]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/g_world.qc
only respawn using attack, jump, attack2, hook, use
[divverent/nexuiz.git] / data / qcsrc / server / g_world.qc
1 string GetMapname();
2 void GotoNextMap();
3
4 void SetDefaultAlpha()
5 {
6         if(cvar("g_running_guns"))
7         {
8                 default_player_alpha = -1;
9                 default_weapon_alpha = +1;
10         }
11         else if(cvar("g_cloaked"))
12         {
13                 default_player_alpha = cvar("g_balance_cloaked_alpha");
14                 default_weapon_alpha = default_player_alpha;
15         }
16         else
17         {
18                 default_player_alpha = cvar("g_player_alpha");
19                 if(default_player_alpha <= 0)
20                         default_player_alpha = 1;
21                 default_weapon_alpha = default_player_alpha;
22         }
23 }
24
25 void fteqcc_testbugs()
26 {
27         float a, b;
28
29         if(!cvar("developer_fteqccbugs"))
30                 return;
31
32         dprint("*** fteqcc test: checking for bugs...\n");
33
34         a = 1;
35         b = 5;
36         if(sqrt(a) - sqrt(b - a) == 0)
37                 dprint("*** fteqcc test: found same-function-twice bug\n");
38         else
39                 dprint("*** fteqcc test: same-function-twice bug got FINALLY FIXED! HOORAY!\n");
40
41         world.frags = -10;
42         world.enemy = world;
43         world.enemy.frags += 10;
44         if(world.frags > 0.2 || world.frags < -0.2) // don't error out if it's just roundoff errors
45                 dprint("*** fteqcc test: found += bug\n");
46         else
47                 dprint("*** fteqcc test: += bug got FINALLY FIXED! HOORAY!\n");
48         world.frags = 0;
49 }
50
51 void GotoFirstMap()
52 {
53         if(cvar("_sv_init"))
54         {
55                 cvar_set("_sv_init", "0");
56                 tokenize(cvar_string("g_maplist"));
57                 if(argv(0) != GetMapname())
58                 {
59                         cvar_set("nextmap", argv(0));
60                         GotoNextMap();
61                 }
62         }
63 }
64
65 float world_already_spawned;
66 void worldspawn (void)
67 {
68         if(world_already_spawned)
69                 error("world already spawned - you may have EXACTLY ONE worldspawn!");
70         world_already_spawned = TRUE;
71         // Precache all player models
72         // Workaround for "invisible players"
73         precache_model("models/player/carni.zym");
74         precache_model("models/player/crash.zym");
75         precache_model("models/player/grunt.zym");
76         precache_model("models/player/headhunter.zym");
77         precache_model("models/player/insurrectionist.zym");
78         precache_model("models/player/jeandarc.zym");
79         precache_model("models/player/lurk.zym");
80         precache_model("models/player/lycanthrope.zym");
81         precache_model("models/player/marine.zym");
82         precache_model("models/player/nexus.zym");
83         precache_model("models/player/pyria.zym");
84         precache_model("models/player/shock.zym");
85         precache_model("models/player/skadi.zym");
86         precache_model("models/player/specop.zym");
87         precache_model("models/player/visitant.zym");
88
89         //precache_model ("progs/beam.mdl");
90         precache_model ("models/bullet.mdl");
91         precache_model ("models/casing_bronze.mdl");
92         precache_model ("models/casing_shell.mdl");
93         precache_model ("models/casing_steel.mdl");
94         precache_model ("models/ebomb.mdl");
95         precache_model ("models/elaser.mdl");
96         precache_model ("models/flash.md3");
97         precache_model ("models/gibs/bloodyskull.md3");
98         precache_model ("models/gibs/chunk.mdl");
99         precache_model ("models/gibs/eye.md3");
100         precache_model ("models/gibs/gib1.md3");
101         //precache_model ("models/gibs/gib2.md3");
102         //precache_model ("models/gibs/gib3.md3");
103         //precache_model ("models/gibs/gib4.md3");
104         precache_model ("models/gibs/gib5.md3");
105         //precache_model ("models/gibs/gib6.md3");
106         precache_model ("models/gibs/gib1.mdl");
107         precache_model ("models/gibs/gib2.mdl");
108         precache_model ("models/gibs/gib3.mdl");
109         precache_model ("models/grenademodel.md3");
110         precache_model ("models/hagarmissile.mdl");
111         precache_model ("models/items/a_bullets.mdl");
112         precache_model ("models/items/a_cells.md3");
113         precache_model ("models/items/a_rockets.md3");
114         precache_model ("models/items/a_shells.md3");
115         precache_model ("models/items/g_a1.md3");
116         precache_model ("models/items/g_a25.md3");
117         precache_model ("models/items/g_h1.md3");
118         precache_model ("models/items/g_h25.md3");
119         precache_model ("models/items/g_h100.md3");
120         precache_model ("models/items/g_invincible.md3");
121         precache_model ("models/items/g_strength.md3");
122         precache_model ("models/laser.mdl");
123         precache_model ("models/misc/chatbubble.spr");
124         precache_model ("models/misc/teambubble.spr");
125         precache_model ("models/nexflash.md3");
126         precache_model ("models/plasma.mdl");
127         precache_model ("models/plasmatrail.mdl");
128         precache_model ("models/rocket.md3");
129         //precache_model ("models/sprites/grenexpl.spr");
130         precache_model ("models/runematch/rune.mdl");
131         precache_model ("models/runematch/curse.mdl");
132         //precache_model ("models/sprites/hagar.spr");
133         //precache_model ("models/sprites/muzzleflash.spr32");
134         //precache_model ("models/sprites/electrocombo.spr32");
135         //precache_model ("models/sprites/plasmahitwall.spr32");
136         //precache_model ("models/sprites/plasmashot.spr32");
137         //precache_model ("models/sprites/rockexpl.spr");
138         precache_model ("models/tracer.mdl");
139         precache_model ("models/uziflash.md3");
140         precache_model ("models/weapons/g_crylink.md3");
141         precache_model ("models/weapons/g_electro.md3");
142         precache_model ("models/weapons/g_gl.md3");
143         precache_model ("models/weapons/g_hagar.md3");
144         precache_model ("models/weapons/g_nex.md3");
145         precache_model ("models/weapons/g_rl.md3");
146         precache_model ("models/weapons/g_shotgun.md3");
147         precache_model ("models/weapons/g_uzi.md3");
148         precache_model ("models/weapons/v_crylink.md3");
149         precache_model ("models/weapons/v_electro.md3");
150         precache_model ("models/weapons/v_gl.md3");
151         precache_model ("models/weapons/v_hagar.md3");
152         precache_model ("models/weapons/v_laser.md3");
153         precache_model ("models/weapons/v_nex.md3");
154         precache_model ("models/weapons/v_rl.md3");
