check argv(g_maplist_index) first, fixes some problems with multiple equal map entries
[divverent/nexuiz.git] / data / qcsrc / server / g_world.qc
1 string GetMapname();
2 void GotoNextMap();
3 void HandleMaplistShuffleCommands();
4
5 void SetDefaultAlpha()
6 {
7         if(cvar("g_running_guns"))
8         {
9                 default_player_alpha = -1;
10                 default_weapon_alpha = +1;
11         }
12         else if(cvar("g_cloaked"))
13         {
14                 default_player_alpha = cvar("g_balance_cloaked_alpha");
15                 default_weapon_alpha = default_player_alpha;
16         }
17         else
18         {
19                 default_player_alpha = cvar("g_player_alpha");
20                 if(default_player_alpha <= 0)
21                         default_player_alpha = 1;
22                 default_weapon_alpha = default_player_alpha;
23         }
24 }
25
26 void fteqcc_testbugs()
27 {
28         float a, b;
29
30         if(!cvar("developer_fteqccbugs"))
31                 return;
32
33         dprint("*** fteqcc test: checking for bugs...\n");
34
35         a = 1;
36         b = 5;
37         if(sqrt(a) - sqrt(b - a) == 0)
38                 dprint("*** fteqcc test: found same-function-twice bug\n");
39         else
40                 dprint("*** fteqcc test: same-function-twice bug got FINALLY FIXED! HOORAY!\n");
41
42         world.frags = -10;
43         world.enemy = world;
44         world.enemy.frags += 10;
45         if(world.frags > 0.2 || world.frags < -0.2) // don't error out if it's just roundoff errors
46                 dprint("*** fteqcc test: found += bug\n");
47         else
48                 dprint("*** fteqcc test: += bug got FINALLY FIXED! HOORAY!\n");
49         world.frags = 0;
50 }
51
52 void GotoFirstMap()
53 {
54         if(cvar("_sv_init"))
55         {
56                 cvar_set("_sv_init", "0");
57                 HandleMaplistShuffleCommands();
58                 tokenize(cvar_string("g_maplist"));
59                 if(argv(0) != GetMapname())
60                 {
61                         cvar_set("nextmap", argv(0));
62                         GotoNextMap();
63                 }
64         }
65 }
66
67 float world_already_spawned;
68 void worldspawn (void)
69 {
70         if(world_already_spawned)
71                 error("world already spawned - you may have EXACTLY ONE worldspawn!");
72         world_already_spawned = TRUE;
73         // Precache all player models
74         // Workaround for "invisible players"
75         precache_model("models/player/carni.zym");
76         precache_model("models/player/crash.zym");
77         precache_model("models/player/grunt.zym");
78         precache_model("models/player/headhunter.zym");
79         precache_model("models/player/insurrectionist.zym");
80         precache_model("models/player/jeandarc.zym");
81         precache_model("models/player/lurk.zym");
82         precache_model("models/player/lycanthrope.zym");
83         precache_model("models/player/marine.zym");
84         precache_model("models/player/nexus.zym");
85         precache_model("models/player/pyria.zym");
86         precache_model("models/player/shock.zym");
87         precache_model("models/player/skadi.zym");
88         precache_model("models/player/specop.zym");
89         precache_model("models/player/visitant.zym");
90
91         //precache_model ("progs/beam.mdl");
92         precache_model ("models/bullet.mdl");
93         precache_model ("models/casing_bronze.mdl");
94         precache_model ("models/casing_shell.mdl");
95         precache_model ("models/casing_steel.mdl");
96         precache_model ("models/ebomb.mdl");
97         precache_model ("models/elaser.mdl");
98         precache_model ("models/flash.md3");
99         precache_model ("models/gibs/bloodyskull.md3");
100         precache_model ("models/gibs/chunk.mdl");
101         precache_model ("models/gibs/eye.md3");
102         precache_model ("models/gibs/gib1.md3");
103         //precache_model ("models/gibs/gib2.md3");
104         //precache_model ("models/gibs/gib3.md3");
105         //precache_model ("models/gibs/gib4.md3");
106         precache_model ("models/gibs/gib5.md3");
107         //precache_model ("models/gibs/gib6.md3");
108         precache_model ("models/gibs/gib1.mdl");
109         precache_model ("models/gibs/gib2.mdl");
110         precache_model ("models/gibs/gib3.mdl");
111         precache_model ("models/grenademodel.md3");
112         precache_model ("models/hagarmissile.mdl");
113         precache_model ("models/items/a_bullets.mdl");
114         precache_model ("models/items/a_cells.md3");
115         precache_model ("models/items/a_rockets.md3");
116         precache_model ("models/items/a_shells.md3");
117         precache_model ("models/items/g_a1.md3");
118         precache_model ("models/items/g_a25.md3");
119         precache_model ("models/items/g_h1.md3");
120         precache_model ("models/items/g_h25.md3");
121         precache_model ("models/items/g_h100.md3");
122         precache_model ("models/items/g_invincible.md3");
123         precache_model ("models/items/g_strength.md3");
124         precache_model ("models/laser.mdl");
125         precache_model ("models/misc/chatbubble.spr");
126         precache_model ("models/misc/teambubble.spr");
127         precache_model ("models/nexflash.md3");
128         precache_model ("models/plasma.mdl");
129         precache_model ("models/plasmatrail.mdl");
130         precache_model ("models/rocket.md3");
131         //precache_model ("models/sprites/grenexpl.spr");
132         precache_model ("models/runematch/rune.mdl");
133         precache_model ("models/runematch/curse.mdl");
134         //precache_model ("models/sprites/hagar.spr");
135         //precache_model ("models/sprites/muzzleflash.spr32");
136         //precache_model ("models/sprites/electrocombo.spr32");
137         //precache_model ("models/sprites/plasmahitwall.spr32");
138         //precache_model ("models/sprites/plasmashot.spr32");
139         //precache_model ("models/sprites/rockexpl.spr");
140         precache_model ("models/tracer.mdl");
141         precache_model ("models/uziflash.md3");
142         precache_model ("models/weapons/g_crylink.md3");
143         precache_model ("models/weapons/g_electro.md3");
144         precache_model ("models/weapons/g_gl.md3");
145         precache_model ("models/weapons/g_hagar.md3");
146         precache_model ("models/weapons/g_nex.md3");
147         precache_model ("models/weapons/g_rl.md3");
148         precache_model ("models/weapons/g_shotgun.md3");
149         precache_model ("models/weapons/g_uzi.md3");
150         precache_model ("models/weapons/v_crylink.md3");
151         precache_model ("models/weapons/v_electro.md3");
152         precache_model ("models/weapons/v_gl.md3");
153         precache_model ("models/weapons/v_hagar.md3");
154         precache_model ("models/weapons/v_laser.md3");
155         precache_model ("models/weapons/v_nex.md3");
156         precache_model ("models/weapons/v_rl.md3");
157         precache_model ("models/weapons/v_shotgun.md3");
158         precache_model ("models/weapons/v_uzi.md3");
159         precache_model ("models/weapons/w_crylink.zym");
