]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/g_world.qc
only respawn/exit intermission using attack, jump, attack2, hook, use keys
[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_bounce4.ogg");
219         precache_sound ("weapons/grenade_bounce5.ogg");
220         precache_sound ("weapons/grenade_bounce6.ogg");
221         precache_sound ("weapons/grenade_fire.ogg");
222         precache_sound ("weapons/grenade_impact.ogg");
223         precache_sound ("weapons/hagar_fire.ogg");
224         precache_sound ("weapons/hagexp1.ogg");
225         precache_sound ("weapons/hagexp2.ogg");
226         precache_sound ("weapons/hagexp3.ogg");
227         precache_sound ("weapons/hook_fire.ogg");
228         precache_sound ("weapons/hook_impact.ogg");
229         precache_sound ("weapons/lasergun_fire.ogg");
230         precache_sound ("weapons/laserimpact.ogg");
231         precache_sound ("weapons/nexfire.ogg");
232         precache_sound ("weapons/neximpact.ogg");
233         precache_sound ("weapons/ric1.ogg");
234         precache_sound ("weapons/ric2.ogg");
235         precache_sound ("weapons/ric3.ogg");
236         precache_sound ("weapons/rocket_fire.ogg");
237         precache_sound ("weapons/rocket_fly.wav");
238         precache_sound ("weapons/rocket_impact.ogg");
239         precache_sound ("weapons/rocket_det.ogg");
240         precache_sound ("weapons/shotgun_fire.ogg");
241         precache_sound ("weapons/tink1.ogg");
242         precache_sound ("weapons/uzi_fire.ogg");
243         precache_sound ("weapons/weapon_switch.ogg");
244         precache_sound ("weapons/weaponpickup.ogg");
245         precache_sound ("weapons/strength_fire.ogg");
246
247         //precache_sound ("announce/male/kill10.ogg");
248         //precache_sound ("announce/male/kill15.ogg");
249         //precache_sound ("announce/male/kill20.ogg");
250         //precache_sound ("announce/male/kill25.ogg");
251         //precache_sound ("announce/male/kill3.ogg");
252         //precache_sound ("announce/male/kill30.ogg");
253         //precache_sound ("announce/male/kill4.ogg");
254         //precache_sound ("announce/male/kill5.ogg");
255         //precache_sound ("announce/male/kill6.ogg");
256         //precache_sound ("announce/male/mapkill1.ogg");
257         //precache_sound ("announce/robotic/last_second_save.ogg");
258         //precache_sound ("announce/robotic/narrowly_averted.ogg");
259         //precache_sound ("minstagib/mockery.ogg");
260
261         // announcer sounds - male
262         precache_sound ("announcer/male/03kills.ogg");
263         precache_sound ("announcer/male/05kills.ogg");
264         precache_sound ("announcer/male/10kills.ogg");
265         precache_sound ("announcer/male/15kills.ogg");
266         precache_sound ("announcer/male/20kills.ogg");
267         precache_sound ("announcer/male/25kills.ogg");
268         precache_sound ("announcer/male/30kills.ogg");
269         precache_sound ("announcer/male/botlike.ogg");
270         precache_sound ("announcer/male/electrobitch.ogg");
271         precache_sound ("announcer/male/welcome.ogg");
272         precache_sound ("announcer/male/yoda.ogg");
273
274         // announcer sounds - robotic
275         precache_sound ("announcer/robotic/1fragleft.ogg");
276         precache_sound ("announcer/robotic/1minuteremains.ogg");
277         precache_sound ("announcer/robotic/2fragsleft.ogg");
278         precache_sound ("announcer/robotic/3fragsleft.ogg");
279         precache_sound ("announcer/robotic/lastsecond.ogg");
280         precache_sound ("announcer/robotic/narrowly.ogg");
281         precache_sound ("announcer/robotic/1.ogg");
282         precache_sound ("announcer/robotic/2.ogg");
283         precache_sound ("announcer/robotic/3.ogg");
284         precache_sound ("announcer/robotic/4.ogg");
285         precache_sound ("announcer/robotic/5.ogg");
286         precache_sound ("announcer/robotic/6.ogg");
287         precache_sound ("announcer/robotic/7.ogg");
288         precache_sound ("announcer/robotic/8.ogg");
289         precache_sound ("announcer/robotic/9.ogg");
290         precache_sound ("announcer/robotic/10.ogg");
291
292         // plays music for the level if there is any
293         if (self.noise)
294         {
295                 precache_sound (self.noise);
296                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
297         }
298
299                 // 0 normal
300         lightstyle(0, "m");
301
302         // 1 FLICKER (first variety)
303         lightstyle(1, "mmnmmommommnonmmonqnmmo");
304
305         // 2 SLOW STRONG PULSE
306         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
307
308         // 3 CANDLE (first variety)
309         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
310
311         // 4 FAST STROBE
312         lightstyle(4, "mamamamamama");
313
314         // 5 GENTLE PULSE 1
315         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
316
317         // 6 FLICKER (second variety)
318         lightstyle(6, "nmonqnmomnmomomno");
319
320         // 7 CANDLE (second variety)
321         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
322
323         // 8 CANDLE (third variety)
324         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
325
326         // 9 SLOW STROBE (fourth variety)
327         lightstyle(9, "aaaaaaaazzzzzzzz");
328
329         // 10 FLUORESCENT FLICKER
330         lightstyle(10, "mmamammmmammamamaaamammma");
331
332         // 11 SLOW PULSE NOT FADE TO BLACK
333         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
