]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/g_world.qc
renamed cnt to autoscreenshot to make sure
[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 .float autoscreenshot;
687 void() IntermissionThink =
688 {
689         if(cvar("sv_autoscreenshot"))
690         if(self.autoscreenshot)
691         if(time > self.autoscreenshot)
692         {
693                 self.autoscreenshot = FALSE;
694                 if(clienttype(self) == CLIENTTYPE_REAL)
695                         stuffcmd(self, "\nscreenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
696                 return;
697         }
698
699         if (time < intermission_exittime)
700                 return;
701
702         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
703                 return;
704
705         GotoNextMap ();
706 };
707
708 /*
709 ============
710 FindIntermission
711
712 Returns the entity to view from
713 ============
714 */
715 /*
716 entity() FindIntermission =
717 {
718         local   entity spot;
719         local   float cyc;
720
721 // look for info_intermission first
722         spot = find (world, classname, "info_intermission");
723         if (spot)
724         {       // pick a random one
725                 cyc = random() * 4;
726                 while (cyc > 1)
727                 {
728                         spot = find (spot, classname, "info_intermission");
729                         if (!spot)
730                                 spot = find (spot, classname, "info_intermission");
731                         cyc = cyc - 1;
732                 }
733                 return spot;
734         }
735
736 // then look for the start position
737         spot = find (world, classname, "info_player_start");
738         if (spot)
739                 return spot;
740
741 // testinfo_player_start is only found in regioned levels
742         spot = find (world, classname, "testplayerstart");
743         if (spot)
744                 return spot;
745
746 // then look for the start position
747         spot = find (world, classname, "info_player_deathmatch");
748         if (spot)
749                 return spot;
750
751         //objerror ("FindIntermission: no spot");
752         return world;
753 };
754 */
755
756 /*
757 ===============================================================================
758
759 RULES
760
761 ===============================================================================
762 */
763
764 void() DumpStats =
765 {
766         local float file;
767         local string s;
768
769         if(cvar("_printstats"))
770                 cvar_set("_printstats", "0");
771         else if(!gameover)
772                 return;
773
774         if(gameover)
775                 s = ":scores:";
776         else
777                 s = ":status:";
778
779         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
780
781         if(cvar("sv_eventlog") && gameover)
782                 GameLogEcho(s, FALSE);
783         else if(cvar("sv_logscores_console"))
784                 ServerConsoleEcho(s, FALSE);
785         if(cvar("sv_logscores_file"))
786         {
787                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
788                 fputs(file, strcat(s, "\n"));
789         }
790
791         other = findchainflags(flags, FL_CLIENT);
792         while (other)
793         {
794                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
795                 {
796                         s = strcat(":player:", ftos(other.frags), ":");
797                         s = strcat(s, ftos(other.deaths), ":");
798                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
799                         s = strcat(s, ftos(other.team), ":");
800
801                         if(cvar("sv_logscores_file"))
802                                 fputs(file, strcat(s, other.netname, "\n"));
803                         if(cvar("sv_eventlog") && gameover)
804                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
805                         else if(cvar("sv_logscores_console"))
806                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
807                 }
808                 other = other.chain;
809         }
810
811         if(cvar("sv_eventlog") && gameover)
812                 GameLogEcho(":end", FALSE);
813         else if(cvar("sv_logscores_console"))
814                 ServerConsoleEcho(":end", FALSE);
815         if(cvar("sv_logscores_file"))
816         {
817                 fputs(file, ":end\n");
818                 fclose(file);
819         }
820 }
821
822
823 /*
824 go to the next level for deathmatch
825 only called if a time or frag limit has expired
826 */
827 void() NextLevel =
828 {
829         gameover = TRUE;
830
831         intermission_running = 1;
832
833 // enforce a wait time before allowing changelevel
834         if(player_count > 0)