160         precache_model ("models/weapons/w_electro.zym");
161         precache_model ("models/weapons/w_gl.zym");
162         precache_model ("models/weapons/w_hagar.zym");
163         precache_model ("models/weapons/w_laser.zym");
164         precache_model ("models/weapons/w_nex.zym");
165         precache_model ("models/weapons/w_rl.zym");
166         precache_model ("models/weapons/w_shotgun.zym");
167         precache_model ("models/weapons/w_uzi.zym");
168
169         // laser for laser-guided weapons
170         precache_model ("models/laser_dot.mdl");
171
172         precache_sound ("misc/null.wav");
173         precache_sound ("misc/armor1.wav");
174         precache_sound ("misc/armor25.wav");
175         precache_sound ("misc/armorimpact.wav");
176         precache_sound ("misc/bodyimpact1.wav");
177         precache_sound ("misc/bodyimpact2.wav");
178         precache_sound ("misc/gib.wav");
179         precache_sound ("misc/gib_splat01.wav");
180         precache_sound ("misc/gib_splat02.wav");
181         precache_sound ("misc/gib_splat03.wav");
182         precache_sound ("misc/gib_splat04.wav");
183         //precache_sound ("misc/h2ohit.wav");
184         precache_sound ("misc/hit.wav");
185         precache_sound ("misc/footstep01.wav");
186         precache_sound ("misc/footstep02.wav");
187         precache_sound ("misc/footstep03.wav");
188         precache_sound ("misc/footstep04.wav");
189         precache_sound ("misc/footstep05.wav");
190         precache_sound ("misc/footstep06.wav");
191         precache_sound ("misc/hitground1.ogg");
192         precache_sound ("misc/hitground2.ogg");
193         precache_sound ("misc/hitground3.ogg");
194         precache_sound ("misc/hitground4.ogg");
195         precache_sound ("misc/itempickup.ogg");
196         precache_sound ("misc/itemrespawn.ogg");
197         precache_sound ("misc/jumppad.ogg");
198         precache_sound ("misc/mediumhealth.ogg");
199         precache_sound ("misc/megahealth.ogg");
200         precache_sound ("misc/minihealth.ogg");
201         precache_sound ("misc/powerup.ogg");
202         precache_sound ("misc/powerup_shield.ogg");
203         precache_sound ("misc/talk.wav");
204         precache_sound ("misc/teleport.ogg");
205         precache_sound ("plats/medplat1.wav");
206         precache_sound ("plats/medplat2.wav");
207         precache_sound ("player/lava.wav");
208         precache_sound ("player/slime.wav");
209         precache_sound ("weapons/crylink_fire.ogg");
210         precache_sound ("weapons/electro_bounce.ogg");
211         precache_sound ("weapons/electro_fire.ogg");
212         precache_sound ("weapons/electro_fire2.ogg");
213         precache_sound ("weapons/electro_fly.wav");
214         precache_sound ("weapons/electro_impact.ogg");
215         precache_sound ("weapons/electro_impact_combo.ogg");
216         //precache_sound ("weapons/grenade_bounce.ogg");
217         precache_sound ("weapons/grenade_bounce1.ogg");
218         precache_sound ("weapons/grenade_bounce2.ogg");
219         precache_sound ("weapons/grenade_bounce3.ogg");
220         precache_sound ("weapons/grenade_bounce4.ogg");
221         precache_sound ("weapons/grenade_bounce5.ogg");
222         precache_sound ("weapons/grenade_bounce6.ogg");
223         precache_sound ("weapons/grenade_fire.ogg");
224         precache_sound ("weapons/grenade_impact.ogg");
225         precache_sound ("weapons/hagar_fire.ogg");
226         precache_sound ("weapons/hagexp1.ogg");
227         precache_sound ("weapons/hagexp2.ogg");
228         precache_sound ("weapons/hagexp3.ogg");
229         precache_sound ("weapons/hook_fire.ogg");
230         precache_sound ("weapons/hook_impact.ogg");
231         precache_sound ("weapons/lasergun_fire.ogg");
232         precache_sound ("weapons/laserimpact.ogg");
233         precache_sound ("weapons/nexfire.ogg");
234         precache_sound ("weapons/neximpact.ogg");
235         precache_sound ("weapons/ric1.ogg");
236         precache_sound ("weapons/ric2.ogg");
237         precache_sound ("weapons/ric3.ogg");
238         precache_sound ("weapons/rocket_fire.ogg");
239         precache_sound ("weapons/rocket_fly.wav");
240         precache_sound ("weapons/rocket_impact.ogg");
241         precache_sound ("weapons/rocket_det.ogg");
242         precache_sound ("weapons/shotgun_fire.ogg");
243         precache_sound ("weapons/tink1.ogg");
244         precache_sound ("weapons/uzi_fire.ogg");
245         precache_sound ("weapons/weapon_switch.ogg");
246         precache_sound ("weapons/weaponpickup.ogg");
247         precache_sound ("weapons/strength_fire.ogg");
248
249         //precache_sound ("announce/male/kill10.ogg");
250         //precache_sound ("announce/male/kill15.ogg");
251         //precache_sound ("announce/male/kill20.ogg");
252         //precache_sound ("announce/male/kill25.ogg");
253         //precache_sound ("announce/male/kill3.ogg");
254         //precache_sound ("announce/male/kill30.ogg");
255         //precache_sound ("announce/male/kill4.ogg");
256         //precache_sound ("announce/male/kill5.ogg");
257         //precache_sound ("announce/male/kill6.ogg");
258         //precache_sound ("announce/male/mapkill1.ogg");
259         //precache_sound ("announce/robotic/last_second_save.ogg");
260         //precache_sound ("announce/robotic/narrowly_averted.ogg");
261         //precache_sound ("minstagib/mockery.ogg");
262
263         // announcer sounds - male
264         precache_sound ("announcer/male/03kills.ogg");
265         precache_sound ("announcer/male/05kills.ogg");
266         precache_sound ("announcer/male/10kills.ogg");
267         precache_sound ("announcer/male/15kills.ogg");
268         precache_sound ("announcer/male/20kills.ogg");
269         precache_sound ("announcer/male/25kills.ogg");
270         precache_sound ("announcer/male/30kills.ogg");
271         precache_sound ("announcer/male/botlike.ogg");
272         precache_sound ("announcer/male/electrobitch.ogg");
273         precache_sound ("announcer/male/welcome.ogg");
274         precache_sound ("announcer/male/yoda.ogg");
275
276         // announcer sounds - robotic
277         precache_sound ("announcer/robotic/1fragleft.ogg");
278         precache_sound ("announcer/robotic/1minuteremains.ogg");
279         precache_sound ("announcer/robotic/2fragsleft.ogg");
280         precache_sound ("announcer/robotic/3fragsleft.ogg");
281         precache_sound ("announcer/robotic/lastsecond.ogg");
282         precache_sound ("announcer/robotic/narrowly.ogg");
283         precache_sound ("announcer/robotic/1.ogg");
284         precache_sound ("announcer/robotic/2.ogg");
285         precache_sound ("announcer/robotic/3.ogg");
286         precache_sound ("announcer/robotic/4.ogg");
287         precache_sound ("announcer/robotic/5.ogg");
288         precache_sound ("announcer/robotic/6.ogg");
289         precache_sound ("announcer/robotic/7.ogg");
290         precache_sound ("announcer/robotic/8.ogg");
291         precache_sound ("announcer/robotic/9.ogg");
292         precache_sound ("announcer/robotic/10.ogg");
293
294         // plays music for the level if there is any
295         if (self.noise)
