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[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_lowest_lives = 0;
296         lms_next_place = 0;
297
298         GotoFirstMap();
299
300         if(cvar("g_campaign"))
301                 CampaignPreInit();
302
303         InitGameplayMode();
304         //if (cvar("g_domination"))
305         //      dom_init();
306
307         local entity head;
308         head = nextent(world);
309         maxclients = 0;
310         while(head)
311         {
312                 maxclients++;
313                 head = nextent(head);
314         }
315
316         GameLogInit(); // prepare everything
317         if(cvar("sv_eventlog"))
318         {
319                 local string s;
320                 GameLogEcho(":logversion:2", FALSE);
321                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");
322                 s = strcat(s, ftos(random()));
323                 GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE);
324                 s = ":gameinfo:mutators:LIST";
325                 if(cvar("g_grappling_hook"))
326                         s = strcat(s, ":grappling_hook");
327                 if(!cvar("g_use_ammunition"))
328                         s = strcat(s, ":no_use_ammunition");
329                 if(!cvar("g_pickup_items"))
330                         s = strcat(s, ":no_pickup_items");
331                 if(cvar("g_instagib"))
332                         s = strcat(s, ":instagib");
333                 if(cvar("g_rocketarena"))
334                         s = strcat(s, ":rockerarena");
335                 if(cvar("g_nixnex"))
336                         s = strcat(s, ":nixnex");
337                 if(cvar("g_vampire"))
338                         s = strcat(s, ":vampire");
339                 if(cvar("g_laserguided_missile"))
340                         s = strcat(s, ":laserguided_missile");
341                 if(cvar("g_norecoil"))
342                         s = strcat(s, ":norecoil");
343                 if(cvar("g_midair"))
344                         s = strcat(s, ":midair");
345                 if(cvar("g_minstagib"))
346                         s = strcat(s, ":minstagib");
347                 GameLogEcho(s, FALSE);
348                 GameLogEcho(":gameinfo:end", FALSE);
349         }
350
351         cvar_set("nextmap", "");
352
353         SetDefaultAlpha();
354
355         if(cvar("g_campaign"))
356                 CampaignPostInit();
357 }
358
359 void light (void)
360 {
361         makestatic (self);
362 }
363
364 float( string pFilename ) TryFile =
365 {
366         local float lHandle;
367         dprint("TryFile(\"", pFilename, "\")\n");
368         lHandle = fopen( pFilename, FILE_READ );
369         if( lHandle != -1 ) {
370                 fclose( lHandle );
371                 return TRUE;
372         } else {
373                 return FALSE;
374         }
375 };
376
377 string GetMapname()
378 {
379         if (game == GAME_DEATHMATCH)
380                 return strcat("dm_", mapname);
381         else if (game == GAME_TEAM_DEATHMATCH)
382                 return strcat("tdm_", mapname);
383         else if (game == GAME_DOMINATION)
384                 return strcat("dom_", mapname);
385         else if (game == GAME_CTF)
386                 return strcat("ctf_", mapname);
387         else if (game == GAME_RUNEMATCH)
388                 return strcat("rune_", mapname);
389         else if (game == GAME_LMS)
390                 return strcat("lms_", mapname);
391         return strcat("dm_", mapname);
392 }
393
394 float Map_Count, Map_Current;
395 string Map_Current_Name;
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         string map_next;
451         map_next = argv(position);
452         if(pass <= 1)
453                 if(map_next == Map_Current_Name) // same map again in first pass?
