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"shuffle now" command
[divverent/nexuiz.git] / data / qcsrc / server / g_world.qc
1 string GetMapname();
2 void GotoNextMap();
3
4 void SetDefaultAlpha()
5 {
6         if(cvar("g_cloaked"))
7         {
8                 default_player_alpha = cvar("g_balance_cloaked_alpha");
9         }
10         else
11         {
12                 default_player_alpha = cvar("g_player_alpha");
13                 if(default_player_alpha <= 0)
14                         default_player_alpha = 1;
15         }
16 }
17
18 void GotoFirstMap()
19 {
20         if(cvar("_sv_init"))
21         {
22                 cvar_set("_sv_init", "0");
23                 tokenize(cvar_string("g_maplist"));
24                 if(argv(0) != GetMapname())
25                 {
26                         cvar_set("nextmap", argv(0));
27                         GotoNextMap();
28                 }
29         }
30 }
31
32 float world_already_spawned;
33 void worldspawn (void)
34 {
35         if(world_already_spawned)
36                 error("world already spawned - you may have EXACTLY ONE worldspawn!");
37         world_already_spawned = TRUE;
38         // Precache all player models
39         // Workaround for "invisible players"
40         precache_model("models/player/carni.zym");
41         precache_model("models/player/crash.zym");
42         precache_model("models/player/grunt.zym");
43         precache_model("models/player/headhunter.zym");
44         precache_model("models/player/insurrectionist.zym");
45         precache_model("models/player/jeandarc.zym");
46         precache_model("models/player/lurk.zym");
47         precache_model("models/player/lycanthrope.zym");
48         precache_model("models/player/marine.zym");
49         precache_model("models/player/nexus.zym");
50         precache_model("models/player/pyria.zym");
51         precache_model("models/player/shock.zym");
52         precache_model("models/player/skadi.zym");
53         precache_model("models/player/specop.zym");
54         precache_model("models/player/visitant.zym");
55
56         //precache_model ("progs/beam.mdl");
57         precache_model ("models/bullet.mdl");
58         precache_model ("models/casing_bronze.mdl");
59         precache_model ("models/casing_shell.mdl");
60         precache_model ("models/casing_steel.mdl");
61         precache_model ("models/ebomb.mdl");
62         precache_model ("models/elaser.mdl");
63         precache_model ("models/flash.md3");
64         precache_model ("models/gibs/bloodyskull.md3");
65         precache_model ("models/gibs/chunk.mdl");
66         precache_model ("models/gibs/eye.md3");
67         precache_model ("models/gibs/gib1.md3");
68         //precache_model ("models/gibs/gib2.md3");
69         //precache_model ("models/gibs/gib3.md3");
70         //precache_model ("models/gibs/gib4.md3");
71         precache_model ("models/gibs/gib5.md3");
72         //precache_model ("models/gibs/gib6.md3");
73         precache_model ("models/gibs/gib1.mdl");
74         precache_model ("models/gibs/gib2.mdl");
75         precache_model ("models/gibs/gib3.mdl");
76         precache_model ("models/grenademodel.md3");
77         precache_model ("models/hagarmissile.mdl");
78         precache_model ("models/items/a_bullets.mdl");
79         precache_model ("models/items/a_cells.md3");
80         precache_model ("models/items/a_rockets.md3");
81         precache_model ("models/items/a_shells.md3");
82         precache_model ("models/items/g_a1.md3");
83         precache_model ("models/items/g_a25.md3");
84         precache_model ("models/items/g_h1.md3");
85         precache_model ("models/items/g_h25.md3");
86         precache_model ("models/items/g_h100.md3");
87         precache_model ("models/items/g_invincible.md3");
88         precache_model ("models/items/g_strength.md3");
89         precache_model ("models/laser.mdl");
90         precache_model ("models/misc/chatbubble.spr");
91         precache_model ("models/misc/teambubble.spr");
92         precache_model ("models/nexflash.md3");
93         precache_model ("models/plasma.mdl");
94         precache_model ("models/plasmatrail.mdl");
95         precache_model ("models/rocket.md3");
96         //precache_model ("models/sprites/grenexpl.spr");
97         precache_model ("models/runematch/rune.mdl");
98         precache_model ("models/runematch/curse.mdl");
99         //precache_model ("models/sprites/hagar.spr");
100         //precache_model ("models/sprites/muzzleflash.spr32");
101         //precache_model ("models/sprites/electrocombo.spr32");
102         //precache_model ("models/sprites/plasmahitwall.spr32");
103         //precache_model ("models/sprites/plasmashot.spr32");
104         //precache_model ("models/sprites/rockexpl.spr");
105         precache_model ("models/tracer.mdl");
106         precache_model ("models/uziflash.md3");
107         precache_model ("models/weapons/g_crylink.md3");
108         precache_model ("models/weapons/g_electro.md3");
109         precache_model ("models/weapons/g_gl.md3");
110         precache_model ("models/weapons/g_hagar.md3");
111         precache_model ("models/weapons/g_nex.md3");
112         precache_model ("models/weapons/g_rl.md3");
113         precache_model ("models/weapons/g_shotgun.md3");
114         precache_model ("models/weapons/g_uzi.md3");
115         precache_model ("models/weapons/v_crylink.md3");
116         precache_model ("models/weapons/v_electro.md3");
117         precache_model ("models/weapons/v_gl.md3");
118         precache_model ("models/weapons/v_hagar.md3");
119         precache_model ("models/weapons/v_laser.md3");
120         precache_model ("models/weapons/v_nex.md3");
121         precache_model ("models/weapons/v_rl.md3");
122         precache_model ("models/weapons/v_shotgun.md3");
123         precache_model ("models/weapons/v_uzi.md3");
124         precache_model ("models/weapons/w_crylink.zym");
125         precache_model ("models/weapons/w_electro.zym");
126         precache_model ("models/weapons/w_gl.zym");