296         {
297                 precache_sound (self.noise);
298                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
299         }
300
301                 // 0 normal
302         lightstyle(0, "m");
303
304         // 1 FLICKER (first variety)
305         lightstyle(1, "mmnmmommommnonmmonqnmmo");
306
307         // 2 SLOW STRONG PULSE
308         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
309
310         // 3 CANDLE (first variety)
311         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
312
313         // 4 FAST STROBE
314         lightstyle(4, "mamamamamama");
315
316         // 5 GENTLE PULSE 1
317         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
318
319         // 6 FLICKER (second variety)
320         lightstyle(6, "nmonqnmomnmomomno");
321
322         // 7 CANDLE (second variety)
323         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
324
325         // 8 CANDLE (third variety)
326         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
327
328         // 9 SLOW STROBE (fourth variety)
329         lightstyle(9, "aaaaaaaazzzzzzzz");
330
331         // 10 FLUORESCENT FLICKER
332         lightstyle(10, "mmamammmmammamamaaamammma");
333
334         // 11 SLOW PULSE NOT FADE TO BLACK
335         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
336
337         // styles 32-62 are assigned by the light program for switchable lights
338
339         // 63 testing
340         lightstyle(63, "a");
341
342         registercvar("_g_maplist_shufflenow", "0");
343         registercvar("_g_maplist_have_shuffled", "0");
344
345         player_count = 0;
346         lms_lowest_lives = 0;
347         lms_next_place = 0;
348
349         GotoFirstMap();
350
351         if(cvar("g_campaign"))
352                 CampaignPreInit();
353
354         InitGameplayMode();
355         //if (cvar("g_domination"))
356         //      dom_init();
357
358         local entity head;
359         head = nextent(world);
360         maxclients = 0;
361         while(head)
362         {
363                 maxclients++;
364                 head = nextent(head);
365         }
366
367         GameLogInit(); // prepare everything
368         if(cvar("sv_eventlog"))
369         {
370                 local string s;
371                 GameLogEcho(":logversion:2", FALSE);
372                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");
373                 s = strcat(s, ftos(random()));
374                 GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE);
375                 s = ":gameinfo:mutators:LIST";
376                 if(cvar("g_grappling_hook"))
377                         s = strcat(s, ":grappling_hook");
378                 if(!cvar("g_use_ammunition"))
379                         s = strcat(s, ":no_use_ammunition");
380                 if(!cvar("g_pickup_items"))
381                         s = strcat(s, ":no_pickup_items");
382                 if(cvar("g_instagib"))
383                         s = strcat(s, ":instagib");
384                 if(cvar("g_rocketarena"))
385                         s = strcat(s, ":rockerarena");
386                 if(cvar("g_nixnex"))
387                         s = strcat(s, ":nixnex");
388                 if(cvar("g_vampire"))
389                         s = strcat(s, ":vampire");
390                 if(cvar("g_laserguided_missile"))
391                         s = strcat(s, ":laserguided_missile");
392                 if(cvar("g_norecoil"))
393                         s = strcat(s, ":norecoil");
394                 if(cvar("g_midair"))
395                         s = strcat(s, ":midair");
396                 if(cvar("g_minstagib"))
397                         s = strcat(s, ":minstagib");
398                 GameLogEcho(s, FALSE);
399                 GameLogEcho(":gameinfo:end", FALSE);
400         }
401
402         cvar_set("nextmap", "");
403
404         SetDefaultAlpha();
405
406         if(cvar("g_campaign"))
407                 CampaignPostInit();
408
409         fteqcc_testbugs();
410 }
411
412 void light (void)
413 {
414         makestatic (self);
415 }
416
417 float( string pFilename ) TryFile =
418 {
419         local float lHandle;
420         dprint("TryFile(\"", pFilename, "\")\n");
421         lHandle = fopen( pFilename, FILE_READ );
422         if( lHandle != -1 ) {
423                 fclose( lHandle );
424                 return TRUE;
425         } else {
426                 return FALSE;
427         }
428 };
429
430 string GetGametype()
431 {
432         if (game == GAME_DEATHMATCH)
433                 return "dm";
434         else if (game == GAME_TEAM_DEATHMATCH)
435                 return "tdm";
436         else if (game == GAME_DOMINATION)
437                 return "dom";
438         else if (game == GAME_CTF)
439                 return "ctf";
440         else if (game == GAME_RUNEMATCH)
441                 return "rune";
442         else if (game == GAME_LMS)
443                 return "lms";
444         return "dm";
445 }
446
447 string GetMapname()
448 {
449         return strcat(GetGametype(), "_", mapname);
450 }
451
452 float Map_Count, Map_Current;
453 string Map_Current_Name;
454
455 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count
456 float GetMaplistPosition()
457 {
458         float pos, idx;
459         string map;
460
461         map = GetMapname();
462         idx = cvar("g_maplist_index");
463
464         if(idx >= 0)
465                 if(idx < Map_Count)
466                         if(map == argv(idx))
467                                 return idx;
468
469         for(pos = 0; pos < Map_Count; ++pos)
470                 if(map == argv(pos))
471                         return pos;
472
473         // resume normal maplist rotation if current map is not in g_maplist
474         return idx;
475 }
476
477 float MapHasRightSize(string map)
478 {
479         // open map size restriction file
480         float fh;
481         dprint("opensize "); dprint(map);
482         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
483         if(fh >= 0)
484         {
485                 float mapmin, mapmax;
486                 dprint(": ok, ");
487                 mapmin = stof(fgets(fh));
488                 mapmax = stof(fgets(fh));
489                 fclose(fh);
490                 if(player_count < mapmin)
491                 {
492                         dprint("not enough\n");
493                         return FALSE;
494                 }
495                 if(player_count > mapmax)
496                 {
497                         dprint("too many\n");
498                         return FALSE;
499                 }
500                 dprint("right size\n");
501                 return TRUE;
502         }
503         dprint(": not found\n");
504         return TRUE;
505 }
506
507 string Map_Filename(float position)
508 {
509         return strcat("maps/", argv(position), ".mapcfg");
510 }
511
512 float(float position, float pass) Map_Check =
513 {
514         string filename;
515         string map_next;
516         map_next = argv(position);
517         if(pass <= 1)
518                 if(map_next == Map_Current_Name) // same map again in first pass?
