head.team == COLOR_TEAM3)\r
714                         {\r
715                                 if(c3 >= 0)\r
716                                 {\r
717                                         c3 = c3 + value;\r
718                                         cb3 = cb3 + bvalue;\r
719                                 }\r
720                         }\r
721                         if(head.team == COLOR_TEAM4)\r
722                         {\r
723                                 if(c4 >= 0)\r
724                                 {\r
725                                         c4 = c4 + value;\r
726                                         cb4 = cb4 + bvalue;\r
727                                 }\r
728                         }\r
729                 }\r
730         }\r
731 }\r
732 \r
733 // returns # of smallest team (1, 2, 3, 4)\r
734 // NOTE: Assumes CheckAllowedTeams has already been called!\r
735 float FindSmallestTeam(entity pl, float ignore_pl)\r
736 {\r
737         float totalteams, balance_type, maxc;\r
738         totalteams = 0;\r
739 \r
740         // find out what teams are available\r
741         //CheckAllowedTeams();\r
742 \r
743         // make sure there are at least 2 teams to join\r
744         if(c1 >= 0)\r
745                 totalteams = totalteams + 1;\r
746         if(c2 >= 0)\r
747                 totalteams = totalteams + 1;\r
748         if(c3 >= 0)\r
749                 totalteams = totalteams + 1;\r
750         if(c4 >= 0)\r
751                 totalteams = totalteams + 1;\r
752 \r
753         if(cvar("bot_vs_human"))\r
754                 totalteams += 1;\r
755 \r
756         if(totalteams <= 1)\r
757         {\r
758                 if(g_domination)\r
759                         error("Too few teams available for domination\n");\r
760                 else if(g_ctf)\r
761                         error("Too few teams available for ctf\n");\r
762                 else if(g_keyhunt)\r
763                         error("Too few teams available for key hunt\n");\r
764                 else\r
765                         error("Too few teams available for team deathmatch\n");\r
766         }\r
767 \r
768         // count how many players are in each team\r
769         if(ignore_pl)\r
770                 GetTeamCounts(pl);\r
771         else\r
772                 GetTeamCounts(world);\r
773 \r
774         // c1...c4 now have counts of each team\r
775         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker\r
776 \r
777         // 2 gives priority to what team you're already on, 1 goes in order\r
778         // 2 doesn't seem to work though...\r
779         balance_type = 1;\r
780 \r
781         if(bots_would_leave)\r
782         //if(pl.classname != "player")\r
783         if(clienttype(pl) != CLIENTTYPE_BOT)\r
784         {\r
785                 c1 -= cb1 * 255.0/256.0;\r
786                 c2 -= cb2 * 255.0/256.0;\r
787                 c3 -= cb3 * 255.0/256.0;\r
788                 c4 -= cb4 * 255.0/256.0;\r
789         }\r
790         maxc = max4(c1, c2, c3, c4);\r
791 \r
792         RandomSelection_Init();\r
793         if(balance_type == 1)\r
794         {\r
795                 // 1: use team count, then score (note: can only use 8 significant bits of score)\r
796                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);\r
797                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);\r
798                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);\r
799                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);\r
800         }\r
801         else if(balance_type == 2)\r
802         {\r
803                 // 1: use team count, if equal prefer own team\r
804                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);\r
805                 if(c2 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);\r
806                 if(c3 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);\r
807                 if(c4 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);\r
808         }\r
809         else if(balance_type == 3)\r
810         {\r
811                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)\r
812                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);\r
813                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);\r
814                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);\r