127         precache_model ("models/weapons/w_hagar.zym");
128         precache_model ("models/weapons/w_laser.zym");
129         precache_model ("models/weapons/w_nex.zym");
130         precache_model ("models/weapons/w_rl.zym");
131         precache_model ("models/weapons/w_shotgun.zym");
132         precache_model ("models/weapons/w_uzi.zym");
133
134         // laser for laser-guided weapons
135         precache_model ("models/laser_dot.mdl");
136
137         precache_sound ("misc/null.wav");
138         precache_sound ("misc/armor1.wav");
139         precache_sound ("misc/armor25.wav");
140         precache_sound ("misc/armorimpact.wav");
141         precache_sound ("misc/bodyimpact1.wav");
142         precache_sound ("misc/bodyimpact2.wav");
143         precache_sound ("misc/gib.wav");
144         precache_sound ("misc/gib_splat01.wav");
145         precache_sound ("misc/gib_splat02.wav");
146         precache_sound ("misc/gib_splat03.wav");
147         precache_sound ("misc/gib_splat04.wav");
148         //precache_sound ("misc/h2ohit.wav");
149         precache_sound ("misc/hit.wav");
150         precache_sound ("misc/footstep01.wav");
151         precache_sound ("misc/footstep02.wav");
152         precache_sound ("misc/footstep03.wav");
153         precache_sound ("misc/footstep04.wav");
154         precache_sound ("misc/footstep05.wav");
155         precache_sound ("misc/footstep06.wav");
156         precache_sound ("misc/hitground1.ogg");
157         precache_sound ("misc/hitground2.ogg");
158         precache_sound ("misc/hitground3.ogg");
159         precache_sound ("misc/hitground4.ogg");
160         precache_sound ("misc/itempickup.ogg");
161         precache_sound ("misc/itemrespawn.ogg");
162         precache_sound ("misc/jumppad.ogg");
163         precache_sound ("misc/mediumhealth.ogg");
164         precache_sound ("misc/megahealth.ogg");
165         precache_sound ("misc/minihealth.ogg");
166         precache_sound ("misc/powerup.ogg");
167         precache_sound ("misc/powerup_shield.ogg");
168         precache_sound ("misc/talk.wav");
169         precache_sound ("misc/teleport.ogg");
170         precache_sound ("plats/medplat1.wav");
171         precache_sound ("plats/medplat2.wav");
172         precache_sound ("player/lava.wav");
173         precache_sound ("player/slime.wav");
174         precache_sound ("weapons/crylink_fire.ogg");
175         precache_sound ("weapons/electro_bounce.ogg");
176         precache_sound ("weapons/electro_fire.ogg");
177         precache_sound ("weapons/electro_fire2.ogg");
178         precache_sound ("weapons/electro_fly.wav");
179         precache_sound ("weapons/electro_impact.ogg");
180         precache_sound ("weapons/electro_impact_combo.ogg");
181         //precache_sound ("weapons/grenade_bounce.ogg");
182         precache_sound ("weapons/grenade_bounce1.ogg");
183         precache_sound ("weapons/grenade_bounce2.ogg");
184         precache_sound ("weapons/grenade_bounce3.ogg");
185         precache_sound ("weapons/grenade_fire.ogg");
186         precache_sound ("weapons/grenade_impact.ogg");
187         precache_sound ("weapons/hagar_fire.ogg");
188         precache_sound ("weapons/hagexp1.ogg");
189         precache_sound ("weapons/hagexp2.ogg");
190         precache_sound ("weapons/hagexp3.ogg");
191         precache_sound ("weapons/hook_fire.ogg");
192         precache_sound ("weapons/hook_impact.ogg");
193         precache_sound ("weapons/lasergun_fire.ogg");
194         precache_sound ("weapons/laserimpact.ogg");
195         precache_sound ("weapons/nexfire.ogg");
196         precache_sound ("weapons/neximpact.ogg");
197         precache_sound ("weapons/ric1.ogg");
198         precache_sound ("weapons/ric2.ogg");
199         precache_sound ("weapons/ric3.ogg");
200         precache_sound ("weapons/rocket_fire.ogg");
201         precache_sound ("weapons/rocket_fly.wav");
202         precache_sound ("weapons/rocket_impact.ogg");
203         precache_sound ("weapons/rocket_det.ogg");
204         precache_sound ("weapons/shotgun_fire.ogg");
205         precache_sound ("weapons/tink1.ogg");
206         precache_sound ("weapons/uzi_fire.ogg");
207         precache_sound ("weapons/weapon_switch.ogg");
208         precache_sound ("weapons/weaponpickup.ogg");
209         precache_sound ("weapons/strength_fire.ogg");
210
211         //precache_sound ("announce/male/kill10.ogg");
212         //precache_sound ("announce/male/kill15.ogg");
213         //precache_sound ("announce/male/kill20.ogg");
214         //precache_sound ("announce/male/kill25.ogg");
215         //precache_sound ("announce/male/kill3.ogg");
216         //precache_sound ("announce/male/kill30.ogg");
217         //precache_sound ("announce/male/kill4.ogg");
218         //precache_sound ("announce/male/kill5.ogg");
219         //precache_sound ("announce/male/kill6.ogg");
220         //precache_sound ("announce/male/mapkill1.ogg");
221         //precache_sound ("announce/robotic/last_second_save.ogg");
222         //precache_sound ("announce/robotic/narrowly_averted.ogg");
223         //precache_sound ("minstagib/mockery.ogg");
224
225         // announcer sounds - male
226         precache_sound ("announcer/male/03kills.ogg");
227         precache_sound ("announcer/male/05kills.ogg");
228         precache_sound ("announcer/male/10kills.ogg");
229         precache_sound ("announcer/male/15kills.ogg");
230         precache_sound ("announcer/male/20kills.ogg");
231         precache_sound ("announcer/male/25kills.ogg");
232         precache_sound ("announcer/male/30kills.ogg");
233         precache_sound ("announcer/male/botlike.ogg");
234         precache_sound ("announcer/male/electrobitch.ogg");
235         precache_sound ("announcer/male/welcome.ogg");
236         precache_sound ("announcer/male/yoda.ogg");
237
238         // announcer sounds - robotic
239         precache_sound ("announcer/robotic/1fragleft.ogg");
240         precache_sound ("announcer/robotic/1minuteremains.ogg");
241         precache_sound ("announcer/robotic/2fragsleft.ogg");
