float SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS = 1; string redirection_target; string GetMapname(); void GotoNextMap(); void ShuffleMaplist() float() DoNextMapOverride; void SetDefaultAlpha() { if(cvar("g_running_guns")) { default_player_alpha = -1; default_weapon_alpha = +1; } else if(cvar("g_cloaked")) { default_player_alpha = cvar("g_balance_cloaked_alpha"); default_weapon_alpha = default_player_alpha; } else { default_player_alpha = cvar("g_player_alpha"); if(default_player_alpha <= 0) default_player_alpha = 1; default_weapon_alpha = default_player_alpha; } } void fteqcc_testbugs() { float a, b; if(!cvar("developer_fteqccbugs")) return; dprint("*** fteqcc test: checking for bugs...\n"); a = 1; b = 5; if(sqrt(a) - sqrt(b - a) == 0) dprint("*** fteqcc test: found same-function-twice bug\n"); else dprint("*** fteqcc test: same-function-twice bug got FINALLY FIXED! HOORAY!\n"); world.frags = -10; world.enemy = world; world.enemy.frags += 10; if(world.frags > 0.2 || world.frags < -0.2) // don't error out if it's just roundoff errors dprint("*** fteqcc test: found += bug\n"); else dprint("*** fteqcc test: += bug got FINALLY FIXED! HOORAY!\n"); world.frags = 0; } void GotoFirstMap() { if(cvar("_sv_init")) { cvar_set("_sv_init", "0"); if(cvar("g_maplist_shuffle")) ShuffleMaplist(); tokenize(cvar_string("g_maplist")); if(argv(0) != GetMapname()) { cvar_set("nextmap", argv(0)); if(!DoNextMapOverride()) GotoNextMap(); } } } float world_already_spawned; void worldspawn (void) { float globhandle, i, n; dprint_load(); // load dprint status from cvar if(world_already_spawned) error("world already spawned - you may have EXACTLY ONE worldspawn!"); world_already_spawned = TRUE; sv_cheats = cvar("sv_cheats"); /* TODO sound pack system // initialize sound pack system soundpack = cvar_string("g_soundpack"); if(soundpack != "") soundpack = strcat(soundpack, "/"); soundpack = strzone(soundpack); */ // gamemode related things precache_model ("models/misc/chatbubble.spr"); precache_model ("models/misc/teambubble.spr"); if (cvar("g_runematch")) { precache_model ("models/runematch/curse.mdl"); precache_model ("models/runematch/rune.mdl"); } // Precache all player models if desired if (cvar("sv_precacheplayermodels")) { globhandle = search_begin("models/player/*.zym", TRUE, FALSE); n = search_getsize(globhandle); for(i = 0; i < n; ++i) { //print(search_getfilename(globhandle, i), "\n"); precache_model(search_getfilename(globhandle, i)); } search_end(globhandle); //precache_model("models/player/carni.zym"); //precache_model("models/player/crash.zym"); //precache_model("models/player/grunt.zym"); //precache_model("models/player/headhunter.zym"); //precache_model("models/player/insurrectionist.zym"); //precache_model("models/player/jeandarc.zym"); //precache_model("models/player/lurk.zym"); //precache_model("models/player/lycanthrope.zym"); //precache_model("models/player/marine.zym"); //precache_model("models/player/nexus.zym"); //precache_model("models/player/pyria.zym"); //precache_model("models/player/shock.zym"); //precache_model("models/player/skadi.zym"); //precache_model("models/player/specop.zym"); //precache_model("models/player/visitant.zym"); } if (cvar("g_footsteps")) { precache_sound ("misc/footstep01.wav"); precache_sound ("misc/footstep02.wav"); precache_sound ("misc/footstep03.wav"); precache_sound ("misc/footstep04.wav"); precache_sound ("misc/footstep05.wav"); precache_sound ("misc/footstep06.wav"); } // gore and miscellaneous sounds //precache_sound ("misc/h2ohit.wav"); precache_model ("models/gibs/bloodyskull.md3"); precache_model ("models/gibs/chunk.mdl"); precache_model ("models/gibs/eye.md3"); precache_model ("models/gibs/gib1.md3"); precache_model ("models/gibs/gib1.mdl"); precache_model ("models/gibs/gib2.mdl"); precache_model ("models/gibs/gib3.mdl"); precache_model ("models/gibs/gib5.md3"); precache_model ("models/hook.md3"); precache_sound ("misc/armorimpact.wav"); precache_sound ("misc/bodyimpact1.wav"); precache_sound ("misc/bodyimpact2.wav"); precache_sound ("misc/gib.wav"); precache_sound ("misc/gib_splat01.wav"); precache_sound ("misc/gib_splat02.wav"); precache_sound ("misc/gib_splat03.wav"); precache_sound ("misc/gib_splat04.wav"); precache_sound ("misc/hit.wav"); precache_sound ("misc/hitground1.wav"); precache_sound ("misc/hitground2.wav"); precache_sound ("misc/hitground3.wav"); precache_sound ("misc/hitground4.wav"); precache_sound ("misc/null.wav"); precache_sound ("misc/spawn.wav"); precache_sound ("misc/talk.wav"); precache_sound ("misc/teleport.wav"); precache_sound ("player/lava.wav"); precache_sound ("player/slime.wav"); // announcer sounds - male //precache_sound ("announcer/male/electrobitch.wav"); precache_sound ("announcer/male/03kills.wav"); precache_sound ("announcer/male/05kills.wav"); precache_sound ("announcer/male/10kills.wav"); precache_sound ("announcer/male/15kills.wav"); precache_sound ("announcer/male/20kills.wav"); precache_sound ("announcer/male/25kills.wav"); precache_sound ("announcer/male/30kills.wav"); precache_sound ("announcer/male/botlike.wav"); precache_sound ("announcer/male/yoda.wav"); // announcer sounds - robotic precache_sound ("announcer/robotic/1fragleft.wav"); precache_sound ("announcer/robotic/1minuteremains.wav"); precache_sound ("announcer/robotic/2fragsleft.wav"); precache_sound ("announcer/robotic/3fragsleft.wav"); if (cvar("g_minstagib")) { precache_sound ("announcer/robotic/lastsecond.wav"); precache_sound ("announcer/robotic/narrowly.wav"); precache_sound ("announcer/robotic/1.wav"); precache_sound ("announcer/robotic/2.wav"); precache_sound ("announcer/robotic/3.wav"); precache_sound ("announcer/robotic/4.wav"); precache_sound ("announcer/robotic/5.wav"); precache_sound ("announcer/robotic/6.wav"); precache_sound ("announcer/robotic/7.wav"); precache_sound ("announcer/robotic/8.wav"); precache_sound ("announcer/robotic/9.wav"); precache_sound ("announcer/robotic/10.wav"); } // common weapon precaches precache_sound ("weapons/weapon_switch.wav"); precache_sound ("weapons/weaponpickup.wav"); if (cvar("g_grappling_hook")) { precache_sound ("weapons/hook_fire.wav"); // hook precache_sound ("weapons/hook_impact.wav"); // hook } if (cvar("sv_precacheweapons") || cvar("g_nixnex")) { //precache weapon models/sounds local float wep; wep = WEP_FIRST; while (wep <= WEP_LAST) { weapon_action(wep, WR_PRECACHE); wep = wep + 1; } } // plays music for the level if there is any if (self.noise) { precache_sound (self.noise); ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE); } // 0 normal lightstyle(0, "m"); // 1 FLICKER (first variety) lightstyle(1, "mmnmmommommnonmmonqnmmo"); // 2 SLOW STRONG PULSE lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 3 CANDLE (first variety) lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 4 FAST STROBE lightstyle(4, "mamamamamama"); // 5 GENTLE PULSE 1 lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 6 FLICKER (second variety) lightstyle(6, "nmonqnmomnmomomno"); // 7 CANDLE (second variety) lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 8 CANDLE (third variety) lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 9 SLOW STROBE (fourth variety) lightstyle(9, "aaaaaaaazzzzzzzz"); // 10 FLUORESCENT FLICKER lightstyle(10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // styles 32-62 are