334
335         // styles 32-62 are assigned by the light program for switchable lights
336
337         // 63 testing
338         lightstyle(63, "a");
339
340         player_count = 0;
341         lms_lowest_lives = 0;
342         lms_next_place = 0;
343
344         GotoFirstMap();
345
346         if(cvar("g_campaign"))
347                 CampaignPreInit();
348
349         InitGameplayMode();
350         //if (cvar("g_domination"))
351         //      dom_init();
352
353         local entity head;
354         head = nextent(world);
355         maxclients = 0;
356         while(head)
357         {
358                 maxclients++;
359                 head = nextent(head);
360         }
361
362         GameLogInit(); // prepare everything
363         if(cvar("sv_eventlog"))
364         {
365                 local string s;
366                 GameLogEcho(":logversion:2", FALSE);
367                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");
368                 s = strcat(s, ftos(random()));
369                 GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE);
370                 s = ":gameinfo:mutators:LIST";
371                 if(cvar("g_grappling_hook"))
372                         s = strcat(s, ":grappling_hook");
373                 if(!cvar("g_use_ammunition"))
374                         s = strcat(s, ":no_use_ammunition");
375                 if(!cvar("g_pickup_items"))
376                         s = strcat(s, ":no_pickup_items");
377                 if(cvar("g_instagib"))
378                         s = strcat(s, ":instagib");
379                 if(cvar("g_rocketarena"))
380                         s = strcat(s, ":rockerarena");
381                 if(cvar("g_nixnex"))
382                         s = strcat(s, ":nixnex");
383                 if(cvar("g_vampire"))
384                         s = strcat(s, ":vampire");
385                 if(cvar("g_laserguided_missile"))
386                         s = strcat(s, ":laserguided_missile");
387                 if(cvar("g_norecoil"))
388                         s = strcat(s, ":norecoil");
389                 if(cvar("g_midair"))
390                         s = strcat(s, ":midair");
391                 if(cvar("g_minstagib"))
392                         s = strcat(s, ":minstagib");
393                 GameLogEcho(s, FALSE);
394                 GameLogEcho(":gameinfo:end", FALSE);
395         }
396
397         cvar_set("nextmap", "");
398
399         SetDefaultAlpha();
400
401         if(cvar("g_campaign"))
402                 CampaignPostInit();
403
404         fteqcc_testbugs();
405 }
406
407 void light (void)
408 {
409         makestatic (self);
410 }
411
412 float( string pFilename ) TryFile =
413 {
414         local float lHandle;
415         dprint("TryFile(\"", pFilename, "\")\n");
416         lHandle = fopen( pFilename, FILE_READ );
417         if( lHandle != -1 ) {
418                 fclose( lHandle );
419                 return TRUE;
420         } else {
421                 return FALSE;
422         }
423 };
424
425 string GetGametype()
426 {
427         if (game == GAME_DEATHMATCH)
428                 return "dm";
429         else if (game == GAME_TEAM_DEATHMATCH)
430                 return "tdm";
431         else if (game == GAME_DOMINATION)
432                 return "dom";
433         else if (game == GAME_CTF)
434                 return "ctf";
435         else if (game == GAME_RUNEMATCH)
436                 return "rune";
437         else if (game == GAME_LMS)
438                 return "lms";
439         return "dm";
440 }
441
442 string GetMapname()
443 {
444         return strcat(GetGametype(), "_", mapname);
445 }
446
447 float Map_Count, Map_Current;
448 string Map_Current_Name;
449
450 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count
451 float GetMaplistPosition()
452 {
453         float pos;
454         string map;
455
456         map = GetMapname();
457         for(pos = 0; pos < Map_Count; ++pos)
458                 if(map == argv(pos))
459                         return pos;
460
461         // resume normal maplist rotation if current map is not in g_maplist
462         return cvar("g_maplist_index");
463 }
464
465 float MapHasRightSize(string map)
466 {
467         // open map size restriction file
468         float fh;
469         dprint("opensize "); dprint(map);
470         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
471         if(fh >= 0)
472         {
473                 float mapmin, mapmax;
474                 dprint(": ok, ");
475                 mapmin = stof(fgets(fh));
476                 mapmax = stof(fgets(fh));
477                 fclose(fh);
478                 if(player_count < mapmin)
479                 {
480                         dprint("not enough\n");
481                         return FALSE;
482                 }
483                 if(player_count > mapmax)
484                 {
485                         dprint("too many\n");
486                         return FALSE;
487                 }
488                 dprint("right size\n");
489                 return TRUE;
490         }
491         dprint(": not found\n");
492         return TRUE;
493 }
494
495 string Map_Filename(float position)
496 {
497         return strcat("maps/", argv(position), ".mapcfg");
498 }
499
500 float(float position, float pass) Map_Check =
501 {
502         string filename;
503         string map_next;
504         map_next = argv(position);
505         if(pass <= 1)
506                 if(map_next == Map_Current_Name) // same map again in first pass?