155         precache_model ("models/weapons/v_shotgun.md3");
156         precache_model ("models/weapons/v_uzi.md3");
157         precache_model ("models/weapons/w_crylink.zym");
158         precache_model ("models/weapons/w_electro.zym");
159         precache_model ("models/weapons/w_gl.zym");
160         precache_model ("models/weapons/w_hagar.zym");
161         precache_model ("models/weapons/w_laser.zym");
162         precache_model ("models/weapons/w_nex.zym");
163         precache_model ("models/weapons/w_rl.zym");
164         precache_model ("models/weapons/w_shotgun.zym");
165         precache_model ("models/weapons/w_uzi.zym");
166
167         // laser for laser-guided weapons
168         precache_model ("models/laser_dot.mdl");
169
170         precache_sound ("misc/null.wav");
171         precache_sound ("misc/armor1.wav");
172         precache_sound ("misc/armor25.wav");
173         precache_sound ("misc/armorimpact.wav");
174         precache_sound ("misc/bodyimpact1.wav");
175         precache_sound ("misc/bodyimpact2.wav");
176         precache_sound ("misc/gib.wav");
177         precache_sound ("misc/gib_splat01.wav");
178         precache_sound ("misc/gib_splat02.wav");
179         precache_sound ("misc/gib_splat03.wav");
180         precache_sound ("misc/gib_splat04.wav");
181         //precache_sound ("misc/h2ohit.wav");
182         precache_sound ("misc/hit.wav");
183         precache_sound ("misc/footstep01.wav");
184         precache_sound ("misc/footstep02.wav");
185         precache_sound ("misc/footstep03.wav");
186         precache_sound ("misc/footstep04.wav");
187         precache_sound ("misc/footstep05.wav");
188         precache_sound ("misc/footstep06.wav");
189         precache_sound ("misc/hitground1.ogg");
190         precache_sound ("misc/hitground2.ogg");
191         precache_sound ("misc/hitground3.ogg");
192         precache_sound ("misc/hitground4.ogg");
193         precache_sound ("misc/itempickup.ogg");
194         precache_sound ("misc/itemrespawn.ogg");
195         precache_sound ("misc/jumppad.ogg");
196         precache_sound ("misc/mediumhealth.ogg");
197         precache_sound ("misc/megahealth.ogg");
198         precache_sound ("misc/minihealth.ogg");
199         precache_sound ("misc/powerup.ogg");
200         precache_sound ("misc/powerup_shield.ogg");
201         precache_sound ("misc/talk.wav");
202         precache_sound ("misc/teleport.ogg");
203         precache_sound ("plats/medplat1.wav");
204         precache_sound ("plats/medplat2.wav");
205         precache_sound ("player/lava.wav");
206         precache_sound ("player/slime.wav");
207         precache_sound ("weapons/crylink_fire.ogg");
208         precache_sound ("weapons/electro_bounce.ogg");
209         precache_sound ("weapons/electro_fire.ogg");
210         precache_sound ("weapons/electro_fire2.ogg");
211         precache_sound ("weapons/electro_fly.wav");
212         precache_sound ("weapons/electro_impact.ogg");
213         precache_sound ("weapons/electro_impact_combo.ogg");
214         //precache_sound ("weapons/grenade_bounce.ogg");
215         precache_sound ("weapons/grenade_bounce1.ogg");
216         precache_sound ("weapons/grenade_bounce2.ogg");
217         precache_sound ("weapons/grenade_bounce3.ogg");
218         precache_sound ("weapons/grenade_fire.ogg");
219         precache_sound ("weapons/grenade_impact.ogg");
220         precache_sound ("weapons/hagar_fire.ogg");
221         precache_sound ("weapons/hagexp1.ogg");
222         precache_sound ("weapons/hagexp2.ogg");
223         precache_sound ("weapons/hagexp3.ogg");
224         precache_sound ("weapons/hook_fire.ogg");
225         precache_sound ("weapons/hook_impact.ogg");
226         precache_sound ("weapons/lasergun_fire.ogg");
227         precache_sound ("weapons/laserimpact.ogg");
228         precache_sound ("weapons/nexfire.ogg");
229         precache_sound ("weapons/neximpact.ogg");
230         precache_sound ("weapons/ric1.ogg");
231         precache_sound ("weapons/ric2.ogg");
232         precache_sound ("weapons/ric3.ogg");
233         precache_sound ("weapons/rocket_fire.ogg");
234         precache_sound ("weapons/rocket_fly.wav");
235         precache_sound ("weapons/rocket_impact.ogg");
236         precache_sound ("weapons/rocket_det.ogg");
237         precache_sound ("weapons/shotgun_fire.ogg");
238         precache_sound ("weapons/tink1.ogg");
239         precache_sound ("weapons/uzi_fire.ogg");
240         precache_sound ("weapons/weapon_switch.ogg");
241         precache_sound ("weapons/weaponpickup.ogg");
242         precache_sound ("weapons/strength_fire.ogg");
243
244         //precache_sound ("announce/male/kill10.ogg");
245         //precache_sound ("announce/male/kill15.ogg");
246         //precache_sound ("announce/male/kill20.ogg");
247         //precache_sound ("announce/male/kill25.ogg");
248         //precache_sound ("announce/male/kill3.ogg");
249         //precache_sound ("announce/male/kill30.ogg");
250         //precache_sound ("announce/male/kill4.ogg");
251         //precache_sound ("announce/male/kill5.ogg");
252         //precache_sound ("announce/male/kill6.ogg");
253         //precache_sound ("announce/male/mapkill1.ogg");
254         //precache_sound ("announce/robotic/last_second_save.ogg");
255         //precache_sound ("announce/robotic/narrowly_averted.ogg");
256         //precache_sound ("minstagib/mockery.ogg");
257
258         // announcer sounds - male
259         precache_sound ("announcer/male/03kills.ogg");
260         precache_sound ("announcer/male/05kills.ogg");
261         precache_sound ("announcer/male/10kills.ogg");
262         precache_sound ("announcer/male/15kills.ogg");
263         precache_sound ("announcer/male/20kills.ogg");
264         precache_sound ("announcer/male/25kills.ogg");
265         precache_sound ("announcer/male/30kills.ogg");
266         precache_sound ("announcer/male/botlike.ogg");
267         precache_sound ("announcer/male/electrobitch.ogg");
268         precache_sound ("announcer/male/welcome.ogg");
269         precache_sound ("announcer/male/yoda.ogg");
270
271         // announcer sounds - robotic
272         precache_sound ("announcer/robotic/1fragleft.ogg");
273         precache_sound ("announcer/robotic/1minuteremains.ogg");
274         precache_sound ("announcer/robotic/2fragsleft.ogg");
275         precache_sound ("announcer/robotic/3fragsleft.ogg");
276         precache_sound ("announcer/robotic/lastsecond.ogg");
277         precache_sound ("announcer/robotic/narrowly.ogg");
278         precache_sound ("announcer/robotic/1.ogg");
279         precache_sound ("announcer/robotic/2.ogg");
280         precache_sound ("announcer/robotic/3.ogg");
281         precache_sound ("announcer/robotic/4.ogg");
282         precache_sound ("announcer/robotic/5.ogg");
283         precache_sound ("announcer/robotic/6.ogg");
284         precache_sound ("announcer/robotic/7.ogg");
285         precache_sound ("announcer/robotic/8.ogg");
286         precache_sound ("announcer/robotic/9.ogg");