519                         return 0;
520         filename = Map_Filename(position);
521         if(TryFile(filename))
522         {
523                 if(pass == 2)
524                         return 1;
525                 if(MapHasRightSize(argv(position)))
526                         return 1;
527                 return 0;
528         }
529         else
530                 dprint( "Couldn't find '", filename, "'..\n" );
531
532         return 0;
533 }
534
535 void(float position) Map_Goto =
536 {
537         cvar_set("g_maplist_index", ftos(position));
538         localcmd(strcat("exec \"", Map_Filename(position) ,"\"\n"));
539 }
540
541 // return codes of map selectors:
542 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
543 //   -2 = permanent failure
544 float() MaplistMethod_Iterate = // usual method
545 {
546         float pass, i;
547
548         for(pass = 1; pass <= 2; ++pass)
549         {
550                 for(i = 1; i < Map_Count; ++i)
551                 {
552                         float mapindex;
553                         mapindex = math_mod(i + Map_Current, Map_Count);
554                         if(Map_Check(mapindex, pass))
555                                 return mapindex;
556                 }
557         }
558         return -1;
559 }
560
561 float() MaplistMethod_Repeat = // fallback method
562 {
563         if(Map_Check(Map_Current, 2))
564                 return Map_Current;
565         return -2;
566 }
567
568 float() MaplistMethod_Random = // random map selection
569 {
570         float i, imax;
571
572         imax = 42;
573
574         for(i = 0; i <= imax; ++i)
575         {
576                 float mapindex;
577                 mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map
578                 if(Map_Check(mapindex, 1))
579                         return mapindex;
580         }
581         return -1;
582 }
583
584 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
585 // the exponent sets a bias on the map selection:
586 // the higher the exponent, the 
587 {
588         float i, j, imax, insertpos;
589
590         imax = 42;
591
592         if(Map_Count <= 1)
593                 return 0; // only one map, then always play this one
594
595         for(i = 0; i <= imax; ++i)
596         {
597                 string newlist;
598
599                 // now reinsert this at another position
600                 insertpos = pow(random(), 1 / exponent);       // ]0, 1]
601                 insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]
602                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
603                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");
604
605                 // insert the current map there
606                 newlist = "";
607                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
608                         newlist = strcat(newlist, "'", argv(j), "'");
609                 newlist = strcat(newlist, "'", argv(0), "'");  // now insert the just selected map
610                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
611                         newlist = strcat(newlist, "'", argv(j), "'");
612                 cvar_set("g_maplist", newlist);
613                 Map_Count = tokenize(newlist);
614
615                 // NOTE: the selected map has just been inserted at (insertpos-1)th position
616                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
617                 if(Map_Check(Map_Current, 1))
618                         return Map_Current;
619         }
620         return -1;
621 }
622
623 void() Maplist_Init =
624 {
625         string temp;
626         temp = cvar_string("g_maplist");
627         Map_Count = tokenize(temp);
628         if(Map_Count == 0)
629         {
630                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );
631                 cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist"));
632                 Map_Count = tokenize(temp);
633         }
634         if(Map_Count == 0)
635                 error("empty maplist, cannot select a new map");
636         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
637
638         Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP
639         // this may or may not be correct, but who cares, in the worst case a map
640         // isn't chosen in the first pass that should have been
641 }
642
643 void() GotoNextMap =
644 {
645         //local string nextmap;
646         //local float n, nummaps;
647         //local string s;
648         string exit_cfg;
649         if (alreadychangedlevel)
650                 return;
651         alreadychangedlevel = TRUE;
652
653         if(cvar("g_campaign"))
654         {
655                 CampaignPostIntermission();
656                 return;
657         }
658
659         if(cvar("quit_when_empty"))
660         {
661                 if(player_count <= currentbots)
662                 {
663                         localcmd("quit\n");
664                         return;
665                 }
666         }
667
668         if (cvar("samelevel")) // if samelevel is set, stay on same level
669         {
670                 // 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)
671                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
672                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)
673                 localcmd("restart\n");
674                 //changelevel (mapname);
675                 return;
676         }
677
678         // if an exit cfg is defined by exiting map, exec it.