507                         return 0;
508         filename = Map_Filename(position);
509         if(TryFile(filename))
510         {
511                 if(pass == 2)
512                         return 1;
513                 if(MapHasRightSize(argv(position)))
514                         return 1;
515                 return 0;
516         }
517         else
518                 dprint( "Couldn't find '", filename, "'..\n" );
519
520         return 0;
521 }
522
523 void(float position) Map_Goto =
524 {
525         cvar_set("g_maplist_index", ftos(position));
526         localcmd(strcat("exec \"", Map_Filename(position) ,"\"\n"));
527 }
528
529 // return codes of map selectors:
530 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
531 //   -2 = permanent failure
532 float() MaplistMethod_Iterate = // usual method
533 {
534         float pass, i;
535
536         for(pass = 1; pass <= 2; ++pass)
537         {
538                 for(i = 1; i < Map_Count; ++i)
539                 {
540                         float mapindex;
541                         mapindex = math_mod(i + Map_Current, Map_Count);
542                         if(Map_Check(mapindex, pass))
543                                 return mapindex;
544                 }
545         }
546         return -1;
547 }
548
549 float() MaplistMethod_Repeat = // fallback method
550 {
551         if(Map_Check(Map_Current, 2))
552                 return Map_Current;
553         return -2;
554 }
555
556 float() MaplistMethod_Random = // random map selection
557 {
558         float i, imax;
559
560         imax = 42;
561
562         for(i = 0; i <= imax; ++i)
563         {
564                 float mapindex;
565                 mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map
566                 if(Map_Check(mapindex, 1))
567                         return mapindex;
568         }
569         return -1;
570 }
571
572 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
573 // the exponent sets a bias on the map selection:
574 // the higher the exponent, the 
575 {
576         float i, j, imax, insertpos;
577
578         imax = 42;
579
580         if(Map_Count <= 1)
581                 return 0; // only one map, then always play this one
582
583         for(i = 0; i <= imax; ++i)
584         {
585                 string newlist;
586
587                 // now reinsert this at another position
588                 insertpos = pow(random(), 1 / exponent);       // ]0, 1]
589                 insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]
590                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
591                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");
592
593                 // insert the current map there
594                 newlist = "";
595                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
596                         newlist = strcat(newlist, "'", argv(j), "'");
597                 newlist = strcat(newlist, "'", argv(0), "'");  // now insert the just selected map
598                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
599                         newlist = strcat(newlist, "'", argv(j), "'");
600                 cvar_set("g_maplist", newlist);
601                 Map_Count = tokenize(newlist);
602
603                 // NOTE: the selected map has just been inserted at (insertpos-1)th position
604                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
605                 if(Map_Check(Map_Current, 1))
606                         return Map_Current;
607         }
608         return -1;
609 }
610
611 void() Maplist_Init =
612 {
613         string temp;
614         temp = cvar_string("g_maplist");
615         Map_Count = tokenize(temp);
616         if(Map_Count == 0)
617         {
618                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );
619                 cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist"));
620                 Map_Count = tokenize(temp);
621         }
622         if(Map_Count == 0)
623                 error("empty maplist, cannot select a new map");
624         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
625
626         Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP
627         // this may or may not be correct, but who cares, in the worst case a map
628         // isn't chosen in the first pass that should have been
629 }
630
631 void() GotoNextMap =
632 {
633         //local string nextmap;
634         //local float n, nummaps;
635         //local string s;
636         string exit_cfg;
637         if (alreadychangedlevel)
638                 return;
639         alreadychangedlevel = TRUE;
640
641         if(cvar("g_campaign"))
642         {
643                 CampaignPostIntermission();
644                 return;
645         }
646
647         if(cvar("quit_when_empty"))
648         {
649                 if(player_count <= currentbots)
650                 {
651                         localcmd("quit\n");
652                         return;
653                 }
654         }
655
656         if (cvar("samelevel")) // if samelevel is set, stay on same level
657         {
658                 // 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)
659                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
660                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)
661                 localcmd("restart\n");
662                 //changelevel (mapname);
663                 return;
664         }
665
666         // if an exit cfg is defined by exiting map, exec it.