287         precache_sound ("announcer/robotic/10.ogg");
288
289         // plays music for the level if there is any
290         if (self.noise)
291         {
292                 precache_sound (self.noise);
293                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
294         }
295
296                 // 0 normal
297         lightstyle(0, "m");
298
299         // 1 FLICKER (first variety)
300         lightstyle(1, "mmnmmommommnonmmonqnmmo");
301
302         // 2 SLOW STRONG PULSE
303         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
304
305         // 3 CANDLE (first variety)
306         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
307
308         // 4 FAST STROBE
309         lightstyle(4, "mamamamamama");
310
311         // 5 GENTLE PULSE 1
312         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
313
314         // 6 FLICKER (second variety)
315         lightstyle(6, "nmonqnmomnmomomno");
316
317         // 7 CANDLE (second variety)
318         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
319
320         // 8 CANDLE (third variety)
321         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
322
323         // 9 SLOW STROBE (fourth variety)
324         lightstyle(9, "aaaaaaaazzzzzzzz");
325
326         // 10 FLUORESCENT FLICKER
327         lightstyle(10, "mmamammmmammamamaaamammma");
328
329         // 11 SLOW PULSE NOT FADE TO BLACK
330         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
331
332         // styles 32-62 are assigned by the light program for switchable lights
333
334         // 63 testing
335         lightstyle(63, "a");
336
337         player_count = 0;
338         lms_lowest_lives = 0;
339         lms_next_place = 0;
340
341         GotoFirstMap();
342
343         if(cvar("g_campaign"))
344                 CampaignPreInit();
345
346         InitGameplayMode();
347         //if (cvar("g_domination"))
348         //      dom_init();
349
350         local entity head;
351         head = nextent(world);
352         maxclients = 0;
353         while(head)
354         {
355                 maxclients++;
356                 head = nextent(head);
357         }
358
359         GameLogInit(); // prepare everything
360         if(cvar("sv_eventlog"))
361         {
362                 local string s;
363                 GameLogEcho(":logversion:2", FALSE);
364                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");
365                 s = strcat(s, ftos(random()));
366                 GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE);
367                 s = ":gameinfo:mutators:LIST";
368                 if(cvar("g_grappling_hook"))
369                         s = strcat(s, ":grappling_hook");
370                 if(!cvar("g_use_ammunition"))
371                         s = strcat(s, ":no_use_ammunition");
372                 if(!cvar("g_pickup_items"))
373                         s = strcat(s, ":no_pickup_items");
374                 if(cvar("g_instagib"))
375                         s = strcat(s, ":instagib");
376                 if(cvar("g_rocketarena"))
377                         s = strcat(s, ":rockerarena");
378                 if(cvar("g_nixnex"))
379                         s = strcat(s, ":nixnex");
380                 if(cvar("g_vampire"))
381                         s = strcat(s, ":vampire");
382                 if(cvar("g_laserguided_missile"))
383                         s = strcat(s, ":laserguided_missile");
384                 if(cvar("g_norecoil"))
385                         s = strcat(s, ":norecoil");
386                 if(cvar("g_midair"))
387                         s = strcat(s, ":midair");
388                 if(cvar("g_minstagib"))
389                         s = strcat(s, ":minstagib");
390                 GameLogEcho(s, FALSE);
391                 GameLogEcho(":gameinfo:end", FALSE);
392         }
393
394         cvar_set("nextmap", "");
395
396         SetDefaultAlpha();
397
398         if(cvar("g_campaign"))
399                 CampaignPostInit();
400
401         // fteqcc_testbugs();
402 }
403
404 void light (void)
405 {
406         makestatic (self);
407 }
408
409 float( string pFilename ) TryFile =
410 {
411         local float lHandle;
412         dprint("TryFile(\"", pFilename, "\")\n");
413         lHandle = fopen( pFilename, FILE_READ );
414         if( lHandle != -1 ) {
415                 fclose( lHandle );
416                 return TRUE;
417         } else {
418                 return FALSE;
419         }
420 };
421
422 string GetGametype()
423 {
424         if (game == GAME_DEATHMATCH)
425                 return "dm";
426         else if (game == GAME_TEAM_DEATHMATCH)
427                 return "tdm";
428         else if (game == GAME_DOMINATION)
429                 return "dom";
430         else if (game == GAME_CTF)
431                 return "ctf";
432         else if (game == GAME_RUNEMATCH)
433                 return "rune";
434         else if (game == GAME_LMS)
435                 return "lms";
436         return "dm";
437 }
438
439 string GetMapname()
440 {
441         return strcat(GetGametype(), "_", mapname);
442 }
443
444 float Map_Count, Map_Current;
445 string Map_Current_Name;
446
447 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count
448 float GetMaplistPosition()
449 {
450         float pos;
451         string map;
452
453         map = GetMapname();
454         for(pos = 0; pos < Map_Count; ++pos)
455                 if(map == argv(pos))
456                         return pos;
457
458         // resume normal maplist rotation if current map is not in g_maplist
459         return cvar("g_maplist_index");
460 }
461
462 float MapHasRightSize(string map)
463 {
464         // open map size restriction file
465         float fh;
466         dprint("opensize "); dprint(map);
467         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
468         if(fh >= 0)
469         {
470                 float mapmin, mapmax;
471                 dprint(": ok, ");
472                 mapmin = stof(fgets(fh));
473                 mapmax = stof(fgets(fh));
474                 fclose(fh);
475                 if(player_count < mapmin)
476                 {
477                         dprint("not enough\n");
478                         return FALSE;
479                 }
480                 if(player_count > mapmax)
481                 {
482                         dprint("too many\n");
483                         return FALSE;
484                 }
485                 dprint("right size\n");
486                 return TRUE;
487         }
488         dprint(": not found\n");
489         return TRUE;
490 }
491
492 string Map_Filename(float position)
493 {
494         return strcat("maps/", argv(position), ".mapcfg");
495 }
496
497 float(float position, float pass) Map_Check =
498 {
499         string filename;
500         string map_next;
501         map_next = argv(position);
502         if(pass <= 1)
503                 if(map_next == Map_Current_Name) // same map again in first pass?