242         precache_sound ("announcer/robotic/3fragsleft.ogg");
243         precache_sound ("announcer/robotic/lastsecond.ogg");
244         precache_sound ("announcer/robotic/narrowly.ogg");
245
246         // plays music for the level if there is any
247         if (self.noise)
248         {
249                 precache_sound (self.noise);
250                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
251         }
252
253                 // 0 normal
254         lightstyle(0, "m");
255
256         // 1 FLICKER (first variety)
257         lightstyle(1, "mmnmmommommnonmmonqnmmo");
258
259         // 2 SLOW STRONG PULSE
260         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
261
262         // 3 CANDLE (first variety)
263         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
264
265         // 4 FAST STROBE
266         lightstyle(4, "mamamamamama");
267
268         // 5 GENTLE PULSE 1
269         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
270
271         // 6 FLICKER (second variety)
272         lightstyle(6, "nmonqnmomnmomomno");
273
274         // 7 CANDLE (second variety)
275         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
276
277         // 8 CANDLE (third variety)
278         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
279
280         // 9 SLOW STROBE (fourth variety)
281         lightstyle(9, "aaaaaaaazzzzzzzz");
282
283         // 10 FLUORESCENT FLICKER
284         lightstyle(10, "mmamammmmammamamaaamammma");
285
286         // 11 SLOW PULSE NOT FADE TO BLACK
287         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
288
289         // styles 32-62 are assigned by the light program for switchable lights
290
291         // 63 testing
292         lightstyle(63, "a");
293
294         player_count = 0;
295         lms_dead_count = 0;
296         lms_lowest_lives = 0;
297         lms_next_place = 0;
298
299         GotoFirstMap();
300
301         if(cvar("g_campaign"))
302                 CampaignPreInit();
303
304         InitGameplayMode();
305         //if (cvar("g_domination"))
306         //      dom_init();
307
308         local entity head;
309         head = nextent(world);
310         maxclients = 0;
311         while(head)
312         {
313                 maxclients++;
314                 head = nextent(head);
315         }
316
317         GameLogInit(); // prepare everything
318         if(cvar("sv_eventlog"))
319         {
320                 local string s;
321                 GameLogEcho(":logversion:2", FALSE);
322                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");
323                 s = strcat(s, ftos(random()));
324                 GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE);
325                 s = ":gameinfo:mutators:LIST";
326                 if(cvar("g_grappling_hook"))
327                         s = strcat(s, ":grappling_hook");
328                 if(!cvar("g_use_ammunition"))
329                         s = strcat(s, ":no_use_ammunition");
330                 if(!cvar("g_pickup_items"))
331                         s = strcat(s, ":no_pickup_items");
332                 if(cvar("g_instagib"))
333                         s = strcat(s, ":instagib");
334                 if(cvar("g_rocketarena"))
335                         s = strcat(s, ":rockerarena");
336                 if(cvar("g_nixnex"))
337                         s = strcat(s, ":nixnex");
338                 if(cvar("g_vampire"))
339                         s = strcat(s, ":vampire");
340                 if(cvar("g_laserguided_missile"))
341                         s = strcat(s, ":laserguided_missile");
342                 if(cvar("g_norecoil"))
343                         s = strcat(s, ":norecoil");
344                 if(cvar("g_midair"))
345                         s = strcat(s, ":midair");
346                 if(cvar("g_minstagib"))
347                         s = strcat(s, ":minstagib");
348                 GameLogEcho(s, FALSE);
349                 GameLogEcho(":gameinfo:end", FALSE);
350         }
351
352         cvar_set("nextmap", "");
353
354         SetDefaultAlpha();
355
356         if(cvar("g_campaign"))
357                 CampaignPostInit();
358 }
359
360 void light (void)
361 {
362         makestatic (self);
363 }
364
365 float( string pFilename ) TryFile =
366 {
367         local float lHandle;
368         dprint("TryFile(\"", pFilename, "\")\n");
369         lHandle = fopen( pFilename, FILE_READ );
370         if( lHandle != -1 ) {
371                 fclose( lHandle );
372                 return TRUE;
373         } else {
374                 return FALSE;
375         }
376 };
377
378 string GetMapname()
379 {
380         if (game == GAME_DEATHMATCH)
381                 return strcat("dm_", mapname);
382         else if (game == GAME_TEAM_DEATHMATCH)
383                 return strcat("tdm_", mapname);
384         else if (game == GAME_DOMINATION)
385                 return strcat("dom_", mapname);
386         else if (game == GAME_CTF)
387                 return strcat("ctf_", mapname);
388         else if (game == GAME_RUNEMATCH)
389                 return strcat("rune_", mapname);
390         else if (game == GAME_LMS)
391                 return strcat("lms_", mapname);
392         return strcat("dm_", mapname);
393 }
394
395 float Map_Count, Map_Current;
396
397 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count
398 float GetMaplistPosition()
399 {
400         float pos;
401         string map;
402
403         map = GetMapname();
404         for(pos = 0; pos < Map_Count; ++pos)
405                 if(map == argv(pos))
406                         return pos;
407
408         // resume normal maplist rotation if current map is not in g_maplist
409         return cvar("g_maplist_index");
410 }
411
412 float MapHasRightSize(string map)
413 {
414         // open map size restriction file
415         float fh;
416         dprint("opensize "); dprint(map);
417         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
418         if(fh >= 0)
419         {
420                 float mapmin, mapmax;