667         exit_cfg = cvar_string("exit_cfg");
668         if(exit_cfg != "")
669                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
670
671         localcmd("exec game_reset.cfg\n");
672
673
674         if (cvar("lastlevel"))
675         {
676                 localcmd(strcat("set lastlevel 0\n"));
677                 localcmd(strcat("togglemenu\n"));
678         }
679         else
680         {
681                 float nextMap;
682                 float allowReset;
683
684                 // cvar "nextmap" always gets priority
685                 if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg")))
686                 {
687                         localcmd(strcat("exec \"maps/", cvar_string("nextmap"), ".mapcfg\"\n"));
688                         return;
689                 }
690
691                 for(allowReset = 1; allowReset >= 0; --allowReset)
692                 {
693                         Maplist_Init();
694                         nextMap = -1;
695
696                         if(nextMap == -1)
697                                 if(cvar("g_maplist_shuffle") > 0)
698                                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
699
700                         if(nextMap == -1)
701                                 if(cvar("g_maplist_selectrandom"))
702                                         nextMap = MaplistMethod_Random();
703
704                         if(nextMap == -1)
705                                 nextMap = MaplistMethod_Iterate();
706
707                         if(nextMap == -1)
708                                 nextMap = MaplistMethod_Repeat();
709
710                         if(nextMap >= 0)
711                         {
712                                 Map_Goto(nextMap);
713                                 break;
714                         }
715                         else // PERMANENT FAILURE
716                         {
717                                 if(allowReset)
718                                 {
719                                         bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );
720                                         cvar_set("g_maplist", cvar_string("g_maplist_defaultlist"));
721                                 }
722                                 else
723                                 {
724                                         error("Everything is broken - not even the default map list works. Please report this to the developers.");
725                                 }
726                         }
727                 }
728         }
729 };
730
731
732 /*
733 ============
734 IntermissionThink
735
736 When the player presses attack or jump, change to the next level
737 ============
738 */
739 .float autoscreenshot;
740 void() IntermissionThink =
741 {
742         if(cvar("sv_autoscreenshot"))
743         if(self.autoscreenshot)
744         if(time > self.autoscreenshot)
745         {
746                 self.autoscreenshot = FALSE;
747                 if(clienttype(self) == CLIENTTYPE_REAL)
748                         stuffcmd(self, "\nscreenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
749                 return;
750         }
751
752         if (time < intermission_exittime)
753                 return;
754
755         if (time < intermission_exittime + 10 && !self.button0 && !self.button2 && !self.button3 && !self.button6 && !self.buttonuse)
756                 return;
757
758         GotoNextMap ();
759 };
760
761 /*
762 ============
763 FindIntermission
764
765 Returns the entity to view from
766 ============
767 */
768 /*
769 entity() FindIntermission =
770 {
771         local   entity spot;
772         local   float cyc;
773
774 // look for info_intermission first
775         spot = find (world, classname, "info_intermission");
776         if (spot)
777         {       // pick a random one
778                 cyc = random() * 4;
779                 while (cyc > 1)
780                 {
781                         spot = find (spot, classname, "info_intermission");
782                         if (!spot)
783                                 spot = find (spot, classname, "info_intermission");
784                         cyc = cyc - 1;
785                 }
786                 return spot;
787         }
788
789 // then look for the start position
790         spot = find (world, classname, "info_player_start");
791         if (spot)
792                 return spot;
793
794 // testinfo_player_start is only found in regioned levels
795         spot = find (world, classname, "testplayerstart");
796         if (spot)
797                 return spot;
798
799 // then look for the start position
800         spot = find (world, classname, "info_player_deathmatch");
801         if (spot)
802                 return spot;
803
804         //objerror ("FindIntermission: no spot");
805         return world;
806 };
807 */
808
809 /*
810 ===============================================================================
811
812 RULES
813
814 ===============================================================================
815 */
816
817 void() DumpStats =
818 {
819         local float file;
820         local string s;
821
822         if(cvar("_printstats"))
823                 cvar_set("_printstats", "0");
824         else if(!gameover)
825                 return;
826
827         if(gameover)
828                 s = ":scores:";
829         else
830                 s = ":status:";
831
832         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
833
834         if(cvar("sv_eventlog") && gameover)
835                 GameLogEcho(s, FALSE);
836         else if(cvar("sv_logscores_console"))
837                 ServerConsoleEcho(s, FALSE);
838         if(cvar("sv_logscores_file"))
839         {
840                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
841                 fputs(file, strcat(s, "\n"));
842         }
843
844         other = findchainflags(flags, FL_CLIENT);
845         while (other)
846         {
847                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
848                 {
849                         s = strcat(":player:", ftos(other.frags), ":");
850                         s = strcat(s, ftos(other.deaths), ":");
851                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
852                         s = strcat(s, ftos(other.team), ":");
853
854                         if(cvar("sv_logscores_file"))