504                         return 0;
505         filename = Map_Filename(position);
506         if(TryFile(filename))
507         {
508                 if(pass == 2)
509                         return 1;
510                 if(MapHasRightSize(argv(position)))
511                         return 1;
512                 return 0;
513         }
514         else
515                 dprint( "Couldn't find '", filename, "'..\n" );
516
517         return 0;
518 }
519
520 void(float position) Map_Goto =
521 {
522         cvar_set("g_maplist_index", ftos(position));
523         localcmd(strcat("exec \"", Map_Filename(position) ,"\"\n"));
524 }
525
526 // return codes of map selectors:
527 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
528 //   -2 = permanent failure
529 float() MaplistMethod_Iterate = // usual method
530 {
531         float pass, i;
532
533         for(pass = 1; pass <= 2; ++pass)
534         {
535                 for(i = 1; i < Map_Count; ++i)
536                 {
537                         float mapindex;
538                         mapindex = math_mod(i + Map_Current, Map_Count);
539                         if(Map_Check(mapindex, pass))
540                                 return mapindex;
541                 }
542         }
543         return -1;
544 }
545
546 float() MaplistMethod_Repeat = // fallback method
547 {
548         if(Map_Check(Map_Current, 2))
549                 return Map_Current;
550         return -2;
551 }
552
553 float() MaplistMethod_Random = // random map selection
554 {
555         float i, imax;
556
557         imax = 42;
558
559         for(i = 0; i <= imax; ++i)
560         {
561                 float mapindex;
562                 mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map
563                 if(Map_Check(mapindex, 1))
564                         return mapindex;
565         }
566         return -1;
567 }
568
569 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
570 // the exponent sets a bias on the map selection:
571 // the higher the exponent, the 
572 {
573         float i, j, imax, insertpos;
574
575         imax = 42;
576
577         if(Map_Count <= 1)
578                 return 0; // only one map, then always play this one
579
580         for(i = 0; i <= imax; ++i)
581         {
582                 string newlist;
583
584                 // now reinsert this at another position
585                 insertpos = pow(random(), 1 / exponent);       // ]0, 1]
586                 insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]
587                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
588                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");
589
590                 // insert the current map there
591                 newlist = "";
592                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
593                         newlist = strcat(newlist, "'", argv(j), "'");
594                 newlist = strcat(newlist, "'", argv(0), "'");  // now insert the just selected map
595                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
596                         newlist = strcat(newlist, "'", argv(j), "'");
597                 cvar_set("g_maplist", newlist);
598                 Map_Count = tokenize(newlist);
599
600                 // NOTE: the selected map has just been inserted at (insertpos-1)th position
601                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
602                 if(Map_Check(Map_Current, 1))
603                         return Map_Current;
604         }
605         return -1;
606 }
607
608 void() Maplist_Init =
609 {
610         string temp;
611         temp = cvar_string("g_maplist");
612         Map_Count = tokenize(temp);
613         if(Map_Count == 0)
614         {
615                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );
616                 cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist"));
617                 Map_Count = tokenize(temp);
618         }
619         if(Map_Count == 0)
620                 error("empty maplist, cannot select a new map");
621         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
622
623         Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP
624         // this may or may not be correct, but who cares, in the worst case a map
625         // isn't chosen in the first pass that should have been
626 }
627
628 void() GotoNextMap =
629 {
630         //local string nextmap;
631         //local float n, nummaps;
632         //local string s;
633         string exit_cfg;
634         if (alreadychangedlevel)
635                 return;
636         alreadychangedlevel = TRUE;
637
638         if(cvar("g_campaign"))
639         {
640                 CampaignPostIntermission();
641                 return;
642         }
643
644         if(cvar("quit_when_empty"))
645         {
646                 if(player_count <= currentbots)
647                 {
648                         localcmd("quit\n");
649                         return;
650                 }
651         }
652
653         if (cvar("samelevel")) // if samelevel is set, stay on same level
654         {
655                 // this does not work because it tries to exec maps/nexdm01.mapcfg (which doesn't exist, it should be trying maps/dm_nexdm01.mapcfg for example)
656                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
657                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)
658                 localcmd("restart\n");
659                 //changelevel (mapname);
660                 return;
661         }
662
663         // if an exit cfg is defined by exiting map, exec it.