454                         return 0;
455         filename = Map_Filename(position);
456         if(TryFile(filename))
457         {
458                 if(pass == 2)
459                         return 1;
460                 if(MapHasRightSize(argv(position)))
461                         return 1;
462                 return 0;
463         }
464         else
465                 dprint( "Couldn't find '", filename, "'..\n" );
466
467         return 0;
468 }
469
470 void(float position) Map_Goto =
471 {
472         cvar_set("g_maplist_index", ftos(position));
473         localcmd(strcat("exec \"", Map_Filename(position) ,"\"\n"));
474 }
475
476 // return codes of map selectors:
477 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
478 //   -2 = permanent failure
479 float() MaplistMethod_Iterate = // usual method
480 {
481         float pass, i;
482
483         for(pass = 1; pass <= 2; ++pass)
484         {
485                 for(i = 1; i < Map_Count; ++i)
486                 {
487                         float mapindex;
488                         mapindex = math_mod(i + Map_Current, Map_Count);
489                         if(Map_Check(mapindex, pass))
490                                 return mapindex;
491                 }
492         }
493         return -1;
494 }
495
496 float() MaplistMethod_Repeat = // fallback method
497 {
498         if(Map_Check(Map_Current, 2))
499                 return Map_Current;
500         return -2;
501 }
502
503 float() MaplistMethod_Random = // random map selection
504 {
505         float i, imax;
506
507         imax = 42;
508
509         for(i = 0; i <= imax; ++i)
510         {
511                 float mapindex;
512                 mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map
513                 if(Map_Check(mapindex, 1))
514                         return mapindex;
515         }
516         return -1;
517 }
518
519 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
520 // the exponent sets a bias on the map selection:
521 // the higher the exponent, the 
522 {
523         float i, j, imax, insertpos;
524
525         imax = 42;
526
527         if(Map_Count <= 1)
528                 return 0; // only one map, then always play this one
529
530         for(i = 0; i <= imax; ++i)
531         {
532                 string newlist;
533
534                 // now reinsert this at another position
535                 insertpos = pow(random(), 1 / exponent);       // ]0, 1]
536                 insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]
537                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
538                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");
539
540                 // insert the current map there
541                 newlist = "";
542                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
543                         newlist = strcat(newlist, "'", argv(j), "'");
544                 newlist = strcat(newlist, "'", argv(0), "'");  // now insert the just selected map
545                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
546                         newlist = strcat(newlist, "'", argv(j), "'");
547                 cvar_set("g_maplist", newlist);
548                 Map_Count = tokenize(newlist);
549
550                 // NOTE: the selected map has just been inserted at (insertpos-1)th position
551                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
552                 if(Map_Check(Map_Current, 1))
553                         return Map_Current;
554         }
555         return -1;
556 }
557
558 void() Maplist_Init =
559 {
560         string temp;
561         temp = cvar_string("g_maplist");
562         Map_Count = tokenize(temp);
563         if(Map_Count == 0)
564         {
565                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );
566                 cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist"));
567                 Map_Count = tokenize(temp);
568         }
569         if(Map_Count == 0)
570                 error("empty maplist, cannot select a new map");
571         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
572
573         Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP
574         // this may or may not be correct, but who cares, in the worst case a map
575         // isn't chosen in the first pass that should have been
576 }
577
578 void() GotoNextMap =
579 {
580         //local string nextmap;
581         //local float n, nummaps;
582         //local string s;
583         string exit_cfg;
584         if (alreadychangedlevel)
585                 return;
586         alreadychangedlevel = TRUE;
587
588         if(cvar("g_campaign"))
589         {
590                 CampaignPostIntermission();
591                 return;
592         }
593
594         if(cvar("quit_when_empty"))
595         {
596                 if(player_count <= currentbots)
597                 {
598                         localcmd("quit\n");
599                         return;
600                 }
601         }
602
603         if (cvar("samelevel")) // if samelevel is set, stay on same level
604         {
605                 // 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)
606                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
607                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)
608                 localcmd("restart\n");
609                 //changelevel (mapname);
610                 return;
611         }
612
613         // if an exit cfg is defined by exiting map, exec it.