855                                 fputs(file, strcat(s, other.netname, "\n"));
856                         if(cvar("sv_eventlog") && gameover)
857                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
858                         else if(cvar("sv_logscores_console"))
859                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
860                 }
861                 other = other.chain;
862         }
863
864         if(cvar("sv_eventlog") && gameover)
865                 GameLogEcho(":end", FALSE);
866         else if(cvar("sv_logscores_console"))
867                 ServerConsoleEcho(":end", FALSE);
868         if(cvar("sv_logscores_file"))
869         {
870                 fputs(file, ":end\n");
871                 fclose(file);
872         }
873 }
874
875
876 /*
877 go to the next level for deathmatch
878 only called if a time or frag limit has expired
879 */
880 void() NextLevel =
881 {
882         gameover = TRUE;
883
884         intermission_running = 1;
885
886 // enforce a wait time before allowing changelevel
887         if(player_count > 0)
888                 intermission_exittime = time + cvar("sv_mapchange_delay");
889         else
890                 intermission_exittime = -60;
891
892         WriteByte (MSG_ALL, SVC_CDTRACK);
893         WriteByte (MSG_ALL, 3);
894         WriteByte (MSG_ALL, 3);
895
896         //pos = FindIntermission ();
897
898         VoteReset();
899
900         DumpStats();
901
902         if(cvar("sv_eventlog"))
903                 GameLogEcho(":gameover", FALSE);
904
905         GameLogClose();
906
907         other = findchainflags(flags, FL_CLIENT);
908         while (other != world)
909         {
910                 //other.nextthink = time + 0.5;
911                 other.takedamage = DAMAGE_NO;
912                 other.solid = SOLID_NOT;
913                 other.movetype = MOVETYPE_NONE;
914                 other.angles = other.v_angle;
915                 other.angles_x = other.angles_x * -1;
916                 other.autoscreenshot = time + 0.8;      // used for autoscreenshot
917
918                 self = other;
919
920                 if(other.winning)
921                         bprint(strcat(other.netname, " ^7wins.\n"));
922
923                 /*
924                 if (pos != world);
925                 {
926                         other.modelindex = 0;
927                         other.weaponentity = world; // remove weapon model
928                         other.view_ofs = '0 0 0';
929                         other.angles = other.v_angle = pos.mangle;
930                         if (!other.angles)
931                         {
932                                 other.angles = other.v_angle = pos.angles;
933                                 other.v_angle_x = other.v_angle_x * -1;
934                         }
935                         other.fixangle = TRUE;          // turn this way immediately
936                         setorigin (other, pos.origin);
937                 }
938                 */
939                 other = other.chain;
940         }
941
942         if(cvar("g_campaign"))
943                 CampaignPreIntermission();
944
945         WriteByte (MSG_ALL, SVC_INTERMISSION);
946 };
947
948 /*
949 ============
950 CheckRules_Player
951
952 Exit deathmatch games upon conditions
953 ============
954 */
955 void() CheckRules_Player =
956 {
957         if (gameover)   // someone else quit the game already
958                 return;
959
960         // fixme: don't check players; instead check dom_team and ctf_team entities
961         //   (div0: and that in CheckRules_World please)
962 };
963
964 float checkrules_oneminutewarning;
965 float checkrules_leaderfrags;
966 float tdm_max_score, tdm_old_score;
967
968 float checkrules_equality;
969 float checkrules_overtimewarning;
970 float checkrules_overtimeend;
971
972 void() InitiateOvertime =
973 {
974         if(!checkrules_overtimeend)
975                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
976 }
977
978 float WINNING_NO = 0; // no winner, but time limits may terminate the game
979 float WINNING_YES = 1; // winner found
980 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
981 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
982
983 float(float fraglimitreached, float equality) GetWinningCode =
984 {
985         if(equality)
986                 if(fraglimitreached)
987                         return WINNING_STARTOVERTIME;
988                 else
989                         return WINNING_NEVER;
990         else
991                 if(fraglimitreached)
992                         return WINNING_YES;
993                 else
994                         return WINNING_NO;
995 }
996
997 // set the .winning flag for exactly those players with a given field value
998 void(.float field, float value) SetWinners =
999 {
1000         entity head;
1001         head = findchain(classname, "player");
1002         while (head)
1003         {
1004                 head.winning = (head.field == value);
1005                 head = head.chain;
1006         }
1007 }
1008
1009 // set the .winning flag for those players with a given field value
1010 void(.float field, float value) AddWinners =
1011 {
1012         entity head;
1013         head = findchain(classname, "player");
1014         while (head)
1015         {
1016                 if(head.field == value)
1017                         head.winning = 1;
1018                 head = head.chain;
1019         }
1020 }
1021
1022 // clear the .winning flags
1023 void(void) ClearWinners =
1024 {
1025         entity head;
1026         head = findchain(classname, "player");
1027         while (head)
1028         {
1029                 head.winning = 0;
1030                 head = head.chain;
1031         }
1032 }
1033
1034 float() LMS_NewPlayerLives =
1035 {
1036         float fl;
1037         fl = cvar("fraglimit");
1038         if(fl == 0)
1039                 fl = 999;
1040
1041         // first player has left the game for dying too much? Nobody else can get in.
1042         if(lms_lowest_lives < 1)
1043                 return FALSE;
1044
1045         if(!cvar("g_lms_join_anytime"))
1046                 if(lms_lowest_lives < fl - cvar("g_lms_last_join"))
1047                         return FALSE;
1048
1049         return bound(1, lms_lowest_lives, fl);
1050 }
1051
1052 // LMS winning condition: game terminates if and only if there's at most one
1053 // one player who's living lives. Top two scores being equal cancels the time
1054 // limit.