assigned by the light program for switchable lights // 63 testing lightstyle(63, "a"); player_count = 0; lms_lowest_lives = 0; lms_next_place = 0; GotoFirstMap(); bot_waypoints_for_items = cvar("g_waypoints_for_items"); if(bot_waypoints_for_items == 1) if(self.spawnflags & SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS) bot_waypoints_for_items = 0; if(cvar("g_campaign")) CampaignPreInit(); InitGameplayMode(); WaypointSprite_Init(); //if (cvar("g_domination")) // dom_init(); local entity head; head = nextent(world); maxclients = 0; while(head) { maxclients++; head = nextent(head); } GameLogInit(); // prepare everything if(cvar("sv_eventlog")) { local string s; GameLogEcho(":logversion:2", FALSE); s = strcat(cvar_string("sv_eventlog_files_counter"), "."); s = strcat(s, ftos(random())); GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE); s = ":gameinfo:mutators:LIST"; if(cvar("g_grappling_hook")) s = strcat(s, ":grappling_hook"); if(!cvar("g_use_ammunition")) s = strcat(s, ":no_use_ammunition"); if(!cvar("g_pickup_items")) s = strcat(s, ":no_pickup_items"); if(cvar("g_instagib")) s = strcat(s, ":instagib"); if(cvar("g_rocketarena")) s = strcat(s, ":rockerarena"); if(cvar("g_nixnex")) s = strcat(s, ":nixnex"); if(cvar("g_vampire")) s = strcat(s, ":vampire"); if(cvar("g_laserguided_missile")) s = strcat(s, ":laserguided_missile"); if(cvar("g_norecoil")) s = strcat(s, ":norecoil"); if(cvar("g_midair")) s = strcat(s, ":midair"); if(cvar("g_minstagib")) s = strcat(s, ":minstagib"); GameLogEcho(s, FALSE); GameLogEcho(":gameinfo:end", FALSE); } cvar_set("nextmap", ""); SetDefaultAlpha(); if(cvar("g_campaign")) CampaignPostInit(); fteqcc_testbugs(); readlevelcvars(); Ban_LoadBans(); } void light (void) { //makestatic (self); // Who the f___ did that? remove(self); } float( string pFilename ) TryFile = { local float lHandle; dprint("TryFile(\"", pFilename, "\")\n"); lHandle = fopen( pFilename, FILE_READ ); if( lHandle != -1 ) { fclose( lHandle ); return TRUE; } else { return FALSE; } }; string GetGametype() { if (game == GAME_DEATHMATCH) return "dm"; else if (game == GAME_TEAM_DEATHMATCH) return "tdm"; else if (game == GAME_DOMINATION) return "dom"; else if (game == GAME_CTF) return "ctf"; else if (game == GAME_RUNEMATCH) return "rune"; else if (game == GAME_LMS) return "lms"; else if (game == GAME_KEYHUNT) return "kh"; else if (game == GAME_ONSLAUGHT) return "ons"; else if (game == GAME_ASSAULT) return "as"; return "dm"; } float IsSameGametype(string mapcfgname) { string gt; gt = GetGametype(); #ifdef MAPINFO #else if(substring(mapcfgname, 0, strlen(gt) + 1) == strcat(gt, "_")) return TRUE; return FALSE; #endif } string getmapname_stored; string GetMapname() { #ifdef MAPINFO #else if(getmapname_stored == "") getmapname_stored = strzone(strcat(GetGametype(), "_", mapname)); return getmapname_stored; #endif } float Map_Count, Map_Current; string Map_Current_Name; // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count float GetMaplistPosition() { float pos, idx; string map; map = GetMapname(); idx = cvar("g_maplist_index"); if(idx >= 0) if(idx < Map_Count) if(map == argv(idx)) return idx; for(pos = 0; pos < Map_Count; ++pos) if(map == argv(pos)) return pos; // resume normal maplist rotation if current map is not in g_maplist return idx; } float MapHasRightSize(string map) { // open map size restriction file float fh; dprint("opensize "); dprint(map); fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ); if(fh >= 0) { float mapmin, mapmax; dprint(": ok, "); mapmin = stof(fgets(fh)); mapmax = stof(fgets(fh)); fclose(fh); if(player_count < mapmin) { dprint("not enough\n"); return FALSE; } if(player_count > mapmax) { dprint("too many\n"); return FALSE; } dprint("right size\n"); return TRUE; } dprint(": not found\n"); return TRUE; } #ifdef MAPINFO #else string Map_Filename(float position) { // FIXME unused return strcat("maps/", argv(position), ".mapcfg"); } #endif string strwords(string s, float w) { float endpos; for(endpos = 0; w && endpos >= 0; --w) endpos = strstrofs(s, " ", endpos + 1); if(endpos < 0) return s; else return substring(s, 0, endpos); } float strhasword(string s, string w) { return strstrofs(strcat(" ", s, " "), strcat(" ", w, " "), 0) >= 0; } void Map_MarkAsRecent(string m) { cvar_set("g_maplist_mostrecent", strwords(strcat(m, " ", cvar_string("g_maplist_mostrecent")), cvar("g_maplist_mostrecent_count"))); } float Map_IsRecent(string m) { return strhasword(cvar_string("g_maplist_mostrecent"), m); } float(float position, float pass) Map_Check = { string filename; string map_next; map_next = argv(position); if(pass <= 1) { if(map_next == Map_Current_Name) // same map again in first pass? return 0; if(Map_IsRecent(map_next)) return 0; } #ifdef MAPINFO #else filename = Map_Filename(position); if(TryFile(filename)) #endif { if(pass == 2) return 1; if(MapHasRightSize(argv(position))) return 1; return 0; } else dprint( "Couldn't find '", filename, "'..\n" ); return 0; } void(string nextmapname) Map_Goto_SetStr = { if(getmapname_stored != "") strunzone(getmapname_stored); if(nextmapname == "") getmapname_stored = ""; else getmapname_stored = strzone(nextmapname); } void(float position) Map_Goto_SetFloat = { cvar_set("g_maplist_index", ftos(position)); Map_Goto_SetStr(argv(position)); } void() GameResetCfg = { // if an exit cfg is defined by exiting map, exec it. string exit_cfg; exit_cfg = cvar_string("exit_cfg"); if(exit_cfg != "") localcmd(strcat("exec \"", exit_cfg, "\"\n")); localcmd("exec game_reset.cfg\n"); Ban_SaveBans(); }; void() Map_Goto = { Map_MarkAsRecent(getmapname_stored); GameResetCfg(); #ifdef MAPINFO #else localcmd(strcat("exec \"maps/", getmapname_stored ,".mapcfg\"\n")); #endif } // return codes of map selectors: // -1 = temporary failure (that is, try some method that is guaranteed to succeed) // -2 = permanent failure float() MaplistMethod_Iterate = // usual method { float pass, i; for(pass = 1; pass <= 2; ++pass) { for(i = 1; i < Map_Count; ++i) { float mapindex; mapindex = math_mod(i + Map_Current, Map_Count); if(Map_Check(mapindex, pass)) return mapindex; } } return -1; } float() MaplistMethod_Repeat = // fallback method { if(Map_Check(Map_Current, 2)) return Map_Current; return -2; } float() MaplistMethod_Random = // random map selection { float i, imax; imax = 42; for(i = 0; i <= imax; ++i) { float mapindex; mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map if(Map_Check(mapindex, 1)) return mapindex; } return -1; } float(float exponent) MaplistMethod_Shuffle = // more clever shuffling // the exponent sets a bias on the map selection: // the higher the exponent, the less likely "shortly repeated" same maps are { float i, j, imax, insertpos; imax = 42; if(Map_Count <= 1) return 0; // only one map, then always play this one for(i = 0; i <= imax; ++i) { string newlist; // now reinsert this at another position insertpos = pow(random(), 1 / exponent); // ]0, 1] insertpos = insertpos * (Map_Count - 1); // ]0, Map_Count - 1] insertpos = ceil(insertpos) + 1; // {2, 3, 4, ..., Map_Count} dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n"); // insert the current map there newlist = ""; for(j = 1; j < insertpos; ++j) // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above newlist = strcat(newlist, "'", argv(j), "'"); newlist = strcat(newlist, "'", argv(0), "'"); // now