679         exit_cfg = cvar_string("exit_cfg");
680         if(exit_cfg != "")
681                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
682
683         localcmd("exec game_reset.cfg\n");
684
685
686         if (cvar("lastlevel"))
687         {
688                 localcmd(strcat("set lastlevel 0\n"));
689                 localcmd(strcat("togglemenu\n"));
690         }
691         else
692         {
693                 float nextMap;
694                 float allowReset;
695
696                 // cvar "nextmap" always gets priority
697                 if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg")))
698                 {
699                         localcmd(strcat("exec \"maps/", cvar_string("nextmap"), ".mapcfg\"\n"));
700                         return;
701                 }
702
703                 for(allowReset = 1; allowReset >= 0; --allowReset)
704                 {
705                         Maplist_Init();
706                         nextMap = -1;
707
708                         if(nextMap == -1)
709                                 if(cvar("g_maplist_shuffle") > 0)
710                                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
711
712                         if(nextMap == -1)
713                                 if(cvar("g_maplist_selectrandom"))
714                                         nextMap = MaplistMethod_Random();
715
716                         if(nextMap == -1)
717                                 nextMap = MaplistMethod_Iterate();
718
719                         if(nextMap == -1)
720                                 nextMap = MaplistMethod_Repeat();
721
722                         if(nextMap >= 0)
723                         {
724                                 Map_Goto(nextMap);
725                                 break;
726                         }
727                         else // PERMANENT FAILURE
728                         {
729                                 if(allowReset)
730                                 {
731                                         bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );
732                                         cvar_set("g_maplist", cvar_string("g_maplist_defaultlist"));
733                                 }
734                                 else
735                                 {
736                                         error("Everything is broken - not even the default map list works. Please report this to the developers.");
737                                 }
738                         }
739                 }
740         }
741 };
742
743
744 /*
745 ============
746 IntermissionThink
747
748 When the player presses attack or jump, change to the next level
749 ============
750 */
751 .float autoscreenshot;
752 void() IntermissionThink =
753 {
754         if(cvar("sv_autoscreenshot"))
755         if(self.autoscreenshot)
756         if(time > self.autoscreenshot)
757         {
758                 self.autoscreenshot = FALSE;
759                 if(clienttype(self) == CLIENTTYPE_REAL)
760                         stuffcmd(self, "\nscreenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
761                 return;
762         }
763
764         if (time < intermission_exittime)
765                 return;
766
767         if (time < intermission_exittime + 10 && !self.button0 && !self.button2 && !self.button3 && !self.button6 && !self.buttonuse)
768                 return;
769
770         GotoNextMap ();
771 };
772
773 /*
774 ============
775 FindIntermission
776
777 Returns the entity to view from
778 ============
779 */
780 /*
781 entity() FindIntermission =
782 {
783         local   entity spot;
784         local   float cyc;
785
786 // look for info_intermission first
787         spot = find (world, classname, "info_intermission");
788         if (spot)
789         {       // pick a random one
790                 cyc = random() * 4;
791                 while (cyc > 1)
792                 {
793                         spot = find (spot, classname, "info_intermission");
794                         if (!spot)
795                                 spot = find (spot, classname, "info_intermission");
796                         cyc = cyc - 1;
797                 }
798                 return spot;
799         }
800
801 // then look for the start position
802         spot = find (world, classname, "info_player_start");
803         if (spot)
804                 return spot;
805
806 // testinfo_player_start is only found in regioned levels
807         spot = find (world, classname, "testplayerstart");
808         if (spot)
809                 return spot;
810
811 // then look for the start position
812         spot = find (world, classname, "info_player_deathmatch");
813         if (spot)
814                 return spot;
815
816         //objerror ("FindIntermission: no spot");
817         return world;
818 };
819 */
820
821 /*
822 ===============================================================================
823
824 RULES
825
826 ===============================================================================
827 */
828
829 void() DumpStats =
830 {
831         local float file;
832         local string s;
833
834         if(cvar("_printstats"))
835                 cvar_set("_printstats", "0");
836         else if(!gameover)
837                 return;
838
839         if(gameover)
840                 s = ":scores:";
841         else
842                 s = ":status:";
843
844         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
845
846         if(cvar("sv_eventlog") && gameover)
847                 GameLogEcho(s, FALSE);
848         else if(cvar("sv_logscores_console"))
849                 ServerConsoleEcho(s, FALSE);
850         if(cvar("sv_logscores_file"))
851         {
852                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
853                 fputs(file, strcat(s, "\n"));
854         }
855
856         other = findchainflags(flags, FL_CLIENT);
857         while (other)
858         {
859                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
860                 {
861                         s = strcat(":player:", ftos(other.frags), ":");
862                         s = strcat(s, ftos(other.deaths), ":");
863                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
864                         s = strcat(s, ftos(other.team), ":");
865
866                         if(cvar("sv_logscores_file"))
867                                 fputs(file, strcat(s, other.netname, "\n"));
868                         if(cvar("sv_eventlog") && gameover)
869                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
870                         else if(cvar("sv_logscores_console"))
871                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
872                 }
873                 other = other.chain;
874         }
875
876         if(cvar("sv_eventlog") && gameover)
877                 GameLogEcho(":end", FALSE);
878         else if(cvar("sv_logscores_console"))
879                 ServerConsoleEcho(":end", FALSE);
880         if(cvar("sv_logscores_file"))
881         {
882                 fputs(file, ":end\n");
883                 fclose(file);
884         }
885 }
886
887
888 /*
889 go to the next level for deathmatch
890 only called if a time or frag limit has expired
891 */
892 void() NextLevel =
893 {
894         gameover = TRUE;
895
896         intermission_running = 1;
897
898 // enforce a wait time before allowing changelevel
899         if(player_count > 0)
900                 intermission_exittime = time + cvar("sv_mapchange_delay");
901         else
902                 intermission_exittime = -60;
903
904         WriteByte (MSG_ALL, SVC_CDTRACK);
905         WriteByte (MSG_ALL, 3);
906         WriteByte (MSG_ALL, 3);
907
908         //pos = FindIntermission ();
909
910         VoteReset();
911
912         DumpStats();
913
914         if(cvar("sv_eventlog"))
915                 GameLogEcho(":gameover", FALSE);
916
917         GameLogClose();
918
919         other = findchainflags(flags, FL_CLIENT);
920         while (other != world)
921         {
922                 //other.nextthink = time + 0.5;