421                 dprint(": ok, ");
422                 mapmin = stof(fgets(fh));
423                 mapmax = stof(fgets(fh));
424                 fclose(fh);
425                 if(player_count < mapmin)
426                 {
427                         dprint("not enough\n");
428                         return FALSE;
429                 }
430                 if(player_count > mapmax)
431                 {
432                         dprint("too many\n");
433                         return FALSE;
434                 }
435                 dprint("right size\n");
436                 return TRUE;
437         }
438         dprint(": not found\n");
439         return TRUE;
440 }
441
442 string Map_Filename(float position)
443 {
444         return strcat("maps/", argv(position), ".mapcfg");
445 }
446
447 float(float position, float pass) Map_Check =
448 {
449         string filename;
450         filename = Map_Filename(position);
451         if(TryFile(filename))
452         {
453                 if(pass == 2)
454                         return 1;
455                 if(MapHasRightSize(argv(position)))
456                         return 1;
457                 return 0;
458         }
459         else
460                 dprint( "Couldn't find '", filename, "'..\n" );
461
462         return 0;
463 }
464
465 void(float position) Map_Goto =
466 {
467         cvar_set("g_maplist_index", ftos(position));
468         localcmd(strcat("exec \"", Map_Filename(position) ,"\"\n"));
469 }
470
471 // return codes of map selectors:
472 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
473 //   -2 = permanent failure
474 float() MaplistMethod_Iterate = // usual method
475 {
476         float pass, i;
477
478         for(pass = 1; pass <= 2; ++pass)
479         {
480                 for(i = 1; i < Map_Count; ++i)
481                 {
482                         float mapindex;
483                         mapindex = math_mod(i + Map_Current, Map_Count);
484                         if(Map_Check(mapindex, pass))
485                                 return mapindex;
486                 }
487         }
488         return -1;
489 }
490
491 float() MaplistMethod_Repeat = // fallback method
492 {
493         if(Map_Check(Map_Current, 2))
494                 return Map_Current;
495         return -2;
496 }
497
498 float() MaplistMethod_Random = // random map selection
499 {
500         float i, imax;
501
502         imax = 42;
503
504         for(i = 0; i <= imax; ++i)
505         {
506                 float mapindex;
507                 mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map
508                 if(Map_Check(mapindex, 1))
509                         return mapindex;
510         }
511         return -1;
512 }
513
514 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
515 // the exponent sets a bias on the map selection:
516 // the higher the exponent, the 
517 {
518         float i, j, imax, insertpos;
519
520         imax = 42;
521
522         if(Map_Count <= 1)
523                 return 0; // only one map, then always play this one
524
525         for(i = 0; i <= imax; ++i)
526         {
527                 string newlist;
528
529                 // now reinsert this at another position
530                 insertpos = pow(Map_Count - 1, exponent);
531                 insertpos = random() * insertpos;              // ]0, (Map_Count - 1)^exponent]
532                 insertpos = pow(insertpos, 1 / exponent);      // ]0, Map_Count - 1]
533                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
534                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");
535
536                 // insert the current map there
537                 newlist = "";
538                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
539                         newlist = strcat(newlist, "'", argv(j), "'");
540                 newlist = strcat(newlist, "'", argv(0), "'");  // now insert the just selected map
541                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
542                         newlist = strcat(newlist, "'", argv(j), "'");
543                 cvar_set("g_maplist", newlist);
544                 Map_Count = tokenize(newlist);
545
546                 // NOTE: the selected map has just been inserted at (insertpos-1)th position
547                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
548                 if(Map_Check(Map_Current, 1))
549                         return Map_Current;
550         }
551         return -1;
552 }
553
554 void() Maplist_Init =
555 {
556         string temp;
557         temp = cvar_string("g_maplist");
558         Map_Count = tokenize(temp);
559         if(Map_Count == 0)
560         {
561                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );
562                 cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist"));
563                 Map_Count = tokenize(temp);
564         }
565         if(Map_Count == 0)
566                 error("empty maplist, cannot select a new map");
567         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
568 }
569
570 void() GotoNextMap =
571 {
572         //local string nextmap;
573         //local float n, nummaps;
574         //local string s;
575         string exit_cfg;
576         if (alreadychangedlevel)
577                 return;
578         alreadychangedlevel = TRUE;
579
580         if(cvar("g_campaign"))
581         {
582                 CampaignPostIntermission();
583                 return;
584         }
585
586         if (cvar("samelevel")) // if samelevel is set, stay on same level
587         {
588                 // 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)
589                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
590                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)
591                 localcmd("restart\n");
592                 //changelevel (mapname);
593                 return;
594         }
595
596         // if an exit cfg is defined by exiting map, exec it.