815                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);\r
816         }\r
817         return RandomSelection_chosen_float;\r
818 }\r
819 \r
820 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)\r
821 {\r
822         float smallest, selectedteam;\r
823 \r
824         // don't join a team if we're not playing a team game\r
825         if(!teams_matter)\r
826                 return 0;\r
827 \r
828         // find out what teams are available\r
829         CheckAllowedTeams(pl);\r
830 \r
831         // if we don't care what team he ends up on, put him on whatever team he entered as.\r
832         // if he's not on a valid team, then let other code put him on the smallest team\r
833         if(!forcebestteam)\r
834         {\r
835                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)\r
836                         selectedteam = pl.team;\r
837                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)\r
838                         selectedteam = pl.team;\r
839                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)\r
840                         selectedteam = pl.team;\r
841                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)\r
842                         selectedteam = pl.team;\r
843                 else\r
844                         selectedteam = -1;\r
845 \r
846                 if(selectedteam > 0)\r
847                 {\r
848                         if(!only_return_best)\r
849                         {\r
850                                 SetPlayerColors(pl, selectedteam - 1);\r
851 \r
852                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped\r
853                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected\r
854                                 LogTeamchange(pl.playerid, pl.team, 99);\r
855                         }\r
856                         return selectedteam;\r
857                 }\r
858                 // otherwise end up on the smallest team (handled below)\r
859         }\r
860 \r
861         smallest = FindSmallestTeam(pl, TRUE);\r
862 \r
863         if(!only_return_best)\r
864         {\r
865                 TeamchangeFrags(self);\r
866                 if(smallest == 1)\r
867                 {\r
868                         SetPlayerColors(pl, COLOR_TEAM1 - 1);\r
869                 }\r
870                 else if(smallest == 2)\r
871                 {\r
872                         SetPlayerColors(pl, COLOR_TEAM2 - 1);\r
873                 }\r
874                 else if(smallest == 3)\r
875                 {\r
876                         SetPlayerColors(pl, COLOR_TEAM3 - 1);\r
877                 }\r
878                 else if(smallest == 4)\r
879                 {\r
880                         SetPlayerColors(pl, COLOR_TEAM4 - 1);\r
881                 }\r
882                 else\r
883                 {\r
884                         error("smallest team: invalid team\n");\r
885                 }\r
886 \r
887                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join\r
888 \r
889                 if(pl.deadflag == DEAD_NO)\r
890                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');\r
891         }\r
892 \r
893         return smallest;\r
894 }\r
895 \r
896 //void() ctf_playerchanged;\r
897 void SV_ChangeTeam(float _color)\r
898 {\r
899         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;\r
900 \r
901         // in normal deathmatch we can just apply the color and we're done\r
902         if(!teams_matter) {\r
903                 SetPlayerColors(self, _color);\r
904                 return;\r
905         }\r
906 \r
907         scolor = self.clientcolors & 0x0F;\r
908         dcolor = _color & 0x0F;\r
909 \r
910         if(scolor == COLOR_TEAM1 - 1)\r
911                 steam = 1;\r
912         else if(scolor == COLOR_TEAM2 - 1)\r
913                 steam = 2;\r
914         else if(scolor == COLOR_TEAM3 - 1)\r
915                 steam = 3;\r
916         else // if(scolor == COLOR_TEAM4 - 1)\r
917                 steam = 4;\r
918         if(dcolor == COLOR_TEAM1 - 1)\r
919                 dteam = 1;\r
920         else if(dcolor == COLOR_TEAM2 - 1)\r
921                 dteam = 2;\r
922         else if(dcolor == COLOR_TEAM3 - 1)\r
923                 dteam = 3;\r
924         else // if(dcolor == COLOR_TEAM4 - 1)\r
925                 dteam = 4;\r
926 \r
927         CheckAllowedTeams(self);\r