664         exit_cfg = cvar_string("exit_cfg");
665         if(exit_cfg != "")
666                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
667
668         localcmd("exec game_reset.cfg\n");
669
670
671         if (cvar("lastlevel"))
672         {
673                 localcmd(strcat("set lastlevel 0\n"));
674                 localcmd(strcat("togglemenu\n"));
675         }
676         else
677         {
678                 float nextMap;
679                 float allowReset;
680
681                 // cvar "nextmap" always gets priority
682                 if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg")))
683                 {
684                         localcmd(strcat("exec \"maps/", cvar_string("nextmap"), ".mapcfg\"\n"));
685                         return;
686                 }
687
688                 for(allowReset = 1; allowReset >= 0; --allowReset)
689                 {
690                         Maplist_Init();
691                         nextMap = -1;
692
693                         if(nextMap == -1)
694                                 if(cvar("g_maplist_shuffle") > 0)
695                                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
696
697                         if(nextMap == -1)
698                                 if(cvar("g_maplist_selectrandom"))
699                                         nextMap = MaplistMethod_Random();
700
701                         if(nextMap == -1)
702                                 nextMap = MaplistMethod_Iterate();
703
704                         if(nextMap == -1)
705                                 nextMap = MaplistMethod_Repeat();
706
707                         if(nextMap >= 0)
708                         {
709                                 Map_Goto(nextMap);
710                                 break;
711                         }
712                         else // PERMANENT FAILURE
713                         {
714                                 if(allowReset)
715                                 {
716                                         bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );
717                                         cvar_set("g_maplist", cvar_string("g_maplist_defaultlist"));
718                                 }
719                                 else
720                                 {
721                                         error("Everything is broken - not even the default map list works. Please report this to the developers.");
722                                 }
723                         }
724                 }
725         }
726 };
727
728
729 /*
730 ============
731 IntermissionThink
732
733 When the player presses attack or jump, change to the next level
734 ============
735 */
736 .float autoscreenshot;
737 void() IntermissionThink =
738 {
739         if(cvar("sv_autoscreenshot"))
740         if(self.autoscreenshot)
741         if(time > self.autoscreenshot)
742         {
743                 self.autoscreenshot = FALSE;
744                 if(clienttype(self) == CLIENTTYPE_REAL)
745                         stuffcmd(self, "\nscreenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
746                 return;
747         }
748
749         if (time < intermission_exittime)
750                 return;
751
752         if (time < intermission_exittime + 10 && !self.button0 && !self.button2 && !self.button3 && !self.button6 && !self.buttonuse)
753                 return;
754
755         GotoNextMap ();
756 };
757
758 /*
759 ============
760 FindIntermission
761
762 Returns the entity to view from
763 ============
764 */
765 /*
766 entity() FindIntermission =
767 {
768         local   entity spot;
769         local   float cyc;
770
771 // look for info_intermission first
772         spot = find (world, classname, "info_intermission");
773         if (spot)
774         {       // pick a random one
775                 cyc = random() * 4;
776                 while (cyc > 1)
777                 {
778                         spot = find (spot, classname, "info_intermission");
779                         if (!spot)
780                                 spot = find (spot, classname, "info_intermission");
781                         cyc = cyc - 1;
782                 }
783                 return spot;
784         }
785
786 // then look for the start position
787         spot = find (world, classname, "info_player_start");
788         if (spot)
789                 return spot;
790
791 // testinfo_player_start is only found in regioned levels
792         spot = find (world, classname, "testplayerstart");
793         if (spot)
794                 return spot;
795
796 // then look for the start position
797         spot = find (world, classname, "info_player_deathmatch");
798         if (spot)
799                 return spot;
800
801         //objerror ("FindIntermission: no spot");
802         return world;
803 };
804 */
805
806 /*
807 ===============================================================================
808
809 RULES
810
811 ===============================================================================
812 */
813
814 void() DumpStats =
815 {
816         local float file;
817         local string s;
818
819         if(cvar("_printstats"))
820                 cvar_set("_printstats", "0");
821         else if(!gameover)
822                 return;
823
824         if(gameover)
825                 s = ":scores:";
826         else
827                 s = ":status:";
828
829         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
830
831         if(cvar("sv_eventlog") && gameover)
832                 GameLogEcho(s, FALSE);
833         else if(cvar("sv_logscores_console"))
834                 ServerConsoleEcho(s, FALSE);
835         if(cvar("sv_logscores_file"))
836         {
837                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
838                 fputs(file, strcat(s, "\n"));
839         }
840
841         other = findchainflags(flags, FL_CLIENT);
842         while (other)
843         {
844                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
845                 {
846                         s = strcat(":player:", ftos(other.frags), ":");
847                         s = strcat(s, ftos(other.deaths), ":");
848                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
849                         s = strcat(s, ftos(other.team), ":");
850
851                         if(cvar("sv_logscores_file"))
852                                 fputs(file, strcat(s, other.netname, "\n"));
853                         if(cvar("sv_eventlog") && gameover)
854                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
855                         else if(cvar("sv_logscores_console"))
856                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
857                 }
858                 other = other.chain;
859         }
860
861         if(cvar("sv_eventlog") && gameover)
862                 GameLogEcho(":end", FALSE);
863         else if(cvar("sv_logscores_console"))
864                 ServerConsoleEcho(":end", FALSE);
865         if(cvar("sv_logscores_file"))
866         {
867                 fputs(file, ":end\n");
868                 fclose(file);
869         }
870 }
871
872
873 /*
874 go to the next level for deathmatch
875 only called if a time or frag limit has expired
876 */
877 void() NextLevel =
878 {
879         gameover = TRUE;
880
881         intermission_running = 1;
882
883 // enforce a wait time before allowing changelevel
884         if(player_count > 0)
885                 intermission_exittime = time + cvar("sv_mapchange_delay");
886         else
887                 intermission_exittime = -60;
888
889         WriteByte (MSG_ALL, SVC_CDTRACK);
890         WriteByte (MSG_ALL, 3);
891         WriteByte (MSG_ALL, 3);
892
893         //pos = FindIntermission ();
894
895         VoteReset();
896
897         DumpStats();
898
899         if(cvar("sv_eventlog"))
900                 GameLogEcho(":gameover", FALSE);
901
902         GameLogClose();
903
904         other = findchainflags(flags, FL_CLIENT);
905         while (other != world)
906         {
907                 //other.nextthink = time + 0.5;