597         exit_cfg = cvar_string("exit_cfg");
598         if(exit_cfg != "")
599                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
600
601         localcmd("exec game_reset.cfg\n");
602
603
604         if (cvar("lastlevel"))
605         {
606                 localcmd(strcat("set lastlevel 0\n"));
607                 localcmd(strcat("togglemenu\n"));
608         }
609         else
610         {
611                 float nextMap;
612                 float allowReset;
613
614                 // cvar "nextmap" always gets priority
615                 if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg")))
616                 {
617                         localcmd(strcat("exec \"maps/", cvar_string("nextmap"), ".mapcfg\"\n"));
618                         return;
619                 }
620
621                 for(allowReset = 1; allowReset >= 0; --allowReset)
622                 {
623                         Maplist_Init();
624                         nextMap = -1;
625
626                         if(nextMap == -1)
627                                 if(cvar("g_maplist_shuffle") > 0)
628                                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
629
630                         if(nextMap == -1)
631                                 if(cvar("g_maplist_selectrandom"))
632                                         nextMap = MaplistMethod_Random();
633
634                         if(nextMap == -1)
635                                 nextMap = MaplistMethod_Iterate();
636
637                         if(nextMap == -1)
638                                 nextMap = MaplistMethod_Repeat();
639
640                         if(nextMap >= 0)
641                         {
642                                 Map_Goto(nextMap);
643                                 break;
644                         }
645                         else // PERMANENT FAILURE
646                         {
647                                 if(allowReset)
648                                 {
649                                         bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );
650                                         cvar_set("g_maplist", cvar_string("g_maplist_defaultlist"));
651                                 }
652                                 else
653                                 {
654                                         error("Everything is broken - not even the default map list works. Please report this to the developers.");
655                                 }
656                         }
657                 }
658         }
659 };
660
661
662 /*
663 ============
664 IntermissionThink
665
666 When the player presses attack or jump, change to the next level
667 ============
668 */
669 void() IntermissionThink =
670 {
671         if(cvar("sv_autoscreenshot"))
672         if(self.cnt > time)
673         {
674                 self.cnt = FALSE;
675                 if(clienttype(self) == CLIENTTYPE_REAL)
676                         stuffcmd(self, "screenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
677                 return;
678         }
679
680         if (time < intermission_exittime)
681                 return;
682
683         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
684                 return;
685
686         GotoNextMap ();
687 };
688
689 /*
690 ============
691 FindIntermission
692
693 Returns the entity to view from
694 ============
695 */
696 /*
697 entity() FindIntermission =
698 {
699         local   entity spot;
700         local   float cyc;
701
702 // look for info_intermission first
703         spot = find (world, classname, "info_intermission");
704         if (spot)
705         {       // pick a random one
706                 cyc = random() * 4;
707                 while (cyc > 1)
708                 {
709                         spot = find (spot, classname, "info_intermission");
710                         if (!spot)
711                                 spot = find (spot, classname, "info_intermission");
712                         cyc = cyc - 1;
713                 }
714                 return spot;
715         }
716
717 // then look for the start position
718         spot = find (world, classname, "info_player_start");
719         if (spot)
720                 return spot;
721
722 // testinfo_player_start is only found in regioned levels
723         spot = find (world, classname, "testplayerstart");
724         if (spot)
725                 return spot;
726
727 // then look for the start position
728         spot = find (world, classname, "info_player_deathmatch");
729         if (spot)
730                 return spot;
731
732         //objerror ("FindIntermission: no spot");
733         return world;
734 };
735 */
736
737 /*
738 ===============================================================================
739
740 RULES
741
742 ===============================================================================
743 */
744
745 void() DumpStats =
746 {
747         local float file;
748         local string s;
749
750         if(cvar("_printstats"))
751                 cvar_set("_printstats", "0");
752         else if(!gameover)
753                 return;
754
755         if(gameover)
756                 s = ":scores:";
757         else
758                 s = ":status:";
759
760         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
761
762         if(cvar("sv_eventlog") && gameover)
763                 GameLogEcho(s, FALSE);
764         else if(cvar("sv_logscores_console"))
765                 ServerConsoleEcho(s, FALSE);
766         if(cvar("sv_logscores_file"))
767         {
768                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
769                 fputs(file, strcat(s, "\n"));
770         }
771
772         other = findchainflags(flags, FL_CLIENT);
773         while (other)
774         {
775                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
776                 {
777                         s = strcat(":player:", ftos(other.frags), ":");
778                         s = strcat(s, ftos(other.deaths), ":");
779                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
780                         s = strcat(s, ftos(other.team), ":");
781
782                         if(cvar("sv_logscores_file"))
783                                 fputs(file, strcat(s, other.netname, "\n"));
784                         if(cvar("sv_eventlog") && gameover)
785                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