928 \r
929         if(dteam == 1 && c1 < 0) dteam = 4;\r
930         if(dteam == 4 && c4 < 0) dteam = 3;\r
931         if(dteam == 3 && c3 < 0) dteam = 2;\r
932         if(dteam == 2 && c2 < 0) dteam = 1;\r
933 \r
934         // not changing teams\r
935         if(scolor == dcolor)\r
936         {\r
937                 //bprint("same team change\n");\r
938                 SetPlayerTeam(self, dteam, steam, TRUE);\r
939                 return;\r
940         }\r
941 \r
942         if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {\r
943                 sprint(self, "Team changes not allowed\n");\r
944                 return; // changing teams is not allowed\r
945         }\r
946 \r
947         if(cvar("g_balance_teams_prevent_imbalance"))\r
948         {\r
949                 // only allow changing to a smaller or equal size team\r
950 \r
951                 // find out what teams are available\r
952                 //CheckAllowedTeams();\r
953                 // count how many players on each team\r
954                 GetTeamCounts(world);\r
955 \r
956                 // get desired team\r
957                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)\r
958                 {\r
959                         dcount = c1;\r
960                         dbotcount = cb1;\r
961                 }\r
962                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)\r
963                 {\r
964                         dcount = c2;\r
965                         dbotcount = cb2;\r
966                 }\r
967                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)\r
968                 {\r
969                         dcount = c3;\r
970                         dbotcount = cb3;\r
971                 }\r
972                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)\r
973                 {\r
974                         dcount = c4;\r
975                         dbotcount = cb4;\r
976                 }\r
977                 else\r
978                 {\r
979                         sprint(self, "Cannot change to an invalid team\n");\r
980 \r
981                         return;\r
982                 }\r
983 \r
984                 // get starting team\r
985                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)\r
986                         scount = c1;\r
987                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)\r
988                         scount = c2;\r
989                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)\r
990                         scount = c3;\r
991                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)\r
992                         scount = c4;\r
993 \r
994                 if(scount) // started at a valid, nonempty team\r
995                 {\r
996                         // check if we're trying to change to a larger team that doens't have bots to swap with\r
997                         if(dcount >= scount && dbotcount <= 0)\r
998                         {\r
999                                 sprint(self, "Cannot change to a larger team\n");\r
1000                                 return; // can't change to a larger team\r
1001                         }\r
1002                 }\r
1003         }\r
1004 \r
1005 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");\r
1006 \r
1007         if(self.classname == "player" && steam != dteam)\r
1008         {\r
1009                 // reduce frags during a team change\r
1010                 TeamchangeFrags(self);\r
1011         }\r
1012 \r
1013         SetPlayerTeam(self, dteam, steam, FALSE);\r
1014 \r
1015         if(self.classname == "player" && steam != dteam)\r
1016         {\r
1017                 // kill player when changing teams\r
1018                 if(self.deadflag == DEAD_NO)\r
1019                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');\r
1020         }\r
1021         //ctf_playerchanged();\r
1022 }\r
1023 \r
1024 void ShufflePlayerOutOfTeam (float source_team)\r
1025 {\r
1026         float smallestteam, smallestteam_count, steam;\r
1027         float lowest_bot_score, lowest_player_score;\r
1028         entity head, lowest_bot, lowest_player, selected;\r
1029 \r
1030         smallestteam = 0;\r
1031         smallestteam_count = 999999999;\r
1032 \r
1033         if(c1 >= 0 && c1 < smallestteam_count)\r
1034         {\r
1035                 smallestteam = 1;\r