923                 other.takedamage = DAMAGE_NO;
924                 other.solid = SOLID_NOT;
925                 other.movetype = MOVETYPE_NONE;
926                 other.angles = other.v_angle;
927                 other.angles_x = other.angles_x * -1;
928                 other.autoscreenshot = time + 0.8;      // used for autoscreenshot
929
930                 self = other;
931
932                 if(other.winning)
933                         bprint(strcat(other.netname, " ^7wins.\n"));
934
935                 /*
936                 if (pos != world);
937                 {
938                         other.modelindex = 0;
939                         other.weaponentity = world; // remove weapon model
940                         other.view_ofs = '0 0 0';
941                         other.angles = other.v_angle = pos.mangle;
942                         if (!other.angles)
943                         {
944                                 other.angles = other.v_angle = pos.angles;
945                                 other.v_angle_x = other.v_angle_x * -1;
946                         }
947                         other.fixangle = TRUE;          // turn this way immediately
948                         setorigin (other, pos.origin);
949                 }
950                 */
951                 other = other.chain;
952         }
953
954         if(cvar("g_campaign"))
955                 CampaignPreIntermission();
956
957         WriteByte (MSG_ALL, SVC_INTERMISSION);
958 };
959
960 /*
961 ============
962 CheckRules_Player
963
964 Exit deathmatch games upon conditions
965 ============
966 */
967 void() CheckRules_Player =
968 {
969         if (gameover)   // someone else quit the game already
970                 return;
971
972         // fixme: don't check players; instead check dom_team and ctf_team entities
973         //   (div0: and that in CheckRules_World please)
974 };
975
976 float checkrules_oneminutewarning;
977 float checkrules_leaderfrags;
978 float tdm_max_score, tdm_old_score;
979
980 float checkrules_equality;
981 float checkrules_overtimewarning;
982 float checkrules_overtimeend;
983
984 void() InitiateOvertime =
985 {
986         if(!checkrules_overtimeend)
987                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
988 }
989
990 float WINNING_NO = 0; // no winner, but time limits may terminate the game
991 float WINNING_YES = 1; // winner found
992 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
993 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
994
995 float(float fraglimitreached, float equality) GetWinningCode =
996 {
997         if(equality)
998                 if(fraglimitreached)
999                         return WINNING_STARTOVERTIME;
1000                 else
1001                         return WINNING_NEVER;
1002         else
1003                 if(fraglimitreached)
1004                         return WINNING_YES;
1005                 else
1006                         return WINNING_NO;
1007 }
1008
1009 // set the .winning flag for exactly those players with a given field value
1010 void(.float field, float value) SetWinners =
1011 {
1012         entity head;
1013         head = findchain(classname, "player");
1014         while (head)
1015         {
1016                 head.winning = (head.field == value);
1017                 head = head.chain;
1018         }
1019 }
1020
1021 // set the .winning flag for those players with a given field value
1022 void(.float field, float value) AddWinners =
1023 {
1024         entity head;
1025         head = findchain(classname, "player");
1026         while (head)
1027         {
1028                 if(head.field == value)
1029                         head.winning = 1;
1030                 head = head.chain;
1031         }
1032 }
1033
1034 // clear the .winning flags
1035 void(void) ClearWinners =
1036 {
1037         entity head;
1038         head = findchain(classname, "player");
1039         while (head)
1040         {
1041                 head.winning = 0;
1042                 head = head.chain;
1043         }
1044 }
1045
1046 float() LMS_NewPlayerLives =
1047 {
1048         float fl;
1049         fl = cvar("fraglimit");
1050         if(fl == 0)
1051                 fl = 999;
1052
1053         // first player has left the game for dying too much? Nobody else can get in.
1054         if(lms_lowest_lives < 1)
1055                 return FALSE;
1056
1057         if(!cvar("g_lms_join_anytime"))
1058                 if(lms_lowest_lives < fl - cvar("g_lms_last_join"))
1059                         return FALSE;
1060
1061         return bound(1, lms_lowest_lives, fl);
1062 }
1063
1064 // LMS winning condition: game terminates if and only if there's at most one
1065 // one player who's living lives. Top two scores being equal cancels the time
1066 // limit.
1067 float() WinningCondition_LMS =
1068 {
1069         entity head;
1070         float have_player;
1071         float have_players;
1072         float l;
1073
1074         have_player = FALSE;
1075         have_players = FALSE;
1076         l = LMS_NewPlayerLives();
1077
1078         head = find(world, classname, "player");
1079         if(head)
1080                 have_player = TRUE;
1081         head = find(head, classname, "player");
1082         if(head)
1083                 have_players = TRUE;
1084
1085         if(have_player)
1086         {
1087                 // we have at least one player
1088                 if(have_players)
1089                 {
1090                         // two or more active players - continue with the game
1091                 }
1092                 else
1093                 {
1094                         // exactly one player?
1095                         if(l)
1096                         {
1097                                 // but no game has taken place yet
1098                         }
1099                         else
1100                         {
1101                                 // a winner!
1102                                 ClearWinners(); SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
1103                                 dprint("Have a winner, ending game.\n");
1104                                 return WINNING_YES;
1105                         }
1106                 }
1107         }
1108         else
1109         {
1110                 // nobody is playing at all...
1111                 if(l)
1112                 {
1113                         // wait for players...
1114                 }
1115                 else
1116                 {
1117                         // SNAFU (maybe a draw game?)
1118                         ClearWinners();
1119                         dprint("No players, ending game.\n");
1120                         return WINNING_YES;
1121                 }
1122         }
1123
1124         // When we get here, we have at least two players who are actually LIVING,
1125         // or one player who is still waiting for a victim to join the server. Now
1126         // check if the top two players have equal score.
1127
1128         checkrules_leaderfrags = 0;
1129         head = findchain(classname, "player");
1130         checkrules_equality = FALSE;
1131         while (head)
1132         {
1133                 if(head.frags > checkrules_leaderfrags)
1134                 {
1135                         checkrules_leaderfrags = head.frags;
1136                         checkrules_equality = FALSE;
1137                 }
1138                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1139                         checkrules_equality = TRUE;
1140                 head = head.chain;
1141         }
1142
1143         SetWinners(frags, checkrules_leaderfrags);
1144
1145         // The top two players have the same amount of lives? No timelimit then,
1146         // enter overtime...
1147
1148         if(checkrules_equality)
1149                 return WINNING_NEVER;
1150
1151         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1152         return WINNING_NO;
1153 }
1154
1155 // DM winning condition: game terminates if a player reached the fraglimit,
1156 // unless the first two players have the same score. The latter case also
1157 // breaks the time limit.