614         exit_cfg = cvar_string("exit_cfg");
615         if(exit_cfg != "")
616                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
617
618         localcmd("exec game_reset.cfg\n");
619
620
621         if (cvar("lastlevel"))
622         {
623                 localcmd(strcat("set lastlevel 0\n"));
624                 localcmd(strcat("togglemenu\n"));
625         }
626         else
627         {
628                 float nextMap;
629                 float allowReset;
630
631                 // cvar "nextmap" always gets priority
632                 if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg")))
633                 {
634                         localcmd(strcat("exec \"maps/", cvar_string("nextmap"), ".mapcfg\"\n"));
635                         return;
636                 }
637
638                 for(allowReset = 1; allowReset >= 0; --allowReset)
639                 {
640                         Maplist_Init();
641                         nextMap = -1;
642
643                         if(nextMap == -1)
644                                 if(cvar("g_maplist_shuffle") > 0)
645                                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
646
647                         if(nextMap == -1)
648                                 if(cvar("g_maplist_selectrandom"))
649                                         nextMap = MaplistMethod_Random();
650
651                         if(nextMap == -1)
652                                 nextMap = MaplistMethod_Iterate();
653
654                         if(nextMap == -1)
655                                 nextMap = MaplistMethod_Repeat();
656
657                         if(nextMap >= 0)
658                         {
659                                 Map_Goto(nextMap);
660                                 break;
661                         }
662                         else // PERMANENT FAILURE
663                         {
664                                 if(allowReset)
665                                 {
666                                         bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );
667                                         cvar_set("g_maplist", cvar_string("g_maplist_defaultlist"));
668                                 }
669                                 else
670                                 {
671                                         error("Everything is broken - not even the default map list works. Please report this to the developers.");
672                                 }
673                         }
674                 }
675         }
676 };
677
678
679 /*
680 ============
681 IntermissionThink
682
683 When the player presses attack or jump, change to the next level
684 ============
685 */
686 void() IntermissionThink =
687 {
688         if(cvar("sv_autoscreenshot"))
689         if(self.cnt)
690         if(time > self.cnt)
691         {
692                 self.cnt = FALSE;
693                 if(clienttype(self) == CLIENTTYPE_REAL)
694                         stuffcmd(self, "\nscreenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
695                 return;
696         }
697
698         if (time < intermission_exittime)
699                 return;
700
701         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
702                 return;
703
704         GotoNextMap ();
705 };
706
707 /*
708 ============
709 FindIntermission
710
711 Returns the entity to view from
712 ============
713 */
714 /*
715 entity() FindIntermission =
716 {
717         local   entity spot;
718         local   float cyc;
719
720 // look for info_intermission first
721         spot = find (world, classname, "info_intermission");
722         if (spot)
723         {       // pick a random one
724                 cyc = random() * 4;
725                 while (cyc > 1)
726                 {
727                         spot = find (spot, classname, "info_intermission");
728                         if (!spot)
729                                 spot = find (spot, classname, "info_intermission");
730                         cyc = cyc - 1;
731                 }
732                 return spot;
733         }
734
735 // then look for the start position
736         spot = find (world, classname, "info_player_start");
737         if (spot)
738                 return spot;
739
740 // testinfo_player_start is only found in regioned levels
741         spot = find (world, classname, "testplayerstart");
742         if (spot)
743                 return spot;
744
745 // then look for the start position
746         spot = find (world, classname, "info_player_deathmatch");
747         if (spot)
748                 return spot;
749
750         //objerror ("FindIntermission: no spot");
751         return world;
752 };
753 */
754
755 /*
756 ===============================================================================
757
758 RULES
759
760 ===============================================================================
761 */
762
763 void() DumpStats =
764 {
765         local float file;
766         local string s;
767
768         if(cvar("_printstats"))
769                 cvar_set("_printstats", "0");
770         else if(!gameover)
771                 return;
772
773         if(gameover)
774                 s = ":scores:";
775         else
776                 s = ":status:";
777
778         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
779
780         if(cvar("sv_eventlog") && gameover)
781                 GameLogEcho(s, FALSE);
782         else if(cvar("sv_logscores_console"))
783                 ServerConsoleEcho(s, FALSE);
784         if(cvar("sv_logscores_file"))
785         {
786                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
787                 fputs(file, strcat(s, "\n"));
788         }
789
790         other = findchainflags(flags, FL_CLIENT);
791         while (other)
792         {
793                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
794                 {
795                         s = strcat(":player:", ftos(other.frags), ":");
796                         s = strcat(s, ftos(other.deaths), ":");