1036                 smallestteam_count = c1;\r
1037         }\r
1038         if(c2 >= 0 && c2 < smallestteam_count)\r
1039         {\r
1040                 smallestteam = 2;\r
1041                 smallestteam_count = c2;\r
1042         }\r
1043         if(c3 >= 0 && c3 < smallestteam_count)\r
1044         {\r
1045                 smallestteam = 3;\r
1046                 smallestteam_count = c3;\r
1047         }\r
1048         if(c4 >= 0 && c4 < smallestteam_count)\r
1049         {\r
1050                 smallestteam = 4;\r
1051                 smallestteam_count = c4;\r
1052         }\r
1053 \r
1054         if(!smallestteam)\r
1055         {\r
1056                 bprint("warning: no smallest team\n");\r
1057                 return;\r
1058         }\r
1059 \r
1060         if(source_team == 1)\r
1061                 steam = COLOR_TEAM1;\r
1062         else if(source_team == 2)\r
1063                 steam = COLOR_TEAM2;\r
1064         else if(source_team == 3)\r
1065                 steam = COLOR_TEAM3;\r
1066         else if(source_team == 4)\r
1067                 steam = COLOR_TEAM4;\r
1068 \r
1069         lowest_bot = world;\r
1070         lowest_bot_score = 999999999;\r
1071         lowest_player = world;\r
1072         lowest_player_score = 999999999;\r
1073 \r
1074         // find the lowest-scoring player & bot of that team\r
1075         FOR_EACH_PLAYER(head)\r
1076         {\r
1077                 if(head.team == steam)\r
1078                 {\r
1079                         if(head.isbot)\r
1080                         {\r
1081                                 if(head.totalfrags < lowest_bot_score)\r
1082                                 {\r
1083                                         lowest_bot = head;\r
1084                                         lowest_bot_score = head.totalfrags;\r
1085                                 }\r
1086                         }\r
1087                         else\r
1088                         {\r
1089                                 if(head.totalfrags < lowest_player_score)\r
1090                                 {\r
1091                                         lowest_player = head;\r
1092                                         lowest_player_score = head.totalfrags;\r
1093                                 }\r
1094                         }\r
1095                 }\r
1096         }\r
1097 \r
1098         // prefers to move a bot...\r
1099         if(lowest_bot != world)\r
1100                 selected = lowest_bot;\r
1101         // but it will move a player if it has to\r
1102         else\r
1103                 selected = lowest_player;\r
1104         // don't do anything if it couldn't find anyone\r
1105         if(!selected)\r
1106         {\r
1107                 bprint("warning: couldn't find a player to move from team\n");\r
1108                 return;\r
1109         }\r
1110 \r
1111         // smallest team gains a member\r
1112         if(smallestteam == 1)\r
1113         {\r
1114                 c1 = c1 + 1;\r
1115         }\r
1116         else if(smallestteam == 2)\r
1117         {\r
1118                 c2 = c2 + 1;\r
1119         }\r
1120         else if(smallestteam == 3)\r
1121         {\r
1122                 c3 = c3 + 1;\r
1123         }\r
1124         else if(smallestteam == 4)\r
1125         {\r
1126                 c4 = c4 + 1;\r
1127         }\r
1128         else\r
1129         {\r
1130                 bprint("warning: destination team invalid\n");\r
1131                 return;\r
1132         }\r
1133         // source team loses a member\r
1134         if(source_team == 1)\r
1135         {\r
1136                 c1 = c1 + 1;\r
1137         }\r
1138         else if(source_team == 2)\r
1139         {\r
1140                 c2 = c2 + 2;\r
1141         }\r
1142         else if(source_team == 3)\r
1143         {\r
1144                 c3 = c3 + 3;\r
1145         }\r
1146         else if(source_team == 4)\r
1147         {\r
1148                 c4 = c4 + 4;\r
1149         }\r
1150         else\r
1151         {\r
1152                 bprint("warning: source team invalid\n");\r
1153                 return;\r
1154         }\r
1155 \r
1156         // move the player to the new team\r
1157         TeamchangeFrags(selected);\r
1158         SetPlayerTeam(selected, smallestteam, source_team, FALSE);\r
1159 \r
1160         if(selected.deadflag == DEAD_NO)\r
1161                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');\r
