oops, annoying dprint...
[divverent/nexuiz.git] / data / qcsrc / server / g_world.qc
1 string GetMapname();
2 void GotoNextMap();
3
4 void SetDefaultAlpha()
5 {
6         if(cvar("g_running_guns"))
7         {
8                 default_player_alpha = -1;
9                 default_weapon_alpha = +1;
10         }
11         else if(cvar("g_cloaked"))
12         {
13                 default_player_alpha = cvar("g_balance_cloaked_alpha");
14                 default_weapon_alpha = default_player_alpha;
15         }
16         else
17         {
18                 default_player_alpha = cvar("g_player_alpha");
19                 if(default_player_alpha <= 0)
20                         default_player_alpha = 1;
21                 default_weapon_alpha = default_player_alpha;
22         }
23 }
24
25 void fteqcc_testbugs()
26 {
27         float a, b;
28
29         if(!cvar("developer_fteqccbugs"))
30                 return;
31
32         dprint("*** fteqcc test: checking for bugs...\n");
33
34         a = 1;
35         b = 5;
36         if(sqrt(a) - sqrt(b - a) == 0)
37                 dprint("*** fteqcc test: found same-function-twice bug\n");
38         else
39                 dprint("*** fteqcc test: same-function-twice bug got FINALLY FIXED! HOORAY!\n");
40
41         world.frags = -10;
42         world.enemy = world;
43         world.enemy.frags += 10;
44         if(world.frags > 0.2 || world.frags < -0.2) // don't error out if it's just roundoff errors
45                 dprint("*** fteqcc test: found += bug\n");
46         else
47                 dprint("*** fteqcc test: += bug got FINALLY FIXED! HOORAY!\n");
48         world.frags = 0;
49 }
50
51 void GotoFirstMap()
52 {
53         if(cvar("_sv_init"))
54         {
55                 cvar_set("_sv_init", "0");
56                 tokenize(cvar_string("g_maplist"));
57                 if(argv(0) != GetMapname())
58                 {
59                         cvar_set("nextmap", argv(0));
60                         GotoNextMap();
61                 }
62         }
63 }
64
65 float world_already_spawned;
66 void worldspawn (void)
67 {
68         if(world_already_spawned)
69                 error("world already spawned - you may have EXACTLY ONE worldspawn!");
70         world_already_spawned = TRUE;
71         // Precache all player models
72         // Workaround for "invisible players"
73         precache_model("models/player/carni.zym");
74         precache_model("models/player/crash.zym");
75         precache_model("models/player/grunt.zym");
76         precache_model("models/player/headhunter.zym");
77         precache_model("models/player/insurrectionist.zym");
78         precache_model("models/player/jeandarc.zym");
79         precache_model("models/player/lurk.zym");
80         precache_model("models/player/lycanthrope.zym");
81         precache_model("models/player/marine.zym");
82         precache_model("models/player/nexus.zym");
83         precache_model("models/player/pyria.zym");
84         precache_model("models/player/shock.zym");
85         precache_model("models/player/skadi.zym");
86         precache_model("models/player/specop.zym");
87         precache_model("models/player/visitant.zym");
88
89         //precache_model ("progs/beam.mdl");
90         precache_model ("models/bullet.mdl");
91         precache_model ("models/casing_bronze.mdl");
92         precache_model ("models/casing_shell.mdl");
93         precache_model ("models/casing_steel.mdl");
94         precache_model ("models/ebomb.mdl");
95         precache_model ("models/elaser.mdl");
96         precache_model ("models/flash.md3");
97         precache_model ("models/gibs/bloodyskull.md3");
98         precache_model ("models/gibs/chunk.mdl");
99         precache_model ("models/gibs/eye.md3");
100         precache_model ("models/gibs/gib1.md3");
101         //precache_model ("models/gibs/gib2.md3");
102         //precache_model ("models/gibs/gib3.md3");
103         //precache_model ("models/gibs/gib4.md3");
104         precache_model ("models/gibs/gib5.md3");
105         //precache_model ("models/gibs/gib6.md3");
106         precache_model ("models/gibs/gib1.mdl");
107         precache_model ("models/gibs/gib2.mdl");
108         precache_model ("models/gibs/gib3.mdl");
109         precache_model ("models/grenademodel.md3");
110         precache_model ("models/hagarmissile.mdl");
111         precache_model ("models/items/a_bullets.mdl");
112         precache_model ("models/items/a_cells.md3");
113         precache_model ("models/items/a_rockets.md3");
114         precache_model ("models/items/a_shells.md3");
115         precache_model ("models/items/g_a1.md3");
116         precache_model ("models/items/g_a25.md3");
117         precache_model ("models/items/g_h1.md3");
118         precache_model ("models/items/g_h25.md3");
119         precache_model ("models/items/g_h100.md3");
120         precache_model ("models/items/g_invincible.md3");
121         precache_model ("models/items/g_strength.md3");
122         precache_model ("models/laser.mdl");
123         precache_model ("models/misc/chatbubble.spr");
124         precache_model ("models/misc/teambubble.spr");
125         precache_model ("models/nexflash.md3");
126         precache_model ("models/plasma.mdl");
127         precache_model ("models/plasmatrail.mdl");
128         precache_model ("models/rocket.md3");
129         //precache_model ("models/sprites/grenexpl.spr");
130         precache_model ("models/runematch/rune.mdl");
131         precache_model ("models/runematch/curse.mdl");
132         //precache_model ("models/sprites/hagar.spr");
133         //precache_model ("models/sprites/muzzleflash.spr32");
134         //precache_model ("models/sprites/electrocombo.spr32");
135         //precache_model ("models/sprites/plasmahitwall.spr32");
136         //precache_model ("models/sprites/plasmashot.spr32");
137         //precache_model ("models/sprites/rockexpl.spr");
138         precache_model ("models/tracer.mdl");
139         precache_model ("models/uziflash.md3");
140         precache_model ("models/weapons/g_crylink.md3");
141         precache_model ("models/weapons/g_electro.md3");
142         precache_model ("models/weapons/g_gl.md3");
143         precache_model ("models/weapons/g_hagar.md3");
144         precache_model ("models/weapons/g_nex.md3");
145         precache_model ("models/weapons/g_rl.md3");