797                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
798                         s = strcat(s, ftos(other.team), ":");
799
800                         if(cvar("sv_logscores_file"))
801                                 fputs(file, strcat(s, other.netname, "\n"));
802                         if(cvar("sv_eventlog") && gameover)
803                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
804                         else if(cvar("sv_logscores_console"))
805                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
806                 }
807                 other = other.chain;
808         }
809
810         if(cvar("sv_eventlog") && gameover)
811                 GameLogEcho(":end", FALSE);
812         else if(cvar("sv_logscores_console"))
813                 ServerConsoleEcho(":end", FALSE);
814         if(cvar("sv_logscores_file"))
815         {
816                 fputs(file, ":end\n");
817                 fclose(file);
818         }
819 }
820
821
822 /*
823 go to the next level for deathmatch
824 only called if a time or frag limit has expired
825 */
826 void() NextLevel =
827 {
828         gameover = TRUE;
829
830         intermission_running = 1;
831
832 // enforce a wait time before allowing changelevel
833         if(player_count > 0)
834                 intermission_exittime = time + cvar("sv_mapchange_delay");
835         else
836                 intermission_exittime = -60;
837
838         WriteByte (MSG_ALL, SVC_CDTRACK);
839         WriteByte (MSG_ALL, 3);
840         WriteByte (MSG_ALL, 3);
841
842         //pos = FindIntermission ();
843
844         VoteReset();
845
846         DumpStats();
847
848         if(cvar("sv_eventlog"))
849                 GameLogEcho(":gameover", FALSE);
850
851         GameLogClose();
852
853         other = findchainflags(flags, FL_CLIENT);
854         while (other != world)
855         {
856                 //other.nextthink = time + 0.5;
857                 other.takedamage = DAMAGE_NO;
858                 other.solid = SOLID_NOT;
859                 other.movetype = MOVETYPE_NONE;
860                 other.angles = other.v_angle;
861                 other.angles_x = other.angles_x * -1;
862                 other.cnt = time + 0.8; // used for autoscreenshot
863
864                 self = other;
865
866                 if(other.winning)
867                         bprint(strcat(other.netname, " ^7wins.\n"));
868
869                 /*
870                 if (pos != world);
871                 {
872                         other.modelindex = 0;
873                         other.weaponentity = world; // remove weapon model
874                         other.view_ofs = '0 0 0';
875                         other.angles = other.v_angle = pos.mangle;
876                         if (!other.angles)
877                         {
878                                 other.angles = other.v_angle = pos.angles;
879                                 other.v_angle_x = other.v_angle_x * -1;
880                         }
881                         other.fixangle = TRUE;          // turn this way immediately
882                         setorigin (other, pos.origin);
883                 }
884                 */
885                 other = other.chain;
886         }
887
888         if(cvar("g_campaign"))
889                 CampaignPreIntermission();
890
891         WriteByte (MSG_ALL, SVC_INTERMISSION);
892 };
893
894 /*
895 ============
896 CheckRules_Player
897
898 Exit deathmatch games upon conditions
899 ============
900 */
901 void() CheckRules_Player =
902 {
903         if (gameover)   // someone else quit the game already
904                 return;
905
906         // fixme: don't check players; instead check dom_team and ctf_team entities
907         //   (div0: and that in CheckRules_World please)
908 };
909
910 float checkrules_oneminutewarning;
911 float checkrules_leaderfrags;
912 float tdm_max_score, tdm_old_score;
913
914 float checkrules_equality;
915 float checkrules_overtimewarning;
916 float checkrules_overtimeend;
917
918 void() InitiateOvertime =
919 {
920         if(!checkrules_overtimeend)
921                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
922 }
923
924 float WINNING_NO = 0; // no winner, but time limits may terminate the game
925 float WINNING_YES = 1; // winner found
926 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
927 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
928
929 float(float fraglimitreached, float equality) GetWinningCode =
930 {
931         if(equality)
932                 if(fraglimitreached)
933                         return WINNING_STARTOVERTIME;
934                 else
935                         return WINNING_NEVER;
936         else
937                 if(fraglimitreached)
938                         return WINNING_YES;
939                 else
940                         return WINNING_NO;
941 }
942
943 // set the .winning flag for exactly those players with a given field value
944 void(.float field, float value) SetWinners =
945 {
946         entity head;
947         head = findchain(classname, "player");
948         while (head)
949         {
950                 head.winning = (head.field == value);
951                 head = head.chain;
952         }
953 }
954
955 // set the .winning flag for those players with a given field value
956 void(.float field, float value) AddWinners =
957 {
958         entity head;
959         head = findchain(classname, "player");
960         while (head)
961         {
962                 if(head.field == value)
963                         head.winning = 1;
964                 head = head.chain;
965         }
966 }
967
968 // clear the .winning flags
969 void(void) ClearWinners =
970 {
971         entity head;
972         head = findchain(classname, "player");
973         while (head)
974         {
975                 head.winning = 0;
976                 head = head.chain;
977         }
978 }
979
980 float() LMS_NewPlayerLives =
981 {
982         float fl;
983         fl = cvar("fraglimit");
984         if(fl == 0)
985                 fl = 999;
986
987         // first player has left the game for dying too much? Nobody else can get in.