835                 intermission_exittime = time + cvar("sv_mapchange_delay");
836         else
837                 intermission_exittime = -60;
838
839         WriteByte (MSG_ALL, SVC_CDTRACK);
840         WriteByte (MSG_ALL, 3);
841         WriteByte (MSG_ALL, 3);
842
843         //pos = FindIntermission ();
844
845         VoteReset();
846
847         DumpStats();
848
849         if(cvar("sv_eventlog"))
850                 GameLogEcho(":gameover", FALSE);
851
852         GameLogClose();
853
854         other = findchainflags(flags, FL_CLIENT);
855         while (other != world)
856         {
857                 //other.nextthink = time + 0.5;
858                 other.takedamage = DAMAGE_NO;
859                 other.solid = SOLID_NOT;
860                 other.movetype = MOVETYPE_NONE;
861                 other.angles = other.v_angle;
862                 other.angles_x = other.angles_x * -1;
863                 other.autoscreenshot = time + 0.8;      // used for autoscreenshot
864
865                 self = other;
866
867                 if(other.winning)
868                         bprint(strcat(other.netname, " ^7wins.\n"));
869
870                 /*
871                 if (pos != world);
872                 {
873                         other.modelindex = 0;
874                         other.weaponentity = world; // remove weapon model
875                         other.view_ofs = '0 0 0';
876                         other.angles = other.v_angle = pos.mangle;
877                         if (!other.angles)
878                         {
879                                 other.angles = other.v_angle = pos.angles;
880                                 other.v_angle_x = other.v_angle_x * -1;
881                         }
882                         other.fixangle = TRUE;          // turn this way immediately
883                         setorigin (other, pos.origin);
884                 }
885                 */
886                 other = other.chain;
887         }
888
889         if(cvar("g_campaign"))
890                 CampaignPreIntermission();
891
892         WriteByte (MSG_ALL, SVC_INTERMISSION);
893 };
894
895 /*
896 ============
897 CheckRules_Player
898
899 Exit deathmatch games upon conditions
900 ============
901 */
902 void() CheckRules_Player =
903 {
904         if (gameover)   // someone else quit the game already
905                 return;
906
907         // fixme: don't check players; instead check dom_team and ctf_team entities
908         //   (div0: and that in CheckRules_World please)
909 };
910
911 float checkrules_oneminutewarning;
912 float checkrules_leaderfrags;
913 float tdm_max_score, tdm_old_score;
914
915 float checkrules_equality;
916 float checkrules_overtimewarning;
917 float checkrules_overtimeend;
918
919 void() InitiateOvertime =
920 {
921         if(!checkrules_overtimeend)
922                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
923 }
924
925 float WINNING_NO = 0; // no winner, but time limits may terminate the game
926 float WINNING_YES = 1; // winner found
927 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
928 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
929
930 float(float fraglimitreached, float equality) GetWinningCode =
931 {
932         if(equality)
933                 if(fraglimitreached)
934                         return WINNING_STARTOVERTIME;
935                 else
936                         return WINNING_NEVER;
937         else
938                 if(fraglimitreached)
939                         return WINNING_YES;
940                 else
941                         return WINNING_NO;
942 }
943
944 // set the .winning flag for exactly those players with a given field value
945 void(.float field, float value) SetWinners =
946 {
947         entity head;
948         head = findchain(classname, "player");
949         while (head)
950         {
951                 head.winning = (head.field == value);
952                 head = head.chain;
953         }
954 }
955
956 // set the .winning flag for those players with a given field value
957 void(.float field, float value) AddWinners =
958 {
959         entity head;
960         head = findchain(classname, "player");
961         while (head)
962         {
963                 if(head.field == value)
964                         head.winning = 1;
965                 head = head.chain;
966         }
967 }
968
969 // clear the .winning flags
970 void(void) ClearWinners =
971 {
972         entity head;
973         head = findchain(classname, "player");
974         while (head)
975         {
976                 head.winning = 0;
977                 head = head.chain;
978         }
979 }
980
981 float() LMS_NewPlayerLives =
982 {
983         float fl;
984         fl = cvar("fraglimit");
985         if(fl == 0)
986                 fl = 999;
987
988         // first player has left the game for dying too much? Nobody else can get in.