146         precache_model ("models/weapons/g_shotgun.md3");
147         precache_model ("models/weapons/g_uzi.md3");
148         precache_model ("models/weapons/v_crylink.md3");
149         precache_model ("models/weapons/v_electro.md3");
150         precache_model ("models/weapons/v_gl.md3");
151         precache_model ("models/weapons/v_hagar.md3");
152         precache_model ("models/weapons/v_laser.md3");
153         precache_model ("models/weapons/v_nex.md3");
154         precache_model ("models/weapons/v_rl.md3");
155         precache_model ("models/weapons/v_shotgun.md3");
156         precache_model ("models/weapons/v_uzi.md3");
157         precache_model ("models/weapons/w_crylink.zym");
158         precache_model ("models/weapons/w_electro.zym");
159         precache_model ("models/weapons/w_gl.zym");
160         precache_model ("models/weapons/w_hagar.zym");
161         precache_model ("models/weapons/w_laser.zym");
162         precache_model ("models/weapons/w_nex.zym");
163         precache_model ("models/weapons/w_rl.zym");
164         precache_model ("models/weapons/w_shotgun.zym");
165         precache_model ("models/weapons/w_uzi.zym");
166
167         // laser for laser-guided weapons
168         precache_model ("models/laser_dot.mdl");
169
170         precache_sound ("misc/null.wav");
171         precache_sound ("misc/armor1.wav");
172         precache_sound ("misc/armor25.wav");
173         precache_sound ("misc/armorimpact.wav");
174         precache_sound ("misc/bodyimpact1.wav");
175         precache_sound ("misc/bodyimpact2.wav");
176         precache_sound ("misc/gib.wav");
177         precache_sound ("misc/gib_splat01.wav");
178         precache_sound ("misc/gib_splat02.wav");
179         precache_sound ("misc/gib_splat03.wav");
180         precache_sound ("misc/gib_splat04.wav");
181         //precache_sound ("misc/h2ohit.wav");
182         precache_sound ("misc/hit.wav");
183         precache_sound ("misc/footstep01.wav");
184         precache_sound ("misc/footstep02.wav");
185         precache_sound ("misc/footstep03.wav");
186         precache_sound ("misc/footstep04.wav");
187         precache_sound ("misc/footstep05.wav");
188         precache_sound ("misc/footstep06.wav");
189         precache_sound ("misc/hitground1.ogg");
190         precache_sound ("misc/hitground2.ogg");
191         precache_sound ("misc/hitground3.ogg");
192         precache_sound ("misc/hitground4.ogg");
193         precache_sound ("misc/itempickup.ogg");
194         precache_sound ("misc/itemrespawn.ogg");
195         precache_sound ("misc/jumppad.ogg");
196         precache_sound ("misc/mediumhealth.ogg");
197         precache_sound ("misc/megahealth.ogg");
198         precache_sound ("misc/minihealth.ogg");
199         precache_sound ("misc/powerup.ogg");
200         precache_sound ("misc/powerup_shield.ogg");
201         precache_sound ("misc/talk.wav");
202         precache_sound ("misc/teleport.ogg");
203         precache_sound ("plats/medplat1.wav");
204         precache_sound ("plats/medplat2.wav");
205         precache_sound ("player/lava.wav");
206         precache_sound ("player/slime.wav");
207         precache_sound ("weapons/crylink_fire.ogg");
208         precache_sound ("weapons/electro_bounce.ogg");
209         precache_sound ("weapons/electro_fire.ogg");
210         precache_sound ("weapons/electro_fire2.ogg");
211         precache_sound ("weapons/electro_fly.wav");
212         precache_sound ("weapons/electro_impact.ogg");
213         precache_sound ("weapons/electro_impact_combo.ogg");
214         //precache_sound ("weapons/grenade_bounce.ogg");
215         precache_sound ("weapons/grenade_bounce1.ogg");
216         precache_sound ("weapons/grenade_bounce2.ogg");
217         precache_sound ("weapons/grenade_bounce3.ogg");
218         precache_sound ("weapons/grenade_fire.ogg");
219         precache_sound ("weapons/grenade_impact.ogg");
220         precache_sound ("weapons/hagar_fire.ogg");
221         precache_sound ("weapons/hagexp1.ogg");
222         precache_sound ("weapons/hagexp2.ogg");
223         precache_sound ("weapons/hagexp3.ogg");
224         precache_sound ("weapons/hook_fire.ogg");
225         precache_sound ("weapons/hook_impact.ogg");
226         precache_sound ("weapons/lasergun_fire.ogg");
227         precache_sound ("weapons/laserimpact.ogg");
228         precache_sound ("weapons/nexfire.ogg");
229         precache_sound ("weapons/neximpact.ogg");
230         precache_sound ("weapons/ric1.ogg");
231         precache_sound ("weapons/ric2.ogg");
232         precache_sound ("weapons/ric3.ogg");
233         precache_sound ("weapons/rocket_fire.ogg");
234         precache_sound ("weapons/rocket_fly.wav");
235         precache_sound ("weapons/rocket_impact.ogg");
236         precache_sound ("weapons/rocket_det.ogg");
237         precache_sound ("weapons/shotgun_fire.ogg");
238         precache_sound ("weapons/tink1.ogg");
239         precache_sound ("weapons/uzi_fire.ogg");
240         precache_sound ("weapons/weapon_switch.ogg");
241         precache_sound ("weapons/weaponpickup.ogg");
242         precache_sound ("weapons/strength_fire.ogg");
243
244         //precache_sound ("announce/male/kill10.ogg");
245         //precache_sound ("announce/male/kill15.ogg");
246         //precache_sound ("announce/male/kill20.ogg");
247         //precache_sound ("announce/male/kill25.ogg");
248         //precache_sound ("announce/male/kill3.ogg");
249         //precache_sound ("announce/male/kill30.ogg");
250         //precache_sound ("announce/male/kill4.ogg");
251         //precache_sound ("announce/male/kill5.ogg");
252         //precache_sound ("announce/male/kill6.ogg");
253         //precache_sound ("announce/male/mapkill1.ogg");
254         //precache_sound ("announce/robotic/last_second_save.ogg");
255         //precache_sound ("announce/robotic/narrowly_averted.ogg");
256         //precache_sound ("minstagib/mockery.ogg");
257
258         // announcer sounds - male
259         precache_sound ("announcer/male/03kills.ogg");
260         precache_sound ("announcer/male/05kills.ogg");
261         precache_sound ("announcer/male/10kills.ogg");
262         precache_sound ("announcer/male/15kills.ogg");
263         precache_sound ("announcer/male/20kills.ogg");
264         precache_sound ("announcer/male/25kills.ogg");