988         if(lms_lowest_lives < 1)
989                 return FALSE;
990
991         if(!cvar("g_lms_join_anytime"))
992                 if(lms_lowest_lives < fl - cvar("g_lms_last_join"))
993                         return FALSE;
994
995         return bound(1, lms_lowest_lives, fl);
996 }
997
998 // LMS winning condition: game terminates if and only if there's at most one
999 // one player who's living lives. Top two scores being equal cancels the time
1000 // limit.
1001 float() WinningCondition_LMS =
1002 {
1003         entity head;
1004         float have_player;
1005         float have_players;
1006         float l;
1007
1008         have_player = FALSE;
1009         have_players = FALSE;
1010         l = LMS_NewPlayerLives();
1011
1012         head = find(world, classname, "player");
1013         if(head)
1014                 have_player = TRUE;
1015         head = find(head, classname, "player");
1016         if(head)
1017                 have_players = TRUE;
1018
1019         if(have_player)
1020         {
1021                 // we have at least one player
1022                 if(have_players)
1023                 {
1024                         // two or more active players - continue with the game
1025                 }
1026                 else
1027                 {
1028                         // exactly one player?
1029                         if(l)
1030                         {
1031                                 // but no game has taken place yet
1032                         }
1033                         else
1034                         {
1035                                 // a winner!
1036                                 ClearWinners(); SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
1037                                 dprint("Have a winner, ending game.\n");
1038                                 return WINNING_YES;
1039                         }
1040                 }
1041         }
1042         else
1043         {
1044                 // nobody is playing at all...
1045                 if(l)
1046                 {
1047                         // wait for players...
1048                 }
1049                 else
1050                 {
1051                         // SNAFU (maybe a draw game?)
1052                         ClearWinners();
1053                         dprint("No players, ending game.\n");
1054                         return WINNING_YES;
1055                 }
1056         }
1057
1058         // When we get here, we have at least two players who are actually LIVING,
1059         // or one player who is still waiting for a victim to join the server. Now
1060         // check if the top two players have equal score.
1061
1062         checkrules_leaderfrags = 0;
1063         head = findchain(classname, "player");
1064         checkrules_equality = FALSE;
1065         while (head)
1066         {
1067                 if(head.frags > checkrules_leaderfrags)
1068                 {
1069                         checkrules_leaderfrags = head.frags;
1070                         checkrules_equality = FALSE;
1071                 }
1072                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1073                         checkrules_equality = TRUE;
1074                 head = head.chain;
1075         }
1076
1077         SetWinners(frags, checkrules_leaderfrags);
1078
1079         // The top two players have the same amount of lives? No timelimit then,
1080         // enter overtime...
1081
1082         if(checkrules_equality)
1083                 return WINNING_NEVER;
1084
1085         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1086         return WINNING_NO;
1087 }
1088
1089 // DM winning condition: game terminates if a player reached the fraglimit,
1090 // unless the first two players have the same score. The latter case also
1091 // breaks the time limit.