989         if(lms_lowest_lives < 1)
990                 return FALSE;
991
992         if(!cvar("g_lms_join_anytime"))
993                 if(lms_lowest_lives < fl - cvar("g_lms_last_join"))
994                         return FALSE;
995
996         return bound(1, lms_lowest_lives, fl);
997 }
998
999 // LMS winning condition: game terminates if and only if there's at most one
1000 // one player who's living lives. Top two scores being equal cancels the time
1001 // limit.
1002 float() WinningCondition_LMS =
1003 {
1004         entity head;
1005         float have_player;
1006         float have_players;
1007         float l;
1008
1009         have_player = FALSE;
1010         have_players = FALSE;
1011         l = LMS_NewPlayerLives();
1012
1013         head = find(world, classname, "player");
1014         if(head)
1015                 have_player = TRUE;
1016         head = find(head, classname, "player");
1017         if(head)
1018                 have_players = TRUE;
1019
1020         if(have_player)
1021         {
1022                 // we have at least one player
1023                 if(have_players)
1024                 {
1025                         // two or more active players - continue with the game
1026                 }
1027                 else
1028                 {
1029                         // exactly one player?
1030                         if(l)
1031                         {
1032                                 // but no game has taken place yet
1033                         }
1034                         else
1035                         {
1036                                 // a winner!
1037                                 ClearWinners(); SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
1038                                 dprint("Have a winner, ending game.\n");
1039                                 return WINNING_YES;
1040                         }
1041                 }
1042         }
1043         else
1044         {
1045                 // nobody is playing at all...
1046                 if(l)
1047                 {
1048                         // wait for players...
1049                 }
1050                 else
1051                 {
1052                         // SNAFU (maybe a draw game?)
1053                         ClearWinners();
1054                         dprint("No players, ending game.\n");
1055                         return WINNING_YES;
1056                 }
1057         }
1058
1059         // When we get here, we have at least two players who are actually LIVING,
1060         // or one player who is still waiting for a victim to join the server. Now
1061         // check if the top two players have equal score.
1062
1063         checkrules_leaderfrags = 0;
1064         head = findchain(classname, "player");
1065         checkrules_equality = FALSE;
1066         while (head)
1067         {
1068                 if(head.frags > checkrules_leaderfrags)
1069                 {
1070                         checkrules_leaderfrags = head.frags;
1071                         checkrules_equality = FALSE;
1072                 }
1073                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1074                         checkrules_equality = TRUE;
1075                 head = head.chain;
1076         }
1077
1078         SetWinners(frags, checkrules_leaderfrags);
1079
1080         // The top two players have the same amount of lives? No timelimit then,
1081         // enter overtime...
1082
1083         if(checkrules_equality)
1084                 return WINNING_NEVER;
1085
1086         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1087         return WINNING_NO;
1088 }
1089
1090 // DM winning condition: game terminates if a player reached the fraglimit,
1091 // unless the first two players have the same score. The latter case also
1092 // breaks the time limit.