265         precache_sound ("announcer/male/30kills.ogg");
266         precache_sound ("announcer/male/botlike.ogg");
267         precache_sound ("announcer/male/electrobitch.ogg");
268         precache_sound ("announcer/male/welcome.ogg");
269         precache_sound ("announcer/male/yoda.ogg");
270
271         // announcer sounds - robotic
272         precache_sound ("announcer/robotic/1fragleft.ogg");
273         precache_sound ("announcer/robotic/1minuteremains.ogg");
274         precache_sound ("announcer/robotic/2fragsleft.ogg");
275         precache_sound ("announcer/robotic/3fragsleft.ogg");
276         precache_sound ("announcer/robotic/lastsecond.ogg");
277         precache_sound ("announcer/robotic/narrowly.ogg");
278
279         // plays music for the level if there is any
280         if (self.noise)
281         {
282                 precache_sound (self.noise);
283                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
284         }
285
286                 // 0 normal
287         lightstyle(0, "m");
288
289         // 1 FLICKER (first variety)
290         lightstyle(1, "mmnmmommommnonmmonqnmmo");
291
292         // 2 SLOW STRONG PULSE
293         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
294
295         // 3 CANDLE (first variety)
296         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
297
298         // 4 FAST STROBE
299         lightstyle(4, "mamamamamama");
300
301         // 5 GENTLE PULSE 1
302         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
303
304         // 6 FLICKER (second variety)
305         lightstyle(6, "nmonqnmomnmomomno");
306
307         // 7 CANDLE (second variety)
308         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
309
310         // 8 CANDLE (third variety)
311         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
312
313         // 9 SLOW STROBE (fourth variety)
314         lightstyle(9, "aaaaaaaazzzzzzzz");
315
316         // 10 FLUORESCENT FLICKER
317         lightstyle(10, "mmamammmmammamamaaamammma");
318
319         // 11 SLOW PULSE NOT FADE TO BLACK
320         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
321
322         // styles 32-62 are assigned by the light program for switchable lights
323
324         // 63 testing
325         lightstyle(63, "a");
326
327         player_count = 0;
328         lms_dead_count = 0;
329         lms_lowest_lives = 0;
330         lms_next_place = 0;
331
332         GotoFirstMap();
333
334         if(cvar("g_campaign"))
335                 CampaignPreInit();
336
337         InitGameplayMode();
338         //if (cvar("g_domination"))
339         //      dom_init();
340
341         local entity head;
342         head = nextent(world);
343         maxclients = 0;
344         while(head)
345         {
346                 maxclients++;
347                 head = nextent(head);
348         }
349
350         GameLogInit(); // prepare everything
351         if(cvar("sv_eventlog"))
352         {
353                 local string s;
354                 GameLogEcho(":logversion:2", FALSE);
355                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");
356                 s = strcat(s, ftos(random()));
357                 GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE);
358                 s = ":gameinfo:mutators:LIST";
359                 if(cvar("g_grappling_hook"))
360                         s = strcat(s, ":grappling_hook");
361                 if(!cvar("g_use_ammunition"))
362                         s = strcat(s, ":no_use_ammunition");
363                 if(!cvar("g_pickup_items"))
364                         s = strcat(s, ":no_pickup_items");
365                 if(cvar("g_instagib"))
366                         s = strcat(s, ":instagib");
367                 if(cvar("g_rocketarena"))
368                         s = strcat(s, ":rockerarena");
369                 if(cvar("g_nixnex"))
370                         s = strcat(s, ":nixnex");
371                 if(cvar("g_vampire"))
372                         s = strcat(s, ":vampire");
373                 if(cvar("g_laserguided_missile"))
374                         s = strcat(s, ":laserguided_missile");
375                 if(cvar("g_norecoil"))
376                         s = strcat(s, ":norecoil");
377                 if(cvar("g_midair"))
378                         s = strcat(s, ":midair");
379                 if(cvar("g_minstagib"))
380                         s = strcat(s, ":minstagib");
381                 GameLogEcho(s, FALSE);
382                 GameLogEcho(":gameinfo:end", FALSE);
383         }
384
385         cvar_set("nextmap", "");
386
387         SetDefaultAlpha();
388
389         if(cvar("g_campaign"))
390                 CampaignPostInit();
391
392         fteqcc_testbugs();
393 }
394
395 void light (void)
396 {
397         makestatic (self);
398 }
399
400 float( string pFilename ) TryFile =
401 {
402         local float lHandle;
403         dprint("TryFile(\"", pFilename, "\")\n");
404         lHandle = fopen( pFilename, FILE_READ );
405         if( lHandle != -1 ) {
406                 fclose( lHandle );
407                 return TRUE;
408         } else {
409                 return FALSE;
410         }
411 };
412
413 string GetMapname()
414 {
415         if (game == GAME_DEATHMATCH)
416                 return strcat("dm_", mapname);
417         else if (game == GAME_TEAM_DEATHMATCH)
418                 return strcat("tdm_", mapname);
419         else if (game == GAME_DOMINATION)
420                 return strcat("dom_", mapname);
421         else if (game == GAME_CTF)
422                 return strcat("ctf_", mapname);
423         else if (game == GAME_RUNEMATCH)
424                 return strcat("rune_", mapname);
425         else if (game == GAME_LMS)
426                 return strcat("lms_", mapname);
427         return strcat("dm_", mapname);
428 }
429
430 float Map_Count, Map_Current;
431
432 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count
433 float GetMaplistPosition()
434 {
435         float pos;
436         string map;
437
438         map = GetMapname();
439         for(pos = 0; pos < Map_Count; ++pos)
440                 if(map == argv(pos))
441                         return pos;
442
443         // resume normal maplist rotation if current map is not in g_maplist
444         return cvar("g_maplist_index");