786                         else if(cvar("sv_logscores_console"))
787                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
788                 }
789                 other = other.chain;
790         }
791
792         if(cvar("sv_eventlog") && gameover)
793                 GameLogEcho(":end", FALSE);
794         else if(cvar("sv_logscores_console"))
795                 ServerConsoleEcho(":end", FALSE);
796         if(cvar("sv_logscores_file"))
797         {
798                 fputs(file, ":end\n");
799                 fclose(file);
800         }
801 }
802
803
804 /*
805 go to the next level for deathmatch
806 only called if a time or frag limit has expired
807 */
808 void() NextLevel =
809 {
810         gameover = TRUE;
811
812         intermission_running = 1;
813
814 // enforce a wait time before allowing changelevel
815         if(player_count > 0)
816                 intermission_exittime = time + cvar("sv_mapchange_delay");
817         else
818                 intermission_exittime = -60;
819
820         WriteByte (MSG_ALL, SVC_CDTRACK);
821         WriteByte (MSG_ALL, 3);
822         WriteByte (MSG_ALL, 3);
823
824         //pos = FindIntermission ();
825
826         VoteReset();
827
828         DumpStats();
829
830         if(cvar("sv_eventlog"))
831                 GameLogEcho(":gameover", FALSE);
832
833         GameLogClose();
834
835         other = findchainflags(flags, FL_CLIENT);
836         while (other != world)
837         {
838                 //other.nextthink = time + 0.5;
839                 other.takedamage = DAMAGE_NO;
840                 other.solid = SOLID_NOT;
841                 other.movetype = MOVETYPE_NONE;
842                 other.angles = other.v_angle;
843                 other.angles_x = other.angles_x * -1;
844                 other.cnt = time + 0.5; // used for autoscreenshot
845
846                 self = other;
847
848                 if(other.winning)
849                         bprint(strcat(other.netname, " ^7wins.\n"));
850
851                 /*
852                 if (pos != world);
853                 {
854                         other.modelindex = 0;
855                         other.weaponentity = world; // remove weapon model
856                         other.view_ofs = '0 0 0';
857                         other.angles = other.v_angle = pos.mangle;
858                         if (!other.angles)
859                         {
860                                 other.angles = other.v_angle = pos.angles;
861                                 other.v_angle_x = other.v_angle_x * -1;
862                         }
863                         other.fixangle = TRUE;          // turn this way immediately
864                         setorigin (other, pos.origin);
865                 }
866                 */
867                 other = other.chain;
868         }
869
870         if(cvar("g_campaign"))
871                 CampaignPreIntermission();
872
873         WriteByte (MSG_ALL, SVC_INTERMISSION);
874 };
875
876 /*
877 ============
878 CheckRules_Player
879
880 Exit deathmatch games upon conditions
881 ============
882 */
883 void() CheckRules_Player =
884 {
885         if (gameover)   // someone else quit the game already
886                 return;
887
888         // fixme: don't check players; instead check dom_team and ctf_team entities
889         //   (div0: and that in CheckRules_World please)
890 };
891
892 float checkrules_oneminutewarning;
893 float checkrules_leaderfrags;
894 float tdm_max_score, tdm_old_score;
895
896 float checkrules_equality;
897 float checkrules_overtimewarning;
898 float checkrules_overtimeend;
899
900 void() InitiateOvertime =
901 {
902         if(!checkrules_overtimeend)
903                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
904 }
905
906 float WINNING_NO = 0; // no winner, but time limits may terminate the game
907 float WINNING_YES = 1; // winner found
908 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
909 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
910
911 float(float fraglimitreached, float equality) GetWinningCode =
912 {
913         if(equality)
914                 if(fraglimitreached)
915                         return WINNING_STARTOVERTIME;
916                 else
917                         return WINNING_NEVER;
918         else
919                 if(fraglimitreached)
920                         return WINNING_YES;
921                 else
922                         return WINNING_NO;
923 }
924
925 // set the .winning flag for exactly those players with a given field value
926 void(.float field, float value) SetWinners =
927 {
928         entity head;
929         head = findchain(classname, "player");
930         while (head)
931         {
932                 head.winning = (head.field == value);
933                 head = head.chain;
934         }
935 }
936
937 // set the .winning flag for those players with a given field value
938 void(.float field, float value) AddWinners =
939 {
940         entity head;
941         head = findchain(classname, "player");
942         while (head)
943         {
944                 if(head.field == value)
945                         head.winning = 1;
946                 head = head.chain;
947         }
948 }
949
950 // clear the .winning flags
951 void(void) ClearWinners =
952 {
953         entity head;
954         head = findchain(classname, "player");
955         while (head)
956         {
957                 head.winning = 0;
958                 head = head.chain;
959         }
960 }
961
962 // LMS winning condition: game terminates if and only if there's at most one
963 // one player who's living lives. Top two scores being equal cancels the time
964 // limit.
965 float() WinningCondition_LMS =
966 {
967         entity head;
968
969         if(lms_dead_count < 0)
970                 lms_dead_count = 0;
971
972         if(player_count > 1 && lms_dead_count >= player_count - 1)
973                 return WINNING_YES; // He's the last man standing!
974
975         if((player_count == 1 && lms_dead_count == 1))
976                 return WINNING_YES; // All dead... (n:n is handled by the test above)
977
978         // dprint("player count = "); dprint(ftos(player_count));
979         // dprint(", dead count = "); dprint(ftos(lms_dead_count));
980         // dprint("\n");
981
982         // When we get here, we have at least two players who are actually LIVING,
983         // or one player who is still waiting for a victim to join the server. Now
984         // check if the top two players have equal score.