1092 float(float fraglimit) WinningCondition_MaxIndividualScore =
1093 {
1094         float checkrules_oldleaderfrags;
1095         entity head;
1096
1097         checkrules_oldleaderfrags = checkrules_leaderfrags;
1098         checkrules_leaderfrags = 0;
1099         head = findchain(classname, "player");
1100         checkrules_equality = FALSE;
1101         while (head)
1102         {
1103                 if(head.frags > checkrules_leaderfrags)
1104                 {
1105                         checkrules_leaderfrags = head.frags;
1106                         checkrules_equality = FALSE;
1107                 }
1108                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1109                         checkrules_equality = TRUE;
1110                 head = head.chain;
1111         }
1112
1113         if(checkrules_leaderfrags > 0)
1114                 SetWinners(frags, checkrules_leaderfrags);
1115         else
1116                 ClearWinners();
1117
1118         if (!cvar("g_runematch"))
1119                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1120                 {
1121                         if (checkrules_leaderfrags == fraglimit - 1)
1122                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1123                         else if (checkrules_leaderfrags == fraglimit - 2)
1124                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1125                         else if (checkrules_leaderfrags == fraglimit - 3)
1126                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1127                 }
1128
1129         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1130 }
1131
1132 float(float fraglimit) WinningConditionBase_Teamplay =
1133 {
1134         tdm_old_score = tdm_max_score;
1135         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1136
1137         checkrules_equality =
1138         (
1139                 (tdm_max_score > 0)
1140                 &&
1141                 (
1142                           (team1_score == tdm_max_score)
1143                         + (team2_score == tdm_max_score)
1144                         + (team3_score == tdm_max_score)
1145                         + (team4_score == tdm_max_score)
1146                         >= 2));
1147
1148         ClearWinners();
1149         if(tdm_max_score > 0)
1150         {
1151                 if(team1_score == tdm_max_score)
1152                         AddWinners(team, COLOR_TEAM1);
1153                 if(team2_score == tdm_max_score)
1154                         AddWinners(team, COLOR_TEAM2);
1155                 if(team3_score == tdm_max_score)
1156                         AddWinners(team, COLOR_TEAM3);
1157                 if(team4_score == tdm_max_score)
1158                         AddWinners(team, COLOR_TEAM4);
1159         }
1160
1161         if(!cvar("g_runematch") && !cvar("g_domination"))
1162                 if(tdm_max_score != tdm_old_score)
1163                 {
1164                         if(tdm_max_score == fraglimit - 1)
1165                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1166                         else if(tdm_max_score == fraglimit - 2)
1167                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1168                         else if(tdm_max_score == fraglimit - 3)
1169                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1170                 }
1171
1172         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1173 }
1174
1175 // TDM winning condition: game terminates if a team's score sum reached the
1176 // fraglimit, unless the first two teams have the same total score. The latter
1177 // case also breaks the time limit.
1178 float(float fraglimit) WinningCondition_MaxTeamSum =
1179 {
1180         entity head;
1181
1182         team1_score = team2_score = team3_score = team4_score = 0;
1183
1184         head = findchain(classname, "player");
1185         while (head)
1186         {
1187                 if(head.team == COLOR_TEAM1)
1188                         team1_score += head.frags;
1189                 else if(head.team == COLOR_TEAM2)
1190                         team2_score += head.frags;
1191                 else if(head.team == COLOR_TEAM3)
1192                         team3_score += head.frags;
1193                 else if(head.team == COLOR_TEAM4)
1194                         team4_score += head.frags;
1195                 head = head.chain;
1196         }
1197
1198         return WinningConditionBase_Teamplay(fraglimit);
1199 }
1200
1201 // DOM/CTF winning condition: game terminates if the max of a team's players'
1202 // score reached the fraglimit, unless the first two teams have the same
1203 // maximum score. The latter case also breaks the time limit.