445 }
446
447 float MapHasRightSize(string map)
448 {
449         // open map size restriction file
450         float fh;
451         dprint("opensize "); dprint(map);
452         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
453         if(fh >= 0)
454         {
455                 float mapmin, mapmax;
456                 dprint(": ok, ");
457                 mapmin = stof(fgets(fh));
458                 mapmax = stof(fgets(fh));
459                 fclose(fh);
460                 if(player_count < mapmin)
461                 {
462                         dprint("not enough\n");
463                         return FALSE;
464                 }
465                 if(player_count > mapmax)
466                 {
467                         dprint("too many\n");
468                         return FALSE;
469                 }
470                 dprint("right size\n");
471                 return TRUE;
472         }
473         dprint(": not found\n");
474         return TRUE;
475 }
476
477 string Map_Filename(float position)
478 {
479         return strcat("maps/", argv(position), ".mapcfg");
480 }
481
482 float(float position, float pass) Map_Check =
483 {
484         string filename;
485         filename = Map_Filename(position);
486         if(TryFile(filename))
487         {
488                 if(pass == 2)
489                         return 1;
490                 if(MapHasRightSize(argv(position)))
491                         return 1;
492                 return 0;
493         }
494         else
495                 dprint( "Couldn't find '", filename, "'..\n" );
496
497         return 0;
498 }
499
500 void(float position) Map_Goto =
501 {
502         cvar_set("g_maplist_index", ftos(position));
503         localcmd(strcat("exec \"", Map_Filename(position) ,"\"\n"));
504 }
505
506 // return codes of map selectors:
507 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
508 //   -2 = permanent failure
509 float() MaplistMethod_Iterate = // usual method
510 {
511         float pass, i;
512
513         for(pass = 1; pass <= 2; ++pass)
514         {
515                 for(i = 1; i < Map_Count; ++i)
516                 {
517                         float mapindex;
518                         mapindex = math_mod(i + Map_Current, Map_Count);
519                         if(Map_Check(mapindex, pass))
520                                 return mapindex;
521                 }
522         }
523         return -1;
524 }
525
526 float() MaplistMethod_Repeat = // fallback method
527 {
528         if(Map_Check(Map_Current, 2))
529                 return Map_Current;
530         return -2;
531 }
532
533 float() MaplistMethod_Random = // random map selection
534 {
535         float i, imax;
536
537         imax = 42;
538
539         for(i = 0; i <= imax; ++i)
540         {
541                 float mapindex;
542                 mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map
543                 if(Map_Check(mapindex, 1))
544                         return mapindex;
545         }
546         return -1;
547 }
548
549 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
550 // the exponent sets a bias on the map selection:
551 // the higher the exponent, the 
552 {
553         float i, j, imax, insertpos;
554
555         imax = 42;
556
557         if(Map_Count <= 1)
558                 return 0; // only one map, then always play this one
559
560         for(i = 0; i <= imax; ++i)
561         {
562                 string newlist;
563
564                 // now reinsert this at another position
565                 insertpos = pow(Map_Count - 1, exponent);
566                 insertpos = random() * insertpos;              // ]0, (Map_Count - 1)^exponent]
567                 insertpos = pow(insertpos, 1 / exponent);      // ]0, Map_Count - 1]
568                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
569                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");
570
571                 // insert the current map there
572                 newlist = "";
573                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
574                         newlist = strcat(newlist, "'", argv(j), "'");
575                 newlist = strcat(newlist, "'", argv(0), "'");  // now insert the just selected map
576                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
577                         newlist = strcat(newlist, "'", argv(j), "'");
578                 cvar_set("g_maplist", newlist);
579                 Map_Count = tokenize(newlist);
580
581                 // NOTE: the selected map has just been inserted at (insertpos-1)th position
582                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
583                 if(Map_Check(Map_Current, 1))
584                         return Map_Current;
585         }
586         return -1;
587 }
588
589 void() Maplist_Init =
590 {
591         string temp;
592         temp = cvar_string("g_maplist");
593         Map_Count = tokenize(temp);
594         if(Map_Count == 0)
595         {
596                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );
597                 cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist"));
598                 Map_Count = tokenize(temp);
599         }
600         if(Map_Count == 0)
601                 error("empty maplist, cannot select a new map");
602         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
603 }
604
605 void() GotoNextMap =
606 {
607         //local string nextmap;
608         //local float n, nummaps;
609         //local string s;
610         string exit_cfg;
611         if (alreadychangedlevel)
612                 return;
613         alreadychangedlevel = TRUE;
614
615         if(cvar("g_campaign"))
616         {
617                 CampaignPostIntermission();
618                 return;
619         }
620
621         if (cvar("samelevel")) // if samelevel is set, stay on same level
622         {
623                 // 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)
624                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
625                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)
626                 localcmd("restart\n");
627                 //changelevel (mapname);
628                 return;
629         }
630
631         // if an exit cfg is defined by exiting map, exec it.