985
986         checkrules_leaderfrags = 0;
987         head = findchain(classname, "player");
988         checkrules_equality = FALSE;
989         while (head)
990         {
991                 if(head.frags > checkrules_leaderfrags)
992                 {
993                         checkrules_leaderfrags = head.frags;
994                         checkrules_equality = FALSE;
995                 }
996                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
997                         checkrules_equality = TRUE;
998                 head = head.chain;
999         }
1000
1001         SetWinners(frags, checkrules_leaderfrags);
1002
1003         // The top two players have the same amount of lives? No timelimit then,
1004         // enter overtime...
1005
1006         if(checkrules_equality)
1007                 return WINNING_NEVER;
1008
1009         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1010         return WINNING_NO;
1011 }
1012
1013 // DM winning condition: game terminates if a player reached the fraglimit,
1014 // unless the first two players have the same score. The latter case also
1015 // breaks the time limit.
1016 float(float fraglimit) WinningCondition_MaxIndividualScore =
1017 {
1018         float checkrules_oldleaderfrags;
1019         entity head;
1020
1021         checkrules_oldleaderfrags = checkrules_leaderfrags;
1022         checkrules_leaderfrags = 0;
1023         head = findchain(classname, "player");
1024         checkrules_equality = FALSE;
1025         while (head)
1026         {
1027                 if(head.frags > checkrules_leaderfrags)
1028                 {
1029                         checkrules_leaderfrags = head.frags;
1030                         checkrules_equality = FALSE;
1031                 }
1032                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1033                         checkrules_equality = TRUE;
1034                 head = head.chain;
1035         }
1036
1037         if(checkrules_leaderfrags > 0)
1038                 SetWinners(frags, checkrules_leaderfrags);
1039         else
1040                 ClearWinners();
1041
1042         if (!cvar("g_runematch"))
1043                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1044                 {
1045                         if (checkrules_leaderfrags == fraglimit - 1)
1046                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1047                         else if (checkrules_leaderfrags == fraglimit - 2)
1048                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1049                         else if (checkrules_leaderfrags == fraglimit - 3)
1050                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1051                 }
1052
1053         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1054 }
1055
1056 float(float fraglimit) WinningConditionBase_Teamplay =
1057 {
1058         tdm_old_score = tdm_max_score;
1059         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1060
1061         checkrules_equality =
1062         (
1063                 (tdm_max_score > 0)
1064                 &&
1065                 (
1066                           (team1_score == tdm_max_score)
1067                         + (team2_score == tdm_max_score)
1068                         + (team3_score == tdm_max_score)
1069                         + (team4_score == tdm_max_score)
1070                         >= 2));
1071
1072         ClearWinners();
1073         if(tdm_max_score > 0)
1074         {
1075                 if(team1_score == tdm_max_score)
1076                         AddWinners(team, COLOR_TEAM1);
1077                 if(team2_score == tdm_max_score)
1078                         AddWinners(team, COLOR_TEAM2);
1079                 if(team3_score == tdm_max_score)
1080                         AddWinners(team, COLOR_TEAM3);
1081                 if(team4_score == tdm_max_score)
1082                         AddWinners(team, COLOR_TEAM4);
1083         }
1084
1085         if(!cvar("g_runematch") && !cvar("g_domination"))
1086                 if(tdm_max_score != tdm_old_score)
1087                 {
1088                         if(tdm_max_score == fraglimit - 1)
1089                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1090                         else if(tdm_max_score == fraglimit - 2)
1091                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1092                         else if(tdm_max_score == fraglimit - 3)
1093                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1094                 }
1095
1096         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1097 }
1098
1099 // TDM winning condition: game terminates if a team's score sum reached the
1100 // fraglimit, unless the first two teams have the same total score. The latter
1101 // case also breaks the time limit.
1102 float(float fraglimit) WinningCondition_MaxTeamSum =
1103 {
1104         entity head;
1105
1106         team1_score = team2_score = team3_score = team4_score = 0;
1107
1108         head = findchain(classname, "player");
1109         while (head)
1110         {
1111                 if(head.team == COLOR_TEAM1)
1112                         team1_score += head.frags;
1113                 else if(head.team == COLOR_TEAM2)
1114                         team2_score += head.frags;
1115                 else if(head.team == COLOR_TEAM3)
1116                         team3_score += head.frags;
1117                 else if(head.team == COLOR_TEAM4)
1118                         team4_score += head.frags;
1119                 head = head.chain;
1120         }
1121
1122         return WinningConditionBase_Teamplay(fraglimit);
1123 }
1124
1125 // DOM/CTF winning condition: game terminates if the max of a team's players'
1126 // score reached the fraglimit, unless the first two teams have the same
1127 // maximum score. The latter case also breaks the time limit.