1158 float(float fraglimit) WinningCondition_MaxIndividualScore =
1159 {
1160         float checkrules_oldleaderfrags;
1161         entity head;
1162
1163         checkrules_oldleaderfrags = checkrules_leaderfrags;
1164         checkrules_leaderfrags = 0;
1165         head = findchain(classname, "player");
1166         checkrules_equality = FALSE;
1167         while (head)
1168         {
1169                 if(head.frags > checkrules_leaderfrags)
1170                 {
1171                         checkrules_leaderfrags = head.frags;
1172                         checkrules_equality = FALSE;
1173                 }
1174                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1175                         checkrules_equality = TRUE;
1176                 head = head.chain;
1177         }
1178
1179         if(checkrules_leaderfrags > 0)
1180                 SetWinners(frags, checkrules_leaderfrags);
1181         else
1182                 ClearWinners();
1183
1184         if (!cvar("g_runematch"))
1185                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1186                 {
1187                         if (checkrules_leaderfrags == fraglimit - 1)
1188                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1189                         else if (checkrules_leaderfrags == fraglimit - 2)
1190                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1191                         else if (checkrules_leaderfrags == fraglimit - 3)
1192                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1193                 }
1194
1195         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1196 }
1197
1198 float(float fraglimit) WinningConditionBase_Teamplay =
1199 {
1200         tdm_old_score = tdm_max_score;
1201         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1202
1203         checkrules_equality =
1204         (
1205                 (tdm_max_score > 0)
1206                 &&
1207                 (
1208                           (team1_score == tdm_max_score)
1209                         + (team2_score == tdm_max_score)
1210                         + (team3_score == tdm_max_score)
1211                         + (team4_score == tdm_max_score)
1212                         >= 2));
1213
1214         ClearWinners();
1215         if(tdm_max_score > 0)
1216         {
1217                 if(team1_score == tdm_max_score)
1218                         AddWinners(team, COLOR_TEAM1);
1219                 if(team2_score == tdm_max_score)
1220                         AddWinners(team, COLOR_TEAM2);
1221                 if(team3_score == tdm_max_score)
1222                         AddWinners(team, COLOR_TEAM3);
1223                 if(team4_score == tdm_max_score)
1224                         AddWinners(team, COLOR_TEAM4);
1225         }
1226
1227         if(!cvar("g_runematch") && !cvar("g_domination"))
1228                 if(tdm_max_score != tdm_old_score)
1229                 {
1230                         if(tdm_max_score == fraglimit - 1)
1231                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1232                         else if(tdm_max_score == fraglimit - 2)
1233                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1234                         else if(tdm_max_score == fraglimit - 3)
1235                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1236                 }
1237
1238         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1239 }
1240
1241 // TDM winning condition: game terminates if a team's score sum reached the
1242 // fraglimit, unless the first two teams have the same total score. The latter
1243 // case also breaks the time limit.
1244 float(float fraglimit) WinningCondition_MaxTeamSum =
1245 {
1246         entity head;
1247
1248         team1_score = team2_score = team3_score = team4_score = 0;
1249
1250         head = findchain(classname, "player");
1251         while (head)
1252         {
1253                 if(head.team == COLOR_TEAM1)
1254                         team1_score += head.frags;
1255                 else if(head.team == COLOR_TEAM2)
1256                         team2_score += head.frags;
1257                 else if(head.team == COLOR_TEAM3)
1258                         team3_score += head.frags;
1259                 else if(head.team == COLOR_TEAM4)
1260                         team4_score += head.frags;
1261                 head = head.chain;
1262         }
1263
1264         return WinningConditionBase_Teamplay(fraglimit);
1265 }
1266
1267 // DOM/CTF winning condition: game terminates if the max of a team's players'
1268 // score reached the fraglimit, unless the first two teams have the same
1269 // maximum score. The latter case also breaks the time limit.
1270 float(float fraglimit) WinningCondition_MaxTeamMax =
1271 {
1272         entity head;
1273
1274         team1_score = team2_score = team3_score = team4_score = 0;
1275
1276         head = findchain(classname, "player");
1277         while (head)
1278         {
1279                 if(head.team == COLOR_TEAM1)
1280                 {
1281                         if(head.frags > team1_score)
1282                                 team1_score = head.frags;
1283                 }
1284                 else if(head.team == COLOR_TEAM2)
1285                 {
1286                         if(head.frags > team2_score)
1287                                 team2_score = head.frags;
1288                 }
1289                 else if(head.team == COLOR_TEAM3)
1290                 {
1291                         if(head.frags > team3_score)
1292                                 team3_score = head.frags;
1293                 }
1294                 else if(head.team == COLOR_TEAM4)
1295                 {
1296                         if(head.frags > team4_score)
1297                                 team4_score = head.frags;
1298                 }
1299                 head = head.chain;
1300         }
1301
1302         return WinningConditionBase_Teamplay(fraglimit);
1303 }
1304
1305 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1306 {
1307         entity head;
1308         float fragtotal;
1309         string s;
1310         float found;
1311         found = FALSE;
1312         head = find(world, classname, "player");
1313         while(head)
1314         {
1315                 if(!whichteam || head.team == whichteam)
1316                 {
1317                         if(name != "")
1318                                 if(!found)
1319                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1320                         found = TRUE;
1321                         fragtotal = fragtotal + head.frags;
1322                         s = ftos(head.frags);
1323                         s = strcat(s, "/", ftos(head.deaths));
1324                         s = strcat(s, " @ ", ftos(head.ping));
1325                         if(clienttype(head) == CLIENTTYPE_BOT)
1326                                 s = strcat(s, "botms");
1327                         else
1328                                 s = strcat(s, "ms");
1329                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1330                 }
1331                 head = find(head, classname, "player");
1332         }
1333         if(whichteam && found)
1334                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1335 }
1336
1337 void PrintScoreboard()
1338 {
1339         ServerConsoleEcho("Scoreboard:", FALSE);
1340         if(teams_matter)
1341         {
1342                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1343                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1344                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1345                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1346         }
1347         else