632         exit_cfg = cvar_string("exit_cfg");
633         if(exit_cfg != "")
634                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
635
636         localcmd("exec game_reset.cfg\n");
637
638
639         if (cvar("lastlevel"))
640         {
641                 localcmd(strcat("set lastlevel 0\n"));
642                 localcmd(strcat("togglemenu\n"));
643         }
644         else
645         {
646                 float nextMap;
647                 float allowReset;
648
649                 // cvar "nextmap" always gets priority
650                 if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg")))
651                 {
652                         localcmd(strcat("exec \"maps/", cvar_string("nextmap"), ".mapcfg\"\n"));
653                         return;
654                 }
655
656                 for(allowReset = 1; allowReset >= 0; --allowReset)
657                 {
658                         Maplist_Init();
659                         nextMap = -1;
660
661                         if(nextMap == -1)
662                                 if(cvar("g_maplist_shuffle") > 0)
663                                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
664
665                         if(nextMap == -1)
666                                 if(cvar("g_maplist_selectrandom"))
667                                         nextMap = MaplistMethod_Random();
668
669                         if(nextMap == -1)
670                                 nextMap = MaplistMethod_Iterate();
671
672                         if(nextMap == -1)
673                                 nextMap = MaplistMethod_Repeat();
674
675                         if(nextMap >= 0)
676                         {
677                                 Map_Goto(nextMap);
678                                 break;
679                         }
680                         else // PERMANENT FAILURE
681                         {
682                                 if(allowReset)
683                                 {
684                                         bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );
685                                         cvar_set("g_maplist", cvar_string("g_maplist_defaultlist"));
686                                 }
687                                 else
688                                 {
689                                         error("Everything is broken - not even the default map list works. Please report this to the developers.");
690                                 }
691                         }
692                 }
693         }
694 };
695
696
697 /*
698 ============
699 IntermissionThink
700
701 When the player presses attack or jump, change to the next level
702 ============
703 */
704 void() IntermissionThink =
705 {
706         if(cvar("sv_autoscreenshot"))
707         if(self.cnt > time)
708         {
709                 self.cnt = FALSE;
710                 if(clienttype(self) == CLIENTTYPE_REAL)
711                         stuffcmd(self, "screenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
712                 return;
713         }
714
715         if (time < intermission_exittime)
716                 return;
717
718         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
719                 return;
720
721         GotoNextMap ();
722 };
723
724 /*
725 ============
726 FindIntermission
727
728 Returns the entity to view from
729 ============
730 */
731 /*
732 entity() FindIntermission =
733 {
734         local   entity spot;
735         local   float cyc;
736
737 // look for info_intermission first
738         spot = find (world, classname, "info_intermission");
739         if (spot)
740         {       // pick a random one
741                 cyc = random() * 4;
742                 while (cyc > 1)
743                 {
744                         spot = find (spot, classname, "info_intermission");
745                         if (!spot)
746                                 spot = find (spot, classname, "info_intermission");
747                         cyc = cyc - 1;
748                 }
749                 return spot;
750         }
751
752 // then look for the start position
753         spot = find (world, classname, "info_player_start");
754         if (spot)
755                 return spot;
756
757 // testinfo_player_start is only found in regioned levels
758         spot = find (world, classname, "testplayerstart");
759         if (spot)
760                 return spot;
761
762 // then look for the start position
763         spot = find (world, classname, "info_player_deathmatch");
764         if (spot)
765                 return spot;
766
767         //objerror ("FindIntermission: no spot");
768         return world;
769 };
770 */
771
772 /*
773 ===============================================================================
774
775 RULES
776
777 ===============================================================================
778 */
779
780 void() DumpStats =
781 {
782         local float file;
783         local string s;
784
785         if(cvar("_printstats"))
786                 cvar_set("_printstats", "0");
787         else if(!gameover)
788                 return;
789
790         if(gameover)
791                 s = ":scores:";
792         else
793                 s = ":status:";
794
795         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
796
797         if(cvar("sv_eventlog") && gameover)
798                 GameLogEcho(s, FALSE);
799         else if(cvar("sv_logscores_console"))
800                 ServerConsoleEcho(s, FALSE);
801         if(cvar("sv_logscores_file"))
802         {
803                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
804                 fputs(file, strcat(s, "\n"));
805         }
806
807         other = findchainflags(flags, FL_CLIENT);
808         while (other)
809         {
810                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
811                 {
812                         s = strcat(":player:", ftos(other.frags), ":");
813                         s = strcat(s, ftos(other.deaths), ":");
814                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
815                         s = strcat(s, ftos(other.team), ":");
816
817                         if(cvar("sv_logscores_file"))
818                                 fputs(file, strcat(s, other.netname, "\n"));
819                         if(cvar("sv_eventlog") && gameover)
820                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
821                         else if(cvar("sv_logscores_console"))