1055 float() WinningCondition_LMS =
1056 {
1057         entity head;
1058         float have_player;
1059         float have_players;
1060         float l;
1061
1062         have_player = FALSE;
1063         have_players = FALSE;
1064         l = LMS_NewPlayerLives();
1065
1066         head = find(world, classname, "player");
1067         if(head)
1068                 have_player = TRUE;
1069         head = find(head, classname, "player");
1070         if(head)
1071                 have_players = TRUE;
1072
1073         if(have_player)
1074         {
1075                 // we have at least one player
1076                 if(have_players)
1077                 {
1078                         // two or more active players - continue with the game
1079                 }
1080                 else
1081                 {
1082                         // exactly one player?
1083                         if(l)
1084                         {
1085                                 // but no game has taken place yet
1086                         }
1087                         else
1088                         {
1089                                 // a winner!
1090                                 ClearWinners(); SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
1091                                 dprint("Have a winner, ending game.\n");
1092                                 return WINNING_YES;
1093                         }
1094                 }
1095         }
1096         else
1097         {
1098                 // nobody is playing at all...
1099                 if(l)
1100                 {
1101                         // wait for players...
1102                 }
1103                 else
1104                 {
1105                         // SNAFU (maybe a draw game?)
1106                         ClearWinners();
1107                         dprint("No players, ending game.\n");
1108                         return WINNING_YES;
1109                 }
1110         }
1111
1112         // When we get here, we have at least two players who are actually LIVING,
1113         // or one player who is still waiting for a victim to join the server. Now
1114         // check if the top two players have equal score.
1115
1116         checkrules_leaderfrags = 0;
1117         head = findchain(classname, "player");
1118         checkrules_equality = FALSE;
1119         while (head)
1120         {
1121                 if(head.frags > checkrules_leaderfrags)
1122                 {
1123                         checkrules_leaderfrags = head.frags;
1124                         checkrules_equality = FALSE;
1125                 }
1126                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1127                         checkrules_equality = TRUE;
1128                 head = head.chain;
1129         }
1130
1131         SetWinners(frags, checkrules_leaderfrags);
1132
1133         // The top two players have the same amount of lives? No timelimit then,
1134         // enter overtime...
1135
1136         if(checkrules_equality)
1137                 return WINNING_NEVER;
1138
1139         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1140         return WINNING_NO;
1141 }
1142
1143 // DM winning condition: game terminates if a player reached the fraglimit,
1144 // unless the first two players have the same score. The latter case also
1145 // breaks the time limit.
1146 float(float fraglimit) WinningCondition_MaxIndividualScore =
1147 {
1148         float checkrules_oldleaderfrags;
1149         entity head;
1150
1151         checkrules_oldleaderfrags = checkrules_leaderfrags;
1152         checkrules_leaderfrags = 0;
1153         head = findchain(classname, "player");
1154         checkrules_equality = FALSE;
1155         while (head)
1156         {
1157                 if(head.frags > checkrules_leaderfrags)
1158                 {
1159                         checkrules_leaderfrags = head.frags;
1160                         checkrules_equality = FALSE;
1161                 }
1162                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1163                         checkrules_equality = TRUE;
1164                 head = head.chain;
1165         }
1166
1167         if(checkrules_leaderfrags > 0)
1168                 SetWinners(frags, checkrules_leaderfrags);
1169         else
1170                 ClearWinners();
1171
1172         if (!cvar("g_runematch"))
1173                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1174                 {
1175                         if (checkrules_leaderfrags == fraglimit - 1)
1176                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1177                         else if (checkrules_leaderfrags == fraglimit - 2)
1178                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1179                         else if (checkrules_leaderfrags == fraglimit - 3)
1180                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1181                 }
1182
1183         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1184 }
1185
1186 float(float fraglimit) WinningConditionBase_Teamplay =
1187 {
1188         tdm_old_score = tdm_max_score;
1189         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1190
1191         checkrules_equality =
1192         (
1193                 (tdm_max_score > 0)
1194                 &&
1195                 (
1196                           (team1_score == tdm_max_score)
1197                         + (team2_score == tdm_max_score)
1198                         + (team3_score == tdm_max_score)
1199                         + (team4_score == tdm_max_score)
1200                         >= 2));
1201
1202         ClearWinners();
1203         if(tdm_max_score > 0)
1204         {
1205                 if(team1_score == tdm_max_score)
1206                         AddWinners(team, COLOR_TEAM1);
1207                 if(team2_score == tdm_max_score)
1208                         AddWinners(team, COLOR_TEAM2);
1209                 if(team3_score == tdm_max_score)
1210                         AddWinners(team, COLOR_TEAM3);
1211                 if(team4_score == tdm_max_score)
1212                         AddWinners(team, COLOR_TEAM4);
1213         }
1214
1215         if(!cvar("g_runematch") && !cvar("g_domination"))
1216                 if(tdm_max_score != tdm_old_score)
1217                 {
1218                         if(tdm_max_score == fraglimit - 1)
1219                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1220                         else if(tdm_max_score == fraglimit - 2)
1221                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1222                         else if(tdm_max_score == fraglimit - 3)
1223                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1224                 }
1225
1226         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1227 }
1228
1229 // TDM winning condition: game terminates if a team's score sum reached the
1230 // fraglimit, unless the first two teams have the same total score. The latter
1231 // case also breaks the time limit.