1204 float(float fraglimit) WinningCondition_MaxTeamMax =
1205 {
1206         entity head;
1207
1208         team1_score = team2_score = team3_score = team4_score = 0;
1209
1210         head = findchain(classname, "player");
1211         while (head)
1212         {
1213                 if(head.team == COLOR_TEAM1)
1214                 {
1215                         if(head.frags > team1_score)
1216                                 team1_score = head.frags;
1217                 }
1218                 else if(head.team == COLOR_TEAM2)
1219                 {
1220                         if(head.frags > team2_score)
1221                                 team2_score = head.frags;
1222                 }
1223                 else if(head.team == COLOR_TEAM3)
1224                 {
1225                         if(head.frags > team3_score)
1226                                 team3_score = head.frags;
1227                 }
1228                 else if(head.team == COLOR_TEAM4)
1229                 {
1230                         if(head.frags > team4_score)
1231                                 team4_score = head.frags;
1232                 }
1233                 head = head.chain;
1234         }
1235
1236         return WinningConditionBase_Teamplay(fraglimit);
1237 }
1238
1239 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1240 {
1241         entity head;
1242         float fragtotal;
1243         string s;
1244         float found;
1245         found = FALSE;
1246         head = find(world, classname, "player");
1247         while(head)
1248         {
1249                 if(!whichteam || head.team == whichteam)
1250                 {
1251                         if(name != "")
1252                                 if(!found)
1253                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1254                         found = TRUE;
1255                         fragtotal = fragtotal + head.frags;
1256                         s = ftos(head.frags);
1257                         s = strcat(s, "/", ftos(head.deaths));
1258                         s = strcat(s, " @ ", ftos(head.ping));
1259                         if(clienttype(head) == CLIENTTYPE_BOT)
1260                                 s = strcat(s, "botms");
1261                         else
1262                                 s = strcat(s, "ms");
1263                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1264                 }
1265                 head = find(head, classname, "player");
1266         }
1267         if(whichteam && found)
1268                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1269 }
1270
1271 void PrintScoreboard()
1272 {
1273         ServerConsoleEcho("Scoreboard:", FALSE);
1274         if(teams_matter)
1275         {
1276                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1277                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1278                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1279                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1280         }
1281         else
1282         {
1283                 PrintScoreboardFor("", "^7", 0);
1284         }
1285         ServerConsoleEcho(".", FALSE);
1286 }
1287
1288 void RemoveFromMaplist(string m)
1289 {
1290         string result;
1291         float litems;
1292         float i;
1293         float found;
1294
1295         litems = tokenize(cvar_string("g_maplist"));
1296         found = 0;
1297         result = "";
1298         for(i = 0; i < litems; ++i)
1299         {
1300                 m = strcat(m);
1301                 result = strcat(result);
1302                 if(argv(i) == m)
1303                         found += 1;
1304                 else
1305                         result = strcat(result, "'", argv(i), "'");
1306         }
1307         if(found)
1308                 cvar_set("g_maplist", result);
1309         ServerConsoleEcho(strcat("Removed ", ftos(found), " items."), FALSE);
1310 }
1311
1312 void AddToMaplist(string m)
1313 {
1314         string result;
1315         float found;
1316         float litems;
1317         float i;
1318         float ipos;
1319         float inserted;
1320
1321         if(!TryFile(strcat("maps/", m, ".mapcfg")))
1322         {
1323                 ServerConsoleEcho("Map not found.", FALSE);
1324                 return;
1325         }
1326
1327         litems = tokenize(cvar_string("g_maplist"));
1328         if(cvar("g_maplist_shuffle"))
1329                 ipos = ceil(random() * (litems + 1)) - 1;
1330         else
1331                 ipos = litems;
1332         found = 0;
1333         inserted = 0;
1334         for(i = 0; i < litems; ++i)
1335         {
1336                 m = strcat(m);
1337                 if(i == ipos)
1338                 {
1339                         result = strcat(result, "'", m, "'");
1340                         inserted = 1;
1341                 }
1342                 result = strcat(result, "'", argv(i), "'");
1343                 if(argv(i) == m)
1344                         found += 1;
1345         }
1346         if(!inserted)
1347                 result = strcat(result, "'", m, "'");
1348         if(!found)
1349         {
1350                 cvar_set("g_maplist", result);
1351                 ServerConsoleEcho("Map added.", FALSE);
1352         }
1353         else