822                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
823                 }
824                 other = other.chain;
825         }
826
827         if(cvar("sv_eventlog") && gameover)
828                 GameLogEcho(":end", FALSE);
829         else if(cvar("sv_logscores_console"))
830                 ServerConsoleEcho(":end", FALSE);
831         if(cvar("sv_logscores_file"))
832         {
833                 fputs(file, ":end\n");
834                 fclose(file);
835         }
836 }
837
838
839 /*
840 go to the next level for deathmatch
841 only called if a time or frag limit has expired
842 */
843 void() NextLevel =
844 {
845         gameover = TRUE;
846
847         intermission_running = 1;
848
849 // enforce a wait time before allowing changelevel
850         if(player_count > 0)
851                 intermission_exittime = time + cvar("sv_mapchange_delay");
852         else
853                 intermission_exittime = -60;
854
855         WriteByte (MSG_ALL, SVC_CDTRACK);
856         WriteByte (MSG_ALL, 3);
857         WriteByte (MSG_ALL, 3);
858
859         //pos = FindIntermission ();
860
861         VoteReset();
862
863         DumpStats();
864
865         if(cvar("sv_eventlog"))
866                 GameLogEcho(":gameover", FALSE);
867
868         GameLogClose();
869
870         other = findchainflags(flags, FL_CLIENT);
871         while (other != world)
872         {
873                 //other.nextthink = time + 0.5;
874                 other.takedamage = DAMAGE_NO;
875                 other.solid = SOLID_NOT;
876                 other.movetype = MOVETYPE_NONE;
877                 other.angles = other.v_angle;
878                 other.angles_x = other.angles_x * -1;
879                 other.cnt = time + 0.5; // used for autoscreenshot
880
881                 self = other;
882
883                 if(other.winning)
884                         bprint(strcat(other.netname, " ^7wins.\n"));
885
886                 /*
887                 if (pos != world);
888                 {
889                         other.modelindex = 0;
890                         other.weaponentity = world; // remove weapon model
891                         other.view_ofs = '0 0 0';
892                         other.angles = other.v_angle = pos.mangle;
893                         if (!other.angles)
894                         {
895                                 other.angles = other.v_angle = pos.angles;
896                                 other.v_angle_x = other.v_angle_x * -1;
897                         }
898                         other.fixangle = TRUE;          // turn this way immediately
899                         setorigin (other, pos.origin);
900                 }
901                 */
902                 other = other.chain;
903         }
904
905         if(cvar("g_campaign"))
906                 CampaignPreIntermission();
907
908         WriteByte (MSG_ALL, SVC_INTERMISSION);
909 };
910
911 /*
912 ============
913 CheckRules_Player
914
915 Exit deathmatch games upon conditions
916 ============
917 */
918 void() CheckRules_Player =
919 {
920         if (gameover)   // someone else quit the game already
921                 return;
922
923         // fixme: don't check players; instead check dom_team and ctf_team entities
924         //   (div0: and that in CheckRules_World please)
925         centermsg_check();
926 };
927
928 float checkrules_oneminutewarning;
929 float checkrules_leaderfrags;
930 float tdm_max_score, tdm_old_score;
931
932 float checkrules_equality;
933 float checkrules_overtimewarning;
934 float checkrules_overtimeend;
935
936 void() InitiateOvertime =
937 {
938         if(!checkrules_overtimeend)
939                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
940 }
941
942 float WINNING_NO = 0; // no winner, but time limits may terminate the game
943 float WINNING_YES = 1; // winner found
944 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
945 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
946
947 float(float fraglimitreached, float equality) GetWinningCode =
948 {
949         if(equality)
950                 if(fraglimitreached)
951                         return WINNING_STARTOVERTIME;
952                 else
953                         return WINNING_NEVER;
954         else
955                 if(fraglimitreached)
956                         return WINNING_YES;
957                 else
958                         return WINNING_NO;
959 }
960
961 // set the .winning flag for exactly those players with a given field value
962 void(.float field, float value) SetWinners =
963 {
964         entity head;
965         head = findchain(classname, "player");
966         while (head)
967         {
968                 head.winning = (head.field == value);
969                 head = head.chain;
970         }
971 }
972
973 // set the .winning flag for those players with a given field value
974 void(.float field, float value) AddWinners =
975 {
976         entity head;
977         head = findchain(classname, "player");
978         while (head)
979         {
980                 if(head.field == value)
981                         head.winning = 1;
982                 head = head.chain;
983         }
984 }
985
986 // clear the .winning flags
987 void(void) ClearWinners =
988 {
989         entity head;
990         head = findchain(classname, "player");
991         while (head)
992         {
993                 head.winning = 0;
994                 head = head.chain;
995         }
996 }
997
998 // LMS winning condition: game terminates if and only if there's at most one
999 // one player who's living lives. Top two scores being equal cancels the time
1000 // limit.
1001 float() WinningCondition_LMS =
1002 {
1003         entity head;
1004
1005         if(lms_dead_count < 0)
1006                 lms_dead_count = 0;
1007
1008         if(player_count > 1 && lms_dead_count >= player_count - 1)
1009                 return WINNING_YES; // He's the last man standing!
1010
1011         if((player_count == 1 && lms_dead_count == 1))
1012                 return WINNING_YES; // All dead... (n:n is handled by the test above)
1013
1014         // dprint("player count = "); dprint(ftos(player_count));
1015         // dprint(", dead count = "); dprint(ftos(lms_dead_count));
1016         // dprint("\n");
1017
1018         // When we get here, we have at least two players who are actually LIVING,
1019         // or one player who is still waiting for a victim to join the server. Now
1020         // check if the top two players have equal score.