908                 other.takedamage = DAMAGE_NO;
909                 other.solid = SOLID_NOT;
910                 other.movetype = MOVETYPE_NONE;
911                 other.angles = other.v_angle;
912                 other.angles_x = other.angles_x * -1;
913                 other.autoscreenshot = time + 0.8;      // used for autoscreenshot
914
915                 self = other;
916
917                 if(other.winning)
918                         bprint(strcat(other.netname, " ^7wins.\n"));
919
920                 /*
921                 if (pos != world);
922                 {
923                         other.modelindex = 0;
924                         other.weaponentity = world; // remove weapon model
925                         other.view_ofs = '0 0 0';
926                         other.angles = other.v_angle = pos.mangle;
927                         if (!other.angles)
928                         {
929                                 other.angles = other.v_angle = pos.angles;
930                                 other.v_angle_x = other.v_angle_x * -1;
931                         }
932                         other.fixangle = TRUE;          // turn this way immediately
933                         setorigin (other, pos.origin);
934                 }
935                 */
936                 other = other.chain;
937         }
938
939         if(cvar("g_campaign"))
940                 CampaignPreIntermission();
941
942         WriteByte (MSG_ALL, SVC_INTERMISSION);
943 };
944
945 /*
946 ============
947 CheckRules_Player
948
949 Exit deathmatch games upon conditions
950 ============
951 */
952 void() CheckRules_Player =
953 {
954         if (gameover)   // someone else quit the game already
955                 return;
956
957         // fixme: don't check players; instead check dom_team and ctf_team entities
958         //   (div0: and that in CheckRules_World please)
959 };
960
961 float checkrules_oneminutewarning;
962 float checkrules_leaderfrags;
963 float tdm_max_score, tdm_old_score;
964
965 float checkrules_equality;
966 float checkrules_overtimewarning;
967 float checkrules_overtimeend;
968
969 void() InitiateOvertime =
970 {
971         if(!checkrules_overtimeend)
972                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
973 }
974
975 float WINNING_NO = 0; // no winner, but time limits may terminate the game
976 float WINNING_YES = 1; // winner found
977 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
978 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
979
980 float(float fraglimitreached, float equality) GetWinningCode =
981 {
982         if(equality)
983                 if(fraglimitreached)
984                         return WINNING_STARTOVERTIME;
985                 else
986                         return WINNING_NEVER;
987         else
988                 if(fraglimitreached)
989                         return WINNING_YES;
990                 else
991                         return WINNING_NO;
992 }
993
994 // set the .winning flag for exactly those players with a given field value
995 void(.float field, float value) SetWinners =
996 {
997         entity head;
998         head = findchain(classname, "player");
999         while (head)
1000         {
1001                 head.winning = (head.field == value);
1002                 head = head.chain;
1003         }
1004 }
1005
1006 // set the .winning flag for those players with a given field value
1007 void(.float field, float value) AddWinners =
1008 {
1009         entity head;
1010         head = findchain(classname, "player");
1011         while (head)
1012         {
1013                 if(head.field == value)
1014                         head.winning = 1;
1015                 head = head.chain;
1016         }
1017 }
1018
1019 // clear the .winning flags
1020 void(void) ClearWinners =
1021 {
1022         entity head;
1023         head = findchain(classname, "player");
1024         while (head)
1025         {
1026                 head.winning = 0;
1027                 head = head.chain;
1028         }
1029 }
1030
1031 float() LMS_NewPlayerLives =
1032 {
1033         float fl;
1034         fl = cvar("fraglimit");
1035         if(fl == 0)
1036                 fl = 999;
1037
1038         // first player has left the game for dying too much? Nobody else can get in.
1039         if(lms_lowest_lives < 1)
1040                 return FALSE;
1041
1042         if(!cvar("g_lms_join_anytime"))
1043                 if(lms_lowest_lives < fl - cvar("g_lms_last_join"))
1044                         return FALSE;
1045
1046         return bound(1, lms_lowest_lives, fl);
1047 }
1048
1049 // LMS winning condition: game terminates if and only if there's at most one
1050 // one player who's living lives. Top two scores being equal cancels the time
1051 // limit.
1052 float() WinningCondition_LMS =
1053 {
1054         entity head;
1055         float have_player;
1056         float have_players;
1057         float l;
1058
1059         have_player = FALSE;
1060         have_players = FALSE;
1061         l = LMS_NewPlayerLives();
1062
1063         head = find(world, classname, "player");
1064         if(head)
1065                 have_player = TRUE;
1066         head = find(head, classname, "player");
1067         if(head)
1068                 have_players = TRUE;
1069
1070         if(have_player)
1071         {
1072                 // we have at least one player
1073                 if(have_players)
1074                 {
1075                         // two or more active players - continue with the game
1076                 }
1077                 else
1078                 {
1079                         // exactly one player?
1080                         if(l)
1081                         {
1082                                 // but no game has taken place yet
1083                         }
1084                         else
1085                         {
1086                                 // a winner!
1087                                 ClearWinners(); SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
1088                                 dprint("Have a winner, ending game.\n");
1089                                 return WINNING_YES;
1090                         }
1091                 }
1092         }
1093         else
1094         {
1095                 // nobody is playing at all...
1096                 if(l)
1097                 {
1098                         // wait for players...
1099                 }
1100                 else
1101                 {
1102                         // SNAFU (maybe a draw game?)
1103                         ClearWinners();
1104                         dprint("No players, ending game.\n");
1105                         return WINNING_YES;
1106                 }
1107         }
1108
1109         // When we get here, we have at least two players who are actually LIVING,
1110         // or one player who is still waiting for a victim to join the server. Now
1111         // check if the top two players have equal score.
1112
1113         checkrules_leaderfrags = 0;
1114         head = findchain(classname, "player");
1115         checkrules_equality = FALSE;
1116         while (head)
1117         {
1118                 if(head.frags > checkrules_leaderfrags)
1119                 {
1120                         checkrules_leaderfrags = head.frags;
1121                         checkrules_equality = FALSE;
1122                 }
1123                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1124                         checkrules_equality = TRUE;
1125                 head = head.chain;
1126         }
1127
1128         SetWinners(frags, checkrules_leaderfrags);
1129
1130         // The top two players have the same amount of lives? No timelimit then,
1131         // enter overtime...
1132
1133         if(checkrules_equality)
1134                 return WINNING_NEVER;
1135
1136         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1137         return WINNING_NO;
1138 }
1139
1140 // DM winning condition: game terminates if a player reached the fraglimit,
1141 // unless the first two players have the same score. The latter case also
1142 // breaks the time limit.