1232 float(float fraglimit) WinningCondition_MaxTeamSum =
1233 {
1234         entity head;
1235
1236         team1_score = team2_score = team3_score = team4_score = 0;
1237
1238         head = findchain(classname, "player");
1239         while (head)
1240         {
1241                 if(head.team == COLOR_TEAM1)
1242                         team1_score += head.frags;
1243                 else if(head.team == COLOR_TEAM2)
1244                         team2_score += head.frags;
1245                 else if(head.team == COLOR_TEAM3)
1246                         team3_score += head.frags;
1247                 else if(head.team == COLOR_TEAM4)
1248                         team4_score += head.frags;
1249                 head = head.chain;
1250         }
1251
1252         return WinningConditionBase_Teamplay(fraglimit);
1253 }
1254
1255 // DOM/CTF winning condition: game terminates if the max of a team's players'
1256 // score reached the fraglimit, unless the first two teams have the same
1257 // maximum score. The latter case also breaks the time limit.
1258 float(float fraglimit) WinningCondition_MaxTeamMax =
1259 {
1260         entity head;
1261
1262         team1_score = team2_score = team3_score = team4_score = 0;
1263
1264         head = findchain(classname, "player");
1265         while (head)
1266         {
1267                 if(head.team == COLOR_TEAM1)
1268                 {
1269                         if(head.frags > team1_score)
1270                                 team1_score = head.frags;
1271                 }
1272                 else if(head.team == COLOR_TEAM2)
1273                 {
1274                         if(head.frags > team2_score)
1275                                 team2_score = head.frags;
1276                 }
1277                 else if(head.team == COLOR_TEAM3)
1278                 {
1279                         if(head.frags > team3_score)
1280                                 team3_score = head.frags;
1281                 }
1282                 else if(head.team == COLOR_TEAM4)
1283                 {
1284                         if(head.frags > team4_score)
1285                                 team4_score = head.frags;
1286                 }
1287                 head = head.chain;
1288         }
1289
1290         return WinningConditionBase_Teamplay(fraglimit);
1291 }
1292
1293 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1294 {
1295         entity head;
1296         float fragtotal;
1297         string s;
1298         float found;
1299         found = FALSE;
1300         head = find(world, classname, "player");
1301         while(head)
1302         {
1303                 if(!whichteam || head.team == whichteam)
1304                 {
1305                         if(name != "")
1306                                 if(!found)
1307                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1308                         found = TRUE;
1309                         fragtotal = fragtotal + head.frags;
1310                         s = ftos(head.frags);
1311                         s = strcat(s, "/", ftos(head.deaths));
1312                         s = strcat(s, " @ ", ftos(head.ping));
1313                         if(clienttype(head) == CLIENTTYPE_BOT)
1314                                 s = strcat(s, "botms");
1315                         else
1316                                 s = strcat(s, "ms");
1317                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1318                 }
1319                 head = find(head, classname, "player");
1320         }
1321         if(whichteam && found)
1322                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1323 }
1324
1325 void PrintScoreboard()
1326 {
1327         ServerConsoleEcho("Scoreboard:", FALSE);
1328         if(teams_matter)
1329         {
1330                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1331                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1332                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1333                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1334         }
1335         else
1336         {
1337                 PrintScoreboardFor("", "^7", 0);
1338         }
1339         ServerConsoleEcho(".", FALSE);
1340 }
1341
1342 void RemoveFromMaplist(string m)
1343 {
1344         string result;
1345         float litems;
1346         float i;
1347         float found;
1348
1349         litems = tokenize(cvar_string("g_maplist"));
1350         found = 0;
1351         result = "";
1352         for(i = 0; i < litems; ++i)
1353         {
1354                 m = strcat(m);
1355                 result = strcat(result);
1356                 if(argv(i) == m)
1357                         found += 1;
1358                 else
1359                         result = strcat(result, "'", argv(i), "'");
1360         }
1361         if(found)
1362                 cvar_set("g_maplist", result);
1363         ServerConsoleEcho(strcat("Removed ", ftos(found), " items."), FALSE);
1364 }
1365
1366 void AddToMaplist(string m)
1367 {
1368         string result;
1369         float found;
1370         float litems;
1371         float i;
1372         float ipos;
1373         float inserted;
1374
1375         if(!TryFile(strcat("maps/", m, ".mapcfg")))
1376         {
1377                 ServerConsoleEcho("Map not found.", FALSE);
1378                 return;
1379         }
1380
1381         litems = tokenize(cvar_string("g_maplist"));
1382         if(cvar("g_maplist_shuffle"))
1383                 ipos = ceil(random() * (litems + 1)) - 1;
1384         else
1385                 ipos = litems;
1386         found = 0;
1387         inserted = 0;
1388         for(i = 0; i < litems; ++i)
1389         {
1390                 m = strcat(m);
1391                 if(i == ipos)
1392                 {
1393                         result = strcat(result, "'", m, "'");