1021
1022         checkrules_leaderfrags = 0;
1023         head = findchain(classname, "player");
1024         checkrules_equality = FALSE;
1025         while (head)
1026         {
1027                 if(head.frags > checkrules_leaderfrags)
1028                 {
1029                         checkrules_leaderfrags = head.frags;
1030                         checkrules_equality = FALSE;
1031                 }
1032                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1033                         checkrules_equality = TRUE;
1034                 head = head.chain;
1035         }
1036
1037         SetWinners(frags, checkrules_leaderfrags);
1038
1039         // The top two players have the same amount of lives? No timelimit then,
1040         // enter overtime...
1041
1042         if(checkrules_equality)
1043                 return WINNING_NEVER;
1044
1045         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1046         return WINNING_NO;
1047 }
1048
1049 // DM winning condition: game terminates if a player reached the fraglimit,
1050 // unless the first two players have the same score. The latter case also
1051 // breaks the time limit.
1052 float(float fraglimit) WinningCondition_MaxIndividualScore =
1053 {
1054         float checkrules_oldleaderfrags;
1055         entity head;
1056
1057         checkrules_oldleaderfrags = checkrules_leaderfrags;
1058         checkrules_leaderfrags = 0;
1059         head = findchain(classname, "player");
1060         checkrules_equality = FALSE;
1061         while (head)
1062         {
1063                 if(head.frags > checkrules_leaderfrags)
1064                 {
1065                         checkrules_leaderfrags = head.frags;
1066                         checkrules_equality = FALSE;
1067                 }
1068                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1069                         checkrules_equality = TRUE;
1070                 head = head.chain;
1071         }
1072
1073         if(checkrules_leaderfrags > 0)
1074                 SetWinners(frags, checkrules_leaderfrags);
1075         else
1076                 ClearWinners();
1077
1078         if (!cvar("g_runematch"))
1079                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1080                 {
1081                         if (checkrules_leaderfrags == fraglimit - 1)
1082                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1083                         else if (checkrules_leaderfrags == fraglimit - 2)
1084                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1085                         else if (checkrules_leaderfrags == fraglimit - 3)
1086                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1087                 }
1088
1089         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1090 }
1091
1092 float(float fraglimit) WinningConditionBase_Teamplay =
1093 {
1094         tdm_old_score = tdm_max_score;
1095         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1096
1097         checkrules_equality =
1098         (
1099                 (tdm_max_score > 0)
1100                 &&
1101                 (
1102                           (team1_score == tdm_max_score)
1103                         + (team2_score == tdm_max_score)
1104                         + (team3_score == tdm_max_score)
1105                         + (team4_score == tdm_max_score)
1106                         >= 2));
1107
1108         ClearWinners();
1109         if(tdm_max_score > 0)
1110         {
1111                 if(team1_score == tdm_max_score)
1112                         AddWinners(team, COLOR_TEAM1);
1113                 if(team2_score == tdm_max_score)
1114                         AddWinners(team, COLOR_TEAM2);
1115                 if(team3_score == tdm_max_score)
1116                         AddWinners(team, COLOR_TEAM3);
1117                 if(team4_score == tdm_max_score)
1118                         AddWinners(team, COLOR_TEAM4);
1119         }
1120
1121         if(!cvar("g_runematch") && !cvar("g_domination"))
1122                 if(tdm_max_score != tdm_old_score)
1123                 {
1124                         if(tdm_max_score == fraglimit - 1)
1125                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1126                         else if(tdm_max_score == fraglimit - 2)
1127                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1128                         else if(tdm_max_score == fraglimit - 3)
1129                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1130                 }
1131
1132         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1133 }
1134
1135 // TDM winning condition: game terminates if a team's score sum reached the
1136 // fraglimit, unless the first two teams have the same total score. The latter
1137 // case also breaks the time limit.
1138 float(float fraglimit) WinningCondition_MaxTeamSum =
1139 {
1140         entity head;
1141
1142         team1_score = team2_score = team3_score = team4_score = 0;
1143
1144         head = findchain(classname, "player");
1145         while (head)
1146         {
1147                 if(head.team == COLOR_TEAM1)
1148                         team1_score += head.frags;
1149                 else if(head.team == COLOR_TEAM2)
1150                         team2_score += head.frags;
1151                 else if(head.team == COLOR_TEAM3)
1152                         team3_score += head.frags;
1153                 else if(head.team == COLOR_TEAM4)
1154                         team4_score += head.frags;
1155                 head = head.chain;
1156         }
1157
1158         return WinningConditionBase_Teamplay(fraglimit);
1159 }
1160
1161 // DOM/CTF winning condition: game terminates if the max of a team's players'
1162 // score reached the fraglimit, unless the first two teams have the same
1163 // maximum score. The latter case also breaks the time limit.