1143 float(float fraglimit) WinningCondition_MaxIndividualScore =
1144 {
1145         float checkrules_oldleaderfrags;
1146         entity head;
1147
1148         checkrules_oldleaderfrags = checkrules_leaderfrags;
1149         checkrules_leaderfrags = 0;
1150         head = findchain(classname, "player");
1151         checkrules_equality = FALSE;
1152         while (head)
1153         {
1154                 if(head.frags > checkrules_leaderfrags)
1155                 {
1156                         checkrules_leaderfrags = head.frags;
1157                         checkrules_equality = FALSE;
1158                 }
1159                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1160                         checkrules_equality = TRUE;
1161                 head = head.chain;
1162         }
1163
1164         if(checkrules_leaderfrags > 0)
1165                 SetWinners(frags, checkrules_leaderfrags);
1166         else
1167                 ClearWinners();
1168
1169         if (!cvar("g_runematch"))
1170                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1171                 {
1172                         if (checkrules_leaderfrags == fraglimit - 1)
1173                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1174                         else if (checkrules_leaderfrags == fraglimit - 2)
1175                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1176                         else if (checkrules_leaderfrags == fraglimit - 3)
1177                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1178                 }
1179
1180         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1181 }
1182
1183 float(float fraglimit) WinningConditionBase_Teamplay =
1184 {
1185         tdm_old_score = tdm_max_score;
1186         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1187
1188         checkrules_equality =
1189         (
1190                 (tdm_max_score > 0)
1191                 &&
1192                 (
1193                           (team1_score == tdm_max_score)
1194                         + (team2_score == tdm_max_score)
1195                         + (team3_score == tdm_max_score)
1196                         + (team4_score == tdm_max_score)
1197                         >= 2));
1198
1199         ClearWinners();
1200         if(tdm_max_score > 0)
1201         {
1202                 if(team1_score == tdm_max_score)
1203                         AddWinners(team, COLOR_TEAM1);
1204                 if(team2_score == tdm_max_score)
1205                         AddWinners(team, COLOR_TEAM2);
1206                 if(team3_score == tdm_max_score)
1207                         AddWinners(team, COLOR_TEAM3);
1208                 if(team4_score == tdm_max_score)
1209                         AddWinners(team, COLOR_TEAM4);
1210         }
1211
1212         if(!cvar("g_runematch") && !cvar("g_domination"))
1213                 if(tdm_max_score != tdm_old_score)
1214                 {
1215                         if(tdm_max_score == fraglimit - 1)
1216                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1217                         else if(tdm_max_score == fraglimit - 2)
1218                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1219                         else if(tdm_max_score == fraglimit - 3)
1220                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1221                 }
1222
1223         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1224 }
1225
1226 // TDM winning condition: game terminates if a team's score sum reached the
1227 // fraglimit, unless the first two teams have the same total score. The latter
1228 // case also breaks the time limit.
1229 float(float fraglimit) WinningCondition_MaxTeamSum =
1230 {
1231         entity head;
1232
1233         team1_score = team2_score = team3_score = team4_score = 0;
1234
1235         head = findchain(classname, "player");
1236         while (head)
1237         {
1238                 if(head.team == COLOR_TEAM1)
1239                         team1_score += head.frags;
1240                 else if(head.team == COLOR_TEAM2)
1241                         team2_score += head.frags;
1242                 else if(head.team == COLOR_TEAM3)
1243                         team3_score += head.frags;
1244                 else if(head.team == COLOR_TEAM4)
1245                         team4_score += head.frags;
1246                 head = head.chain;
1247         }
1248
1249         return WinningConditionBase_Teamplay(fraglimit);
1250 }
1251
1252 // DOM/CTF winning condition: game terminates if the max of a team's players'
1253 // score reached the fraglimit, unless the first two teams have the same
1254 // maximum score. The latter case also breaks the time limit.
1255 float(float fraglimit) WinningCondition_MaxTeamMax =
1256 {
1257         entity head;
1258
1259         team1_score = team2_score = team3_score = team4_score = 0;
1260
1261         head = findchain(classname, "player");
1262         while (head)
1263         {
1264                 if(head.team == COLOR_TEAM1)
1265                 {
1266                         if(head.frags > team1_score)
1267                                 team1_score = head.frags;
1268                 }
1269                 else if(head.team == COLOR_TEAM2)
1270                 {
1271                         if(head.frags > team2_score)
1272                                 team2_score = head.frags;
1273                 }
1274                 else if(head.team == COLOR_TEAM3)
1275                 {
1276                         if(head.frags > team3_score)
1277                                 team3_score = head.frags;
1278                 }
1279                 else if(head.team == COLOR_TEAM4)
1280                 {
1281                         if(head.frags > team4_score)
1282                                 team4_score = head.frags;
1283                 }
1284                 head = head.chain;
1285         }
1286
1287         return WinningConditionBase_Teamplay(fraglimit);
1288 }
1289
1290 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1291 {
1292         entity head;
1293         float fragtotal;
1294         string s;
1295         float found;
1296         found = FALSE;
1297         head = find(world, classname, "player");
1298         while(head)
1299         {
1300                 if(!whichteam || head.team == whichteam)
1301                 {
1302                         if(name != "")
1303                                 if(!found)
1304                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1305                         found = TRUE;
1306                         fragtotal = fragtotal + head.frags;
1307                         s = ftos(head.frags);
1308                         s = strcat(s, "/", ftos(head.deaths));
1309                         s = strcat(s, " @ ", ftos(head.ping));
1310                         if(clienttype(head) == CLIENTTYPE_BOT)
1311                                 s = strcat(s, "botms");
1312                         else
1313                                 s = strcat(s, "ms");
1314                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1315                 }
1316                 head = find(head, classname, "player");
1317         }
1318         if(whichteam && found)
1319                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1320 }
1321
1322 void PrintScoreboard()
1323 {
1324         ServerConsoleEcho("Scoreboard:", FALSE);
1325         if(teams_matter)
1326         {
1327                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1328                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1329                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1330                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1331         }