1093 float(float fraglimit) WinningCondition_MaxIndividualScore =
1094 {
1095         float checkrules_oldleaderfrags;
1096         entity head;
1097
1098         checkrules_oldleaderfrags = checkrules_leaderfrags;
1099         checkrules_leaderfrags = 0;
1100         head = findchain(classname, "player");
1101         checkrules_equality = FALSE;
1102         while (head)
1103         {
1104                 if(head.frags > checkrules_leaderfrags)
1105                 {
1106                         checkrules_leaderfrags = head.frags;
1107                         checkrules_equality = FALSE;
1108                 }
1109                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1110                         checkrules_equality = TRUE;
1111                 head = head.chain;
1112         }
1113
1114         if(checkrules_leaderfrags > 0)
1115                 SetWinners(frags, checkrules_leaderfrags);
1116         else
1117                 ClearWinners();
1118
1119         if (!cvar("g_runematch"))
1120                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1121                 {
1122                         if (checkrules_leaderfrags == fraglimit - 1)
1123                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1124                         else if (checkrules_leaderfrags == fraglimit - 2)
1125                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1126                         else if (checkrules_leaderfrags == fraglimit - 3)
1127                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1128                 }
1129
1130         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1131 }
1132
1133 float(float fraglimit) WinningConditionBase_Teamplay =
1134 {
1135         tdm_old_score = tdm_max_score;
1136         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1137
1138         checkrules_equality =
1139         (
1140                 (tdm_max_score > 0)
1141                 &&
1142                 (
1143                           (team1_score == tdm_max_score)
1144                         + (team2_score == tdm_max_score)
1145                         + (team3_score == tdm_max_score)
1146                         + (team4_score == tdm_max_score)
1147                         >= 2));
1148
1149         ClearWinners();
1150         if(tdm_max_score > 0)
1151         {
1152                 if(team1_score == tdm_max_score)
1153                         AddWinners(team, COLOR_TEAM1);
1154                 if(team2_score == tdm_max_score)
1155                         AddWinners(team, COLOR_TEAM2);
1156                 if(team3_score == tdm_max_score)
1157                         AddWinners(team, COLOR_TEAM3);
1158                 if(team4_score == tdm_max_score)
1159                         AddWinners(team, COLOR_TEAM4);
1160         }
1161
1162         if(!cvar("g_runematch") && !cvar("g_domination"))
1163                 if(tdm_max_score != tdm_old_score)
1164                 {
1165                         if(tdm_max_score == fraglimit - 1)
1166                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1167                         else if(tdm_max_score == fraglimit - 2)
1168                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1169                         else if(tdm_max_score == fraglimit - 3)
1170                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1171                 }
1172
1173         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1174 }
1175
1176 // TDM winning condition: game terminates if a team's score sum reached the
1177 // fraglimit, unless the first two teams have the same total score. The latter
1178 // case also breaks the time limit.
1179 float(float fraglimit) WinningCondition_MaxTeamSum =
1180 {
1181         entity head;
1182
1183         team1_score = team2_score = team3_score = team4_score = 0;
1184
1185         head = findchain(classname, "player");
1186         while (head)
1187         {
1188                 if(head.team == COLOR_TEAM1)
1189                         team1_score += head.frags;
1190                 else if(head.team == COLOR_TEAM2)
1191                         team2_score += head.frags;
1192                 else if(head.team == COLOR_TEAM3)
1193                         team3_score += head.frags;
1194                 else if(head.team == COLOR_TEAM4)
1195                         team4_score += head.frags;
1196                 head = head.chain;
1197         }
1198
1199         return WinningConditionBase_Teamplay(fraglimit);
1200 }
1201
1202 // DOM/CTF winning condition: game terminates if the max of a team's players'
1203 // score reached the fraglimit, unless the first two teams have the same
1204 // maximum score. The latter case also breaks the time limit.