1394                         inserted = 1;
1395                 }
1396                 result = strcat(result, "'", argv(i), "'");
1397                 if(argv(i) == m)
1398                         found += 1;
1399         }
1400         if(!inserted)
1401                 result = strcat(result, "'", m, "'");
1402         if(!found)
1403         {
1404                 cvar_set("g_maplist", result);
1405                 ServerConsoleEcho("Map added.", FALSE);
1406         }
1407         else
1408                 ServerConsoleEcho("Map already in list.", FALSE);
1409 }
1410
1411 void ShuffleMaplist()
1412 {
1413         string result;
1414         float start;
1415         float litems;
1416         float selected;
1417         float i;
1418
1419         result = cvar_string("g_maplist");
1420         litems = tokenize(result);
1421
1422         for(start = 0; start < litems - 1; ++start)
1423         {
1424                 result = "";
1425
1426                 // select a random item
1427                 selected = ceil(random() * (litems - start) + start) - 1;
1428
1429                 // shift this item to the place start
1430                 for(i = 0; i < start; ++i)
1431                         result = strcat(result, "'", argv(i), "'");
1432                 result = strcat(result, "'", argv(selected), "'");
1433                 for(i = start; i < litems; ++i)
1434                         if(i != selected)
1435                                 result = strcat(result, "'", argv(i), "'");
1436
1437                 litems = tokenize(result);
1438
1439                 //dprint(result, "\n");
1440         }
1441
1442         cvar_set("g_maplist", result);
1443 }
1444
1445 /*
1446 ============
1447 CheckRules_World
1448
1449 Exit deathmatch games upon conditions
1450 ============
1451 */
1452 void() CheckRules_World =
1453 {
1454         local float status;
1455         local float timelimit;
1456         local float fraglimit;
1457
1458         VoteThink();
1459
1460         SetDefaultAlpha();
1461
1462         if (intermission_running)
1463                 if (time >= intermission_exittime + 60)
1464                 {
1465                         GotoNextMap();
1466                         return;
1467                 }
1468
1469         if (gameover)   // someone else quit the game already
1470                 return;
1471
1472         DumpStats();
1473
1474         if(cvar("_scoreboard"))
1475         {
1476                 cvar_set("_scoreboard", "0");
1477                 PrintScoreboard();
1478         }
1479
1480         // automatically shuffle when setting g_maplist_shuffle
1481         if(cvar_string("_g_maplist_add") != "")
1482         {
1483                 AddToMaplist(cvar_string("_g_maplist_add"));
1484                 cvar_set("_g_maplist_add", "");
1485         }
1486         if(cvar_string("_g_maplist_remove") != "")
1487         {
1488                 RemoveFromMaplist(cvar_string("_g_maplist_remove"));
1489                 cvar_set("_g_maplist_remove", "");
1490         }
1491         if(cvar("_g_maplist_shufflenow") || (cvar("g_maplist_shuffle") && !cvar("_g_maplist_have_shuffled")))
1492         {
1493                 ShuffleMaplist();
1494                 localcmd("set _g_maplist_shufflenow 0\nset _g_maplist_have_shuffled 1\necho Shuffled map list.\n");
1495         }
1496         if(cvar("_g_maplist_have_shuffled"))
1497                 if(!cvar("g_maplist_shuffle"))
1498                         localcmd("set _g_maplist_have_shuffled 0\n");
1499
1500         timelimit = cvar("timelimit") * 60;
1501         fraglimit = cvar("fraglimit");
1502
1503         if (timelimit && time >= timelimit)
1504                 InitiateOvertime();
1505
1506         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1507         {
1508                 NextLevel();
1509                 return;
1510         }
1511
1512         if(!checkrules_overtimewarning && checkrules_overtimeend)
1513         {
1514                 checkrules_overtimewarning = TRUE;
1515                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1516                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1517         }
1518
1519         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1520         {
1521                 checkrules_oneminutewarning = TRUE;
1522                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1523         }
1524
1525         status = WINNING_NO;
1526         if(cvar("g_lms"))
1527         {
1528                 status = WinningCondition_LMS();
1529         }
1530         else
1531         {
1532                 if(teams_matter)
1533                 {
1534                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1535                                 status = WinningCondition_MaxTeamSum(fraglimit);
1536                         //else if()
1537                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1538                         else
1539                         {
1540                                 dprint("div0: How can this happen?\n");
1541                                 status = WinningCondition_MaxTeamMax(fraglimit);
1542                         }
1543                 }
1544                 else
1545                         status = WinningCondition_MaxIndividualScore(fraglimit);
1546         }
1547
1548         if(status == WINNING_STARTOVERTIME)
1549         {
1550                 status = WINNING_NEVER;
1551                 InitiateOvertime();
1552         }
1553
1554         if(status == WINNING_NEVER)
1555                 // equality cases! Nobody wins if the overtime ends in a draw.
1556                 ClearWinners();
1557
1558         if(checkrules_overtimeend)
1559                 if(status != WINNING_NEVER)
1560                         status = WINNING_YES;
1561
1562         if(status == WINNING_YES)
1563                 NextLevel();
1564 };