1332         else
1333         {
1334                 PrintScoreboardFor("", "^7", 0);
1335         }
1336         ServerConsoleEcho(".", FALSE);
1337 }
1338
1339 void RemoveFromMaplist(string m)
1340 {
1341         string result;
1342         float litems;
1343         float i;
1344         float found;
1345
1346         litems = tokenize(cvar_string("g_maplist"));
1347         found = 0;
1348         result = "";
1349         for(i = 0; i < litems; ++i)
1350         {
1351                 m = strcat(m);
1352                 result = strcat(result);
1353                 if(argv(i) == m)
1354                         found += 1;
1355                 else
1356                         result = strcat(result, "'", argv(i), "'");
1357         }
1358         if(found)
1359                 cvar_set("g_maplist", result);
1360         ServerConsoleEcho(strcat("Removed ", ftos(found), " items."), FALSE);
1361 }
1362
1363 void AddToMaplist(string m)
1364 {
1365         string result;
1366         float found;
1367         float litems;
1368         float i;
1369         float ipos;
1370         float inserted;
1371
1372         if(!TryFile(strcat("maps/", m, ".mapcfg")))
1373         {
1374                 ServerConsoleEcho("Map not found.", FALSE);
1375                 return;
1376         }
1377
1378         litems = tokenize(cvar_string("g_maplist"));
1379         if(cvar("g_maplist_shuffle"))
1380                 ipos = ceil(random() * (litems + 1)) - 1;
1381         else
1382                 ipos = litems;
1383         found = 0;
1384         inserted = 0;
1385         for(i = 0; i < litems; ++i)
1386         {
1387                 m = strcat(m);
1388                 if(i == ipos)
1389                 {
1390                         result = strcat(result, "'", m, "'");
1391                         inserted = 1;
1392                 }
1393                 result = strcat(result, "'", argv(i), "'");
1394                 if(argv(i) == m)
1395                         found += 1;
1396         }
1397         if(!inserted)
1398                 result = strcat(result, "'", m, "'");
1399         if(!found)
1400         {
1401                 cvar_set("g_maplist", result);
1402                 ServerConsoleEcho("Map added.", FALSE);
1403         }
1404         else
1405                 ServerConsoleEcho("Map already in list.", FALSE);
1406 }
1407
1408 void ShuffleMaplist()
1409 {
1410         string result;
1411         float start;
1412         float litems;
1413         float selected;
1414         float i;
1415
1416         result = cvar_string("g_maplist");
1417         litems = tokenize(result);
1418
1419         for(start = 0; start < litems - 1; ++start)
1420         {
1421                 result = "";
1422
1423                 // select a random item
1424                 selected = ceil(random() * (litems - start) + start) - 1;
1425
1426                 // shift this item to the place start
1427                 for(i = 0; i < start; ++i)
1428                         result = strcat(result, "'", argv(i), "'");
1429                 result = strcat(result, "'", argv(selected), "'");
1430                 for(i = start; i < litems; ++i)
1431                         if(i != selected)
1432                                 result = strcat(result, "'", argv(i), "'");
1433
1434                 litems = tokenize(result);
1435
1436                 //dprint(result, "\n");
1437         }
1438
1439         cvar_set("g_maplist", result);
1440 }
1441
1442 /*
1443 ============
1444 CheckRules_World
1445
1446 Exit deathmatch games upon conditions
1447 ============
1448 */
1449 void() CheckRules_World =
1450 {
1451         local float status;
1452         local float timelimit;
1453         local float fraglimit;
1454
1455         VoteThink();
1456
1457         SetDefaultAlpha();
1458
1459         if (intermission_running)
1460                 if (time >= intermission_exittime + 60)
1461                 {
1462                         GotoNextMap();
1463                         return;
1464                 }
1465
1466         if (gameover)   // someone else quit the game already
1467                 return;
1468
1469         DumpStats();
1470
1471         if(cvar("_scoreboard"))
1472         {
1473                 cvar_set("_scoreboard", "0");
1474                 PrintScoreboard();
1475         }
1476
1477         // automatically shuffle when setting g_maplist_shuffle
1478         if(cvar_string("_g_maplist_add") != "")
1479         {
1480                 AddToMaplist(cvar_string("_g_maplist_add"));
1481                 cvar_set("_g_maplist_add", "");
1482         }
1483         if(cvar_string("_g_maplist_remove") != "")
1484         {
1485                 RemoveFromMaplist(cvar_string("_g_maplist_remove"));
1486                 cvar_set("_g_maplist_remove", "");
1487         }
1488         if(cvar("_g_maplist_shufflenow") || (cvar("g_maplist_shuffle") && !cvar("_g_maplist_have_shuffled")))
1489         {
1490                 ShuffleMaplist();
1491                 localcmd("set _g_maplist_shufflenow 0\nset _g_maplist_have_shuffled 1\necho Shuffled map list.\n");
1492         }
1493         if(cvar("_g_maplist_have_shuffled"))
1494                 if(!cvar("g_maplist_shuffle"))
1495                         localcmd("set _g_maplist_have_shuffled 0\n");
1496
1497         timelimit = cvar("timelimit") * 60;
1498         fraglimit = cvar("fraglimit");
1499
1500         if (timelimit && time >= timelimit)
1501                 InitiateOvertime();
1502
1503         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1504         {
1505                 NextLevel();
1506                 return;
1507         }
1508
1509         if(!checkrules_overtimewarning && checkrules_overtimeend)
1510         {
1511                 checkrules_overtimewarning = TRUE;
1512                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1513                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1514         }
1515
1516         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1517         {
1518                 checkrules_oneminutewarning = TRUE;
1519                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1520         }
1521
1522         status = WINNING_NO;
1523         if(cvar("g_lms"))
1524         {
1525                 status = WinningCondition_LMS();
1526         }
1527         else
1528         {
1529                 if(teams_matter)
1530                 {
1531                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1532                                 status = WinningCondition_MaxTeamSum(fraglimit);
1533                         //else if()
1534                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1535                         else
1536                         {
1537                                 dprint("div0: How can this happen?\n");
1538                                 status = WinningCondition_MaxTeamMax(fraglimit);
1539                         }
1540                 }
1541                 else
1542                         status = WinningCondition_MaxIndividualScore(fraglimit);
1543         }
1544
1545         if(status == WINNING_STARTOVERTIME)
1546         {
1547                 status = WINNING_NEVER;
1548                 InitiateOvertime();
1549         }
1550
1551         if(status == WINNING_NEVER)
1552                 // equality cases! Nobody wins if the overtime ends in a draw.
1553                 ClearWinners();
1554
1555         if(checkrules_overtimeend)
1556                 if(status != WINNING_NEVER)
1557                         status = WINNING_YES;
1558
1559         if(status == WINNING_YES)
1560                 NextLevel();
1561 };