1164 float(float fraglimit) WinningCondition_MaxTeamMax =
1165 {
1166         entity head;
1167
1168         team1_score = team2_score = team3_score = team4_score = 0;
1169
1170         head = findchain(classname, "player");
1171         while (head)
1172         {
1173                 if(head.team == COLOR_TEAM1)
1174                 {
1175                         if(head.frags > team1_score)
1176                                 team1_score = head.frags;
1177                 }
1178                 else if(head.team == COLOR_TEAM2)
1179                 {
1180                         if(head.frags > team2_score)
1181                                 team2_score = head.frags;
1182                 }
1183                 else if(head.team == COLOR_TEAM3)
1184                 {
1185                         if(head.frags > team3_score)
1186                                 team3_score = head.frags;
1187                 }
1188                 else if(head.team == COLOR_TEAM4)
1189                 {
1190                         if(head.frags > team4_score)
1191                                 team4_score = head.frags;
1192                 }
1193                 head = head.chain;
1194         }
1195
1196         return WinningConditionBase_Teamplay(fraglimit);
1197 }
1198
1199 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1200 {
1201         entity head;
1202         float fragtotal;
1203         string s;
1204         float found;
1205         found = FALSE;
1206         head = find(world, classname, "player");
1207         while(head)
1208         {
1209                 if(!whichteam || head.team == whichteam)
1210                 {
1211                         if(name != "")
1212                                 if(!found)
1213                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1214                         found = TRUE;
1215                         fragtotal = fragtotal + head.frags;
1216                         s = ftos(head.frags);
1217                         s = strcat(s, "/", ftos(head.deaths));
1218                         s = strcat(s, " @ ", ftos(head.ping));
1219                         if(clienttype(head) == CLIENTTYPE_BOT)
1220                                 s = strcat(s, "botms");
1221                         else
1222                                 s = strcat(s, "ms");
1223                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1224                 }
1225                 head = find(head, classname, "player");
1226         }
1227         if(whichteam && found)
1228                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1229 }
1230
1231 void PrintScoreboard()
1232 {
1233         ServerConsoleEcho("Scoreboard:", FALSE);
1234         if(teams_matter)
1235         {
1236                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1237                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1238                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1239                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1240         }
1241         else
1242         {
1243                 PrintScoreboardFor("", "^7", 0);
1244         }
1245         ServerConsoleEcho(".", FALSE);
1246 }
1247
1248 void ShuffleMaplist()
1249 {
1250         string result;
1251         float start;
1252         float litems;
1253         float selected;
1254         float i;
1255
1256         result = cvar_string("g_maplist");
1257         litems = tokenize(result);
1258
1259         for(start = 0; start < litems - 1; ++start)
1260         {
1261                 result = "";
1262
1263                 // select a random item
1264                 selected = ceil(random() * (litems - start) + start) - 1;
1265
1266                 // shift this item to the place start
1267                 for(i = 0; i < start; ++i)
1268                         result = strcat(result, "'", argv(i), "'");
1269                 result = strcat(result, "'", argv(selected), "'");
1270                 for(i = start; i < litems; ++i)
1271                         if(i != selected)
1272                                 result = strcat(result, "'", argv(i), "'");
1273
1274                 litems = tokenize(result);
1275
1276                 //dprint(result, "\n");
1277         }
1278
1279         cvar_set("g_maplist", result);
1280 }
1281
1282 /*
1283 ============
1284 CheckRules_World
1285
1286 Exit deathmatch games upon conditions
1287 ============
1288 */
1289 void() CheckRules_World =
1290 {
1291         local float status;
1292         local float timelimit;
1293         local float fraglimit;
1294
1295         VoteThink();
1296
1297         SetDefaultAlpha();
1298
1299         if (intermission_running)
1300                 if (time >= intermission_exittime + 60)
1301                 {
1302                         GotoNextMap();
1303                         return;
1304                 }
1305
1306         if (gameover)   // someone else quit the game already
1307                 return;
1308
1309         DumpStats();
1310
1311         if(cvar("_scoreboard"))
1312         {
1313                 cvar_set("_scoreboard", "0");
1314                 PrintScoreboard();
1315         }
1316
1317         // automatically shuffle when setting g_maplist_shuffle
1318         if(cvar("_g_maplist_shufflenow") || (cvar("g_maplist_shuffle") && !cvar("_g_maplist_have_shuffled")))
1319         {
1320                 ShuffleMaplist();
1321                 localcmd("set _g_maplist_shufflenow 0\nset _g_maplist_have_shuffled 1\necho Shuffled map list.\n");
1322         }
1323         if(cvar("_g_maplist_have_shuffled"))
1324                 if(!cvar("g_maplist_shuffle"))
1325                         localcmd("set _g_maplist_have_shuffled 0\n");
1326
1327         timelimit = cvar("timelimit") * 60;
1328         fraglimit = cvar("fraglimit");
1329
1330         if (timelimit && time >= timelimit)
1331                 InitiateOvertime();
1332
1333         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1334         {
1335                 NextLevel();
1336                 return;
1337         }
1338
1339         if(!checkrules_overtimewarning && checkrules_overtimeend)
1340         {
1341                 checkrules_overtimewarning = TRUE;
1342                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1343                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1344         }
1345
1346         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1347         {
1348                 checkrules_oneminutewarning = TRUE;
1349                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1350         }
1351
1352         status = WINNING_NO;
1353         if(cvar("g_lms"))
1354         {
1355                 status = WinningCondition_LMS();
1356         }
1357         else
1358         {
1359                 if(teams_matter)
1360                 {
1361                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1362                                 status = WinningCondition_MaxTeamSum(fraglimit);
1363                         //else if()
1364                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1365                         else
1366                         {
1367                                 dprint("div0: How can this happen?\n");
1368                                 status = WinningCondition_MaxTeamMax(fraglimit);
1369                         }
1370                 }
1371                 else
1372                         status = WinningCondition_MaxIndividualScore(fraglimit);
1373         }
1374
1375         if(status == WINNING_STARTOVERTIME)
1376         {
1377                 status = WINNING_NEVER;
1378                 InitiateOvertime();
1379         }
1380
1381         if(status == WINNING_NEVER)
1382                 // equality cases! Nobody wins if the overtime ends in a draw.
1383                 ClearWinners();
1384
1385         if(checkrules_overtimeend)
1386                 if(status != WINNING_NEVER)
1387                         status = WINNING_YES;
1388
1389         if(status == WINNING_YES)
1390                 NextLevel();
1391 };