1162         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));\r
1163 }\r
1164 \r
1165 void CauseRebalance(float source_team, float howmany_toomany)\r
1166 {\r
1167         if(IsTeamBalanceForced() == 1)\r
1168         {\r
1169                 bprint("Rebalancing Teams\n");\r
1170                 ShufflePlayerOutOfTeam(source_team);\r
1171         }\r
1172 }\r
1173 \r
1174 // part of g_balance_teams_force\r
1175 // occasionally perform an audit of the teams to make\r
1176 // sure they're more or less balanced in player count.\r
1177 void AuditTeams()\r
1178 {\r
1179         float numplayers, numteams, smallest, toomany;\r
1180         float balance;\r
1181         balance = IsTeamBalanceForced();\r
1182         if(balance == 0)\r
1183                 return;\r
1184 \r
1185         if(audit_teams_time > time)\r
1186                 return;\r
1187 \r
1188         audit_teams_time = time + 4 + random();\r
1189 \r
1190 //      bprint("Auditing teams\n");\r
1191 \r
1192         CheckAllowedTeams(world);\r
1193         GetTeamCounts(world);\r
1194 \r
1195 \r
1196         numteams = numplayers = smallest = 0;\r
1197         if(c1 >= 0)\r
1198         {\r
1199                 numteams = numteams + 1;\r
1200                 numplayers = numplayers + c1;\r
1201                 smallest = c1;\r
1202         }\r
1203         if(c2 >= 0)\r
1204         {\r
1205                 numteams = numteams + 1;\r
1206                 numplayers = numplayers + c2;\r
1207                 if(c2 < smallest)\r
1208                         smallest = c2;\r
1209         }\r
1210         if(c3 >= 0)\r
1211         {\r
1212                 numteams = numteams + 1;\r
1213                 numplayers = numplayers + c3;\r
1214                 if(c3 < smallest)\r
1215                         smallest = c3;\r
1216         }\r
1217         if(c4 >= 0)\r
1218         {\r
1219                 numteams = numteams + 1;\r
1220                 numplayers = numplayers + c4;\r
1221                 if(c4 < smallest)\r
1222                         smallest = c4;\r
1223         }\r
1224 \r
1225         if(numplayers <= 0)\r
1226                 return; // no players to move around\r
1227         if(numteams < 2)\r
1228                 return; // don't bother shuffling if for some reason there aren't any teams\r
1229 \r
1230         toomany = smallest + 1;\r
1231 \r
1232         if(c1 && c1 > toomany)\r
1233                 CauseRebalance(1, c1 - toomany);\r
1234         if(c2 && c2 > toomany)\r
1235                 CauseRebalance(2, c2 - toomany);\r
1236         if(c3 && c3 > toomany)\r
1237                 CauseRebalance(3, c3 - toomany);\r
1238         if(c4 && c4 > toomany)\r
1239                 CauseRebalance(4, c4 - toomany);\r
1240 \r
1241         // if teams are still unbalanced, balance them further in the next audit,\r
1242         // which will happen sooner (keep doing rapid audits until things are in order)\r
1243         audit_teams_time = time + 0.7 + random()*0.3;\r
1244 }\r
1245 \r
1246 // code from here on is just to support maps that don't have team entities\r
1247 void tdm_spawnteam (string teamname, float teamcolor)\r
1248 {\r
1249         local entity e;\r
1250         e = spawn();\r
1251         e.classname = "tdm_team";\r
1252         e.netname = teamname;\r
1253         e.cnt = teamcolor;\r
1254         e.team = e.cnt + 1;\r
1255 };\r
1256 \r
1257 // spawn some default teams if the map is not set up for tdm\r
1258 void tdm_spawnteams()\r
1259 {\r
1260         float numteams;\r
1261 \r
1262         numteams = cvar("g_tdm_teams_override");\r
1263         if(numteams < 2)\r
1264                 numteams = cvar("g_tdm_teams");\r
1265         numteams = bound(2, numteams, 4);\r
1266 \r
1267         tdm_spawnteam("Red", COLOR_TEAM1-1);\r
1268         tdm_spawnteam("Blue", COLOR_TEAM2-1);\r
1269         if(numteams >= 3)\r
1270                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);\r
1271         if(numteams >= 4)\r
1272                 tdm_spawnteam("Pink", COLOR_TEAM4-1);\r
1273 };\r
1274 \r
1275 void tdm_delayedinit()\r
1276 {\r
1277         // if no teams are found, spawn defaults\r
1278         if (find(world, classname, "tdm_team") == world)\r
1279                 tdm_spawnteams();\r
1280 };\r
1281 \r
1282 void tdm_init()\r
1283 {\r
1284         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);\r
1285 };\r