1128 float(float fraglimit) WinningCondition_MaxTeamMax =
1129 {
1130         entity head;
1131
1132         team1_score = team2_score = team3_score = team4_score = 0;
1133
1134         head = findchain(classname, "player");
1135         while (head)
1136         {
1137                 if(head.team == COLOR_TEAM1)
1138                 {
1139                         if(head.frags > team1_score)
1140                                 team1_score = head.frags;
1141                 }
1142                 else if(head.team == COLOR_TEAM2)
1143                 {
1144                         if(head.frags > team2_score)
1145                                 team2_score = head.frags;
1146                 }
1147                 else if(head.team == COLOR_TEAM3)
1148                 {
1149                         if(head.frags > team3_score)
1150                                 team3_score = head.frags;
1151                 }
1152                 else if(head.team == COLOR_TEAM4)
1153                 {
1154                         if(head.frags > team4_score)
1155                                 team4_score = head.frags;
1156                 }
1157                 head = head.chain;
1158         }
1159
1160         return WinningConditionBase_Teamplay(fraglimit);
1161 }
1162
1163 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1164 {
1165         entity head;
1166         float fragtotal;
1167         string s;
1168         float found;
1169         found = FALSE;
1170         head = find(world, classname, "player");
1171         while(head)
1172         {
1173                 if(!whichteam || head.team == whichteam)
1174                 {
1175                         if(name != "")
1176                                 if(!found)
1177                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1178                         found = TRUE;
1179                         fragtotal = fragtotal + head.frags;
1180                         s = ftos(head.frags);
1181                         s = strcat(s, "/", ftos(head.deaths));
1182                         s = strcat(s, " @ ", ftos(head.ping));
1183                         if(clienttype(head) == CLIENTTYPE_BOT)
1184                                 s = strcat(s, "botms");
1185                         else
1186                                 s = strcat(s, "ms");
1187                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1188                 }
1189                 head = find(head, classname, "player");
1190         }
1191         if(whichteam && found)
1192                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1193 }
1194
1195 void PrintScoreboard()
1196 {
1197         ServerConsoleEcho("Scoreboard:", FALSE);
1198         if(teams_matter)
1199         {
1200                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1201                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1202                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1203                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1204         }
1205         else
1206         {
1207                 PrintScoreboardFor("", "^7", 0);
1208         }
1209         ServerConsoleEcho(".", FALSE);
1210 }
1211
1212 void ShuffleMaplist()
1213 {
1214         string result;
1215         float start;
1216         float items;
1217         float selected;
1218         float i;
1219
1220         result = cvar_string("g_maplist");
1221         items = tokenize(result);
1222
1223         for(start = 0; start < items - 1; ++start)
1224         {
1225                 result = "";
1226
1227                 // select a random item
1228                 selected = ceil(random() * (items - start) + start) - 1;
1229
1230                 // shift this item to the place start
1231                 for(i = 0; i < start; ++i)
1232                         result = strcat(result, "'", argv(i), "'");
1233                 result = strcat(result, "'", argv(selected), "'");
1234                 for(i = start; i < items; ++i)
1235                         if(i != selected)
1236                                 result = strcat(result, "'", argv(i), "'");
1237
1238                 items = tokenize(result);
1239
1240                 dprint(result, "\n");
1241         }
1242
1243         cvar_set("g_maplist", result);
1244 }
1245
1246 /*
1247 ============
1248 CheckRules_World
1249
1250 Exit deathmatch games upon conditions
1251 ============
1252 */
1253 void() CheckRules_World =
1254 {
1255         local float status;
1256         local float timelimit;
1257         local float fraglimit;
1258
1259         VoteThink();
1260
1261         SetDefaultAlpha();
1262
1263         if (intermission_running)
1264                 if (time >= intermission_exittime + 60)
1265                 {
1266                         GotoNextMap();
1267                         return;
1268                 }
1269
1270         if (gameover)   // someone else quit the game already
1271                 return;
1272
1273         DumpStats();
1274
1275         if(cvar("_scoreboard"))
1276         {
1277                 cvar_set("_scoreboard", "0");
1278                 PrintScoreboard();
1279         }
1280
1281         if(cvar("_g_maplist_shufflenow"))
1282         {
1283                 cvar_set("_g_maplist_shufflenow", "0");
1284                 ShuffleMaplist();
1285         }
1286
1287         timelimit = cvar("timelimit") * 60;
1288         fraglimit = cvar("fraglimit");
1289
1290         if (timelimit && time >= timelimit)
1291                 InitiateOvertime();
1292
1293         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1294         {
1295                 NextLevel();
1296                 return;
1297         }
1298
1299         if(!checkrules_overtimewarning && checkrules_overtimeend)
1300         {
1301                 checkrules_overtimewarning = TRUE;
1302                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1303                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1304         }
1305
1306         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1307         {
1308                 checkrules_oneminutewarning = TRUE;
1309                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1310         }
1311
1312         status = WINNING_NO;
1313         if(cvar("g_lms"))
1314         {
1315                 status = WinningCondition_LMS();
1316         }
1317         else
1318         {
1319                 if(teams_matter)
1320                 {
1321                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1322                                 status = WinningCondition_MaxTeamSum(fraglimit);
1323                         //else if()
1324                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1325                         else
1326                         {
1327                                 dprint("div0: How can this happen?\n");
1328                                 status = WinningCondition_MaxTeamMax(fraglimit);
1329                         }
1330                 }
1331                 else
1332                         status = WinningCondition_MaxIndividualScore(fraglimit);
1333         }
1334
1335         if(status == WINNING_STARTOVERTIME)
1336         {
1337                 status = WINNING_NEVER;
1338                 InitiateOvertime();
1339         }
1340
1341         if(status == WINNING_NEVER)
1342                 // equality cases! Nobody wins if the overtime ends in a draw.
1343                 ClearWinners();
1344
1345         if(checkrules_overtimeend)
1346                 if(status != WINNING_NEVER)
1347                         status = WINNING_YES;
1348
1349         if(status == WINNING_YES)
1350                 NextLevel();
1351 };