1205 float(float fraglimit) WinningCondition_MaxTeamMax =
1206 {
1207         entity head;
1208
1209         team1_score = team2_score = team3_score = team4_score = 0;
1210
1211         head = findchain(classname, "player");
1212         while (head)
1213         {
1214                 if(head.team == COLOR_TEAM1)
1215                 {
1216                         if(head.frags > team1_score)
1217                                 team1_score = head.frags;
1218                 }
1219                 else if(head.team == COLOR_TEAM2)
1220                 {
1221                         if(head.frags > team2_score)
1222                                 team2_score = head.frags;
1223                 }
1224                 else if(head.team == COLOR_TEAM3)
1225                 {
1226                         if(head.frags > team3_score)
1227                                 team3_score = head.frags;
1228                 }
1229                 else if(head.team == COLOR_TEAM4)
1230                 {
1231                         if(head.frags > team4_score)
1232                                 team4_score = head.frags;
1233                 }
1234                 head = head.chain;
1235         }
1236
1237         return WinningConditionBase_Teamplay(fraglimit);
1238 }
1239
1240 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1241 {
1242         entity head;
1243         float fragtotal;
1244         string s;
1245         float found;
1246         found = FALSE;
1247         head = find(world, classname, "player");
1248         while(head)
1249         {
1250                 if(!whichteam || head.team == whichteam)
1251                 {
1252                         if(name != "")
1253                                 if(!found)
1254                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1255                         found = TRUE;
1256                         fragtotal = fragtotal + head.frags;
1257                         s = ftos(head.frags);
1258                         s = strcat(s, "/", ftos(head.deaths));
1259                         s = strcat(s, " @ ", ftos(head.ping));
1260                         if(clienttype(head) == CLIENTTYPE_BOT)
1261                                 s = strcat(s, "botms");
1262                         else
1263                                 s = strcat(s, "ms");
1264                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1265                 }
1266                 head = find(head, classname, "player");
1267         }
1268         if(whichteam && found)
1269                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1270 }
1271
1272 void PrintScoreboard()
1273 {
1274         ServerConsoleEcho("Scoreboard:", FALSE);
1275         if(teams_matter)
1276         {
1277                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1278                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1279                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1280                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1281         }
1282         else
1283         {
1284                 PrintScoreboardFor("", "^7", 0);
1285         }
1286         ServerConsoleEcho(".", FALSE);
1287 }
1288
1289 void RemoveFromMaplist(string m)
1290 {
1291         string result;
1292         float litems;
1293         float i;
1294         float found;
1295
1296         litems = tokenize(cvar_string("g_maplist"));
1297         found = 0;
1298         result = "";
1299         for(i = 0; i < litems; ++i)
1300         {
1301                 m = strcat(m);
1302                 result = strcat(result);
1303                 if(argv(i) == m)
1304                         found += 1;
1305                 else
1306                         result = strcat(result, "'", argv(i), "'");
1307         }
1308         if(found)
1309                 cvar_set("g_maplist", result);
1310         ServerConsoleEcho(strcat("Removed ", ftos(found), " items."), FALSE);
1311 }
1312
1313 void AddToMaplist(string m)
1314 {
1315         string result;
1316         float found;
1317         float litems;
1318         float i;
1319         float ipos;
1320         float inserted;
1321
1322         if(!TryFile(strcat("maps/", m, ".mapcfg")))
1323         {
1324                 ServerConsoleEcho("Map not found.", FALSE);
1325                 return;
1326         }
1327
1328         litems = tokenize(cvar_string("g_maplist"));
1329         if(cvar("g_maplist_shuffle"))
1330                 ipos = ceil(random() * (litems + 1)) - 1;
1331         else
1332                 ipos = litems;
1333         found = 0;
1334         inserted = 0;
1335         for(i = 0; i < litems; ++i)
1336         {
1337                 m = strcat(m);
1338                 if(i == ipos)
1339                 {
1340                         result = strcat(result, "'", m, "'");
1341                         inserted = 1;
1342                 }
1343                 result = strcat(result, "'", argv(i), "'");
1344                 if(argv(i) == m)
1345                         found += 1;
1346         }
1347         if(!inserted)
1348                 result = strcat(result, "'", m, "'");
1349         if(!found)
1350         {
1351                 cvar_set("g_maplist", result);
1352                 ServerConsoleEcho("Map added.", FALSE);
1353         }
1354         else