1354                 ServerConsoleEcho("Map already in list.", FALSE);
1355 }
1356
1357 void ShuffleMaplist()
1358 {
1359         string result;
1360         float start;
1361         float litems;
1362         float selected;
1363         float i;
1364
1365         result = cvar_string("g_maplist");
1366         litems = tokenize(result);
1367
1368         for(start = 0; start < litems - 1; ++start)
1369         {
1370                 result = "";
1371
1372                 // select a random item
1373                 selected = ceil(random() * (litems - start) + start) - 1;
1374
1375                 // shift this item to the place start
1376                 for(i = 0; i < start; ++i)
1377                         result = strcat(result, "'", argv(i), "'");
1378                 result = strcat(result, "'", argv(selected), "'");
1379                 for(i = start; i < litems; ++i)
1380                         if(i != selected)
1381                                 result = strcat(result, "'", argv(i), "'");
1382
1383                 litems = tokenize(result);
1384
1385                 //dprint(result, "\n");
1386         }
1387
1388         cvar_set("g_maplist", result);
1389 }
1390
1391 /*
1392 ============
1393 CheckRules_World
1394
1395 Exit deathmatch games upon conditions
1396 ============
1397 */
1398 void() CheckRules_World =
1399 {
1400         local float status;
1401         local float timelimit;
1402         local float fraglimit;
1403
1404         VoteThink();
1405
1406         SetDefaultAlpha();
1407
1408         if (intermission_running)
1409                 if (time >= intermission_exittime + 60)
1410                 {
1411                         GotoNextMap();
1412                         return;
1413                 }
1414
1415         if (gameover)   // someone else quit the game already
1416                 return;
1417
1418         DumpStats();
1419
1420         if(cvar("_scoreboard"))
1421         {
1422                 cvar_set("_scoreboard", "0");
1423                 PrintScoreboard();
1424         }
1425
1426         // automatically shuffle when setting g_maplist_shuffle
1427         if(cvar_string("_g_maplist_add") != "")
1428         {
1429                 AddToMaplist(cvar_string("_g_maplist_add"));
1430                 cvar_set("_g_maplist_add", "");
1431         }
1432         if(cvar_string("_g_maplist_remove") != "")
1433         {
1434                 RemoveFromMaplist(cvar_string("_g_maplist_remove"));
1435                 cvar_set("_g_maplist_remove", "");
1436         }
1437         if(cvar("_g_maplist_shufflenow") || (cvar("g_maplist_shuffle") && !cvar("_g_maplist_have_shuffled")))
1438         {
1439                 ShuffleMaplist();
1440                 localcmd("set _g_maplist_shufflenow 0\nset _g_maplist_have_shuffled 1\necho Shuffled map list.\n");
1441         }
1442         if(cvar("_g_maplist_have_shuffled"))
1443                 if(!cvar("g_maplist_shuffle"))
1444                         localcmd("set _g_maplist_have_shuffled 0\n");
1445
1446         timelimit = cvar("timelimit") * 60;
1447         fraglimit = cvar("fraglimit");
1448
1449         if (timelimit && time >= timelimit)
1450                 InitiateOvertime();
1451
1452         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1453         {
1454                 NextLevel();
1455                 return;
1456         }
1457
1458         if(!checkrules_overtimewarning && checkrules_overtimeend)
1459         {
1460                 checkrules_overtimewarning = TRUE;
1461                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1462                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1463         }
1464
1465         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1466         {
1467                 checkrules_oneminutewarning = TRUE;
1468                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1469         }
1470
1471         status = WINNING_NO;
1472         if(cvar("g_lms"))
1473         {
1474                 status = WinningCondition_LMS();
1475         }
1476         else
1477         {
1478                 if(teams_matter)
1479                 {
1480                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1481                                 status = WinningCondition_MaxTeamSum(fraglimit);
1482                         //else if()
1483                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1484                         else
1485                         {
1486                                 dprint("div0: How can this happen?\n");
1487                                 status = WinningCondition_MaxTeamMax(fraglimit);
1488                         }
1489                 }
1490                 else
1491                         status = WinningCondition_MaxIndividualScore(fraglimit);
1492         }
1493
1494         if(status == WINNING_STARTOVERTIME)
1495         {
1496                 status = WINNING_NEVER;
1497                 InitiateOvertime();
1498         }
1499
1500         if(status == WINNING_NEVER)
1501                 // equality cases! Nobody wins if the overtime ends in a draw.
1502                 ClearWinners();
1503
1504         if(checkrules_overtimeend)
1505                 if(status != WINNING_NEVER)
1506                         status = WINNING_YES;
1507
1508         if(status == WINNING_YES)
1509                 NextLevel();
1510 };