1348         {
1349                 PrintScoreboardFor("", "^7", 0);
1350         }
1351         ServerConsoleEcho(".", FALSE);
1352 }
1353
1354 void RemoveFromMaplist(string m)
1355 {
1356         string result;
1357         float litems;
1358         float i;
1359         float found;
1360
1361         litems = tokenize(cvar_string("g_maplist"));
1362         found = 0;
1363         result = "";
1364         for(i = 0; i < litems; ++i)
1365         {
1366                 m = strcat(m);
1367                 result = strcat(result);
1368                 if(argv(i) == m)
1369                         found += 1;
1370                 else
1371                         result = strcat(result, "'", argv(i), "'");
1372         }
1373         if(found)
1374                 cvar_set("g_maplist", result);
1375         ServerConsoleEcho(strcat("Removed ", ftos(found), " items."), FALSE);
1376 }
1377
1378 void AddToMaplist(string m)
1379 {
1380         string result;
1381         float found;
1382         float litems;
1383         float i;
1384         float ipos;
1385         float inserted;
1386
1387         if(!TryFile(strcat("maps/", m, ".mapcfg")))
1388         {
1389                 ServerConsoleEcho("Map not found.", FALSE);
1390                 return;
1391         }
1392
1393         litems = tokenize(cvar_string("g_maplist"));
1394         if(cvar("g_maplist_shuffle"))
1395                 ipos = ceil(random() * (litems + 1)) - 1;
1396         else
1397                 ipos = litems;
1398         found = 0;
1399         inserted = 0;
1400         for(i = 0; i < litems; ++i)
1401         {
1402                 m = strcat(m);
1403                 if(i == ipos)
1404                 {
1405                         result = strcat(result, "'", m, "'");
1406                         inserted = 1;
1407                 }
1408                 result = strcat(result, "'", argv(i), "'");
1409                 if(argv(i) == m)
1410                         found += 1;
1411         }
1412         if(!inserted)
1413                 result = strcat(result, "'", m, "'");
1414         if(!found)
1415         {
1416                 cvar_set("g_maplist", result);
1417                 ServerConsoleEcho("Map added.", FALSE);
1418         }
1419         else
1420                 ServerConsoleEcho("Map already in list.", FALSE);
1421 }
1422
1423 void ShuffleMaplist()
1424 {
1425         string result;
1426         float start;
1427         float litems;
1428         float selected;
1429         float i;
1430
1431         result = cvar_string("g_maplist");
1432         litems = tokenize(result);
1433
1434         for(start = 0; start < litems - 1; ++start)
1435         {
1436                 result = "";
1437
1438                 // select a random item
1439                 selected = ceil(random() * (litems - start) + start) - 1;
1440
1441                 // shift this item to the place start
1442                 for(i = 0; i < start; ++i)
1443                         result = strcat(result, "'", argv(i), "'");
1444                 result = strcat(result, "'", argv(selected), "'");
1445                 for(i = start; i < litems; ++i)
1446                         if(i != selected)
1447                                 result = strcat(result, "'", argv(i), "'");
1448
1449                 litems = tokenize(result);
1450
1451                 //dprint(result, "\n");
1452         }
1453
1454         cvar_set("g_maplist", result);
1455 }
1456
1457 void() HandleMaplistShuffleCommands =
1458 {
1459         // automatically shuffle when setting g_maplist_shuffle
1460         if(cvar_string("_g_maplist_add") != "")
1461         {
1462                 AddToMaplist(cvar_string("_g_maplist_add"));
1463                 cvar_set("_g_maplist_add", "");
1464         }
1465         if(cvar_string("_g_maplist_remove") != "")
1466         {
1467                 RemoveFromMaplist(cvar_string("_g_maplist_remove"));
1468                 cvar_set("_g_maplist_remove", "");
1469         }
1470         if(cvar("_g_maplist_shufflenow") || (cvar("g_maplist_shuffle") && !cvar("_g_maplist_have_shuffled")))
1471         {
1472                 ShuffleMaplist();
1473                 cvar_set("_g_maplist_shufflenow", "0");
1474                 cvar_set("_g_maplist_have_shuffled", "1");
1475                 ServerConsoleEcho("Shuffled map list.", FALSE);
1476         }
1477         if(cvar("_g_maplist_have_shuffled"))
1478                 if(!cvar("g_maplist_shuffle"))
1479                         cvar_set("_g_maplist_have_shuffled", "0");
1480 }
1481
1482 /*
1483 ============
1484 CheckRules_World
1485
1486 Exit deathmatch games upon conditions
1487 ============
1488 */
1489 void() CheckRules_World =
1490 {
1491         local float status;
1492         local float timelimit;
1493         local float fraglimit;
1494
1495         VoteThink();
1496
1497         SetDefaultAlpha();
1498
1499         if (intermission_running)
1500                 if (time >= intermission_exittime + 60)
1501                 {
1502                         GotoNextMap();
1503                         return;
1504                 }
1505
1506         if (gameover)   // someone else quit the game already
1507                 return;
1508
1509         DumpStats();
1510
1511         if(cvar("_scoreboard"))
1512         {
1513                 cvar_set("_scoreboard", "0");
1514                 PrintScoreboard();
1515         }
1516
1517         HandleMaplistShuffleCommands();
1518
1519         timelimit = cvar("timelimit") * 60;
1520         fraglimit = cvar("fraglimit");
1521
1522         if (timelimit && time >= timelimit)
1523                 InitiateOvertime();
1524
1525         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1526         {
1527                 NextLevel();
1528                 return;
1529         }
1530
1531         if(!checkrules_overtimewarning && checkrules_overtimeend)
1532         {
1533                 checkrules_overtimewarning = TRUE;
1534                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1535                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1536         }
1537
1538         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1539         {
1540                 checkrules_oneminutewarning = TRUE;
1541                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1542         }
1543
1544         status = WINNING_NO;
1545         if(cvar("g_lms"))
1546         {
1547                 status = WinningCondition_LMS();
1548         }
1549         else
1550         {
1551                 if(teams_matter)
1552                 {
1553                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1554                                 status = WinningCondition_MaxTeamSum(fraglimit);
1555                         //else if()
1556                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1557                         else
1558                         {
1559                                 dprint("div0: How can this happen?\n");
1560                                 status = WinningCondition_MaxTeamMax(fraglimit);
1561                         }
1562                 }
1563                 else
1564                         status = WinningCondition_MaxIndividualScore(fraglimit);
1565         }
1566
1567         if(status == WINNING_STARTOVERTIME)
1568         {
1569                 status = WINNING_NEVER;
1570                 InitiateOvertime();
1571         }
1572
1573         if(status == WINNING_NEVER)
1574                 // equality cases! Nobody wins if the overtime ends in a draw.
1575                 ClearWinners();
1576
1577         if(checkrules_overtimeend)
1578                 if(status != WINNING_NEVER)
1579                         status = WINNING_YES;
1580
1581         if(status == WINNING_YES)
1582                 NextLevel();
1583 };