1355                 ServerConsoleEcho("Map already in list.", FALSE);
1356 }
1357
1358 void ShuffleMaplist()
1359 {
1360         string result;
1361         float start;
1362         float litems;
1363         float selected;
1364         float i;
1365
1366         result = cvar_string("g_maplist");
1367         litems = tokenize(result);
1368
1369         for(start = 0; start < litems - 1; ++start)
1370         {
1371                 result = "";
1372
1373                 // select a random item
1374                 selected = ceil(random() * (litems - start) + start) - 1;
1375
1376                 // shift this item to the place start
1377                 for(i = 0; i < start; ++i)
1378                         result = strcat(result, "'", argv(i), "'");
1379                 result = strcat(result, "'", argv(selected), "'");
1380                 for(i = start; i < litems; ++i)
1381                         if(i != selected)
1382                                 result = strcat(result, "'", argv(i), "'");
1383
1384                 litems = tokenize(result);
1385
1386                 //dprint(result, "\n");
1387         }
1388
1389         cvar_set("g_maplist", result);
1390 }
1391
1392 /*
1393 ============
1394 CheckRules_World
1395
1396 Exit deathmatch games upon conditions
1397 ============
1398 */
1399 void() CheckRules_World =
1400 {
1401         local float status;
1402         local float timelimit;
1403         local float fraglimit;
1404
1405         VoteThink();
1406
1407         SetDefaultAlpha();
1408
1409         if (intermission_running)
1410                 if (time >= intermission_exittime + 60)
1411                 {
1412                         GotoNextMap();
1413                         return;
1414                 }
1415
1416         if (gameover)   // someone else quit the game already
1417                 return;
1418
1419         DumpStats();
1420
1421         if(cvar("_scoreboard"))
1422         {
1423                 cvar_set("_scoreboard", "0");
1424                 PrintScoreboard();
1425         }
1426
1427         // automatically shuffle when setting g_maplist_shuffle
1428         if(cvar_string("_g_maplist_add") != "")
1429         {
1430                 AddToMaplist(cvar_string("_g_maplist_add"));
1431                 cvar_set("_g_maplist_add", "");
1432         }
1433         if(cvar_string("_g_maplist_remove") != "")
1434         {
1435                 RemoveFromMaplist(cvar_string("_g_maplist_remove"));
1436                 cvar_set("_g_maplist_remove", "");
1437         }
1438         if(cvar("_g_maplist_shufflenow") || (cvar("g_maplist_shuffle") && !cvar("_g_maplist_have_shuffled")))
1439         {
1440                 ShuffleMaplist();
1441                 localcmd("set _g_maplist_shufflenow 0\nset _g_maplist_have_shuffled 1\necho Shuffled map list.\n");
1442         }
1443         if(cvar("_g_maplist_have_shuffled"))
1444                 if(!cvar("g_maplist_shuffle"))
1445                         localcmd("set _g_maplist_have_shuffled 0\n");
1446
1447         timelimit = cvar("timelimit") * 60;
1448         fraglimit = cvar("fraglimit");
1449
1450         if (timelimit && time >= timelimit)
1451                 InitiateOvertime();
1452
1453         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1454         {
1455                 NextLevel();
1456                 return;
1457         }
1458
1459         if(!checkrules_overtimewarning && checkrules_overtimeend)
1460         {
1461                 checkrules_overtimewarning = TRUE;
1462                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1463                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1464         }
1465
1466         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1467         {
1468                 checkrules_oneminutewarning = TRUE;
1469                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1470         }
1471
1472         status = WINNING_NO;
1473         if(cvar("g_lms"))
1474         {
1475                 status = WinningCondition_LMS();
1476         }
1477         else
1478         {
1479                 if(teams_matter)
1480                 {
1481                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1482                                 status = WinningCondition_MaxTeamSum(fraglimit);
1483                         //else if()
1484                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1485                         else
1486                         {
1487                                 dprint("div0: How can this happen?\n");
1488                                 status = WinningCondition_MaxTeamMax(fraglimit);
1489                         }
1490                 }
1491                 else
1492                         status = WinningCondition_MaxIndividualScore(fraglimit);
1493         }
1494
1495         if(status == WINNING_STARTOVERTIME)
1496         {
1497                 status = WINNING_NEVER;
1498                 InitiateOvertime();
1499         }
1500
1501         if(status == WINNING_NEVER)
1502                 // equality cases! Nobody wins if the overtime ends in a draw.
1503                 ClearWinners();
1504
1505         if(checkrules_overtimeend)
1506                 if(status != WINNING_NEVER)
1507                         status = WINNING_YES;
1508
1509         if(status == WINNING_YES)
1510                 NextLevel();
1511 };