insert the just selected map for(j = insertpos; j < Map_Count; ++j) // i == Map_Count: no loop, has just been inserted as last newlist = strcat(newlist, "'", argv(j), "'"); cvar_set("g_maplist", newlist); Map_Count = tokenize(newlist); // NOTE: the selected map has just been inserted at (insertpos-1)th position Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working if(Map_Check(Map_Current, 1)) return Map_Current; } return -1; } void() Maplist_Init = { string temp; temp = cvar_string("g_maplist"); Map_Count = tokenize(temp); if(Map_Count == 0) { bprint( "Maplist is empty! Resetting it to default map list.\n" ); #ifdef MAPINFO #else cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist")); #endif Map_Count = tokenize(temp); } if(Map_Count == 0) error("empty maplist, cannot select a new map"); Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1); Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP // this may or may not be correct, but who cares, in the worst case a map // isn't chosen in the first pass that should have been } string() GetNextMap = { float nextMap; Maplist_Init(); nextMap = -1; if(nextMap == -1) if(cvar("g_maplist_shuffle") > 0) nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1); if(nextMap == -1) if(cvar("g_maplist_selectrandom")) nextMap = MaplistMethod_Random(); if(nextMap == -1) nextMap = MaplistMethod_Iterate(); if(nextMap == -1) nextMap = MaplistMethod_Repeat(); if(nextMap >= 0) { Map_Goto_SetFloat(nextMap); return getmapname_stored; } return ""; }; float() DoNextMapOverride = { Ban_SaveBans(); if(cvar("g_campaign")) { CampaignPostIntermission(); alreadychangedlevel = TRUE; return TRUE; } if(cvar("quit_when_empty")) { if(player_count <= currentbots) { localcmd("quit\n"); alreadychangedlevel = TRUE; return TRUE; } } if(cvar_string("quit_and_redirect") != "") { redirection_target = strzone(cvar_string("quit_and_redirect")); alreadychangedlevel = TRUE; return TRUE; } if (cvar("samelevel")) // if samelevel is set, stay on same level { // 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) //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n")); // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF) localcmd("restart\n"); //changelevel (mapname); alreadychangedlevel = TRUE; return TRUE; } if(cvar_string("nextmap") != "") #ifdef MAPINFO #else if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg"))) #endif { Map_Goto_SetStr(cvar_string("nextmap")); Map_Goto(); alreadychangedlevel = TRUE; return TRUE; } if(cvar("lastlevel")) { GameResetCfg(); localcmd("set lastlevel 0\ntogglemenu\n"); alreadychangedlevel = TRUE; return TRUE; } return FALSE; }; void() GotoNextMap = { //local string nextmap; //local float n, nummaps; //local string s; if (alreadychangedlevel) return; alreadychangedlevel = TRUE; { string nextMap; float allowReset; for(allowReset = 1; allowReset >= 0; --allowReset) { nextMap = GetNextMap(); if(nextMap != "") break; if(allowReset) { bprint( "Maplist contains no single playable map! Resetting it to default map list.\n" ); #ifdef MAPINFO #else cvar_set("g_maplist", cvar_string("g_maplist_defaultlist")); #endif } else { error("Everything is broken - not even the default map list works. Please report this to the developers."); } } Map_Goto(); } }; /* ============ IntermissionThink When the player presses attack or jump, change to the next level ============ */ .float autoscreenshot; void() MapVote_Start; void() MapVote_Think; float mapvote_initialized; void() IntermissionThink = { FixIntermissionClient(self); if(cvar("sv_autoscreenshot")) if(self.autoscreenshot > 0) if(time > self.autoscreenshot) { self.autoscreenshot = -1; if(clienttype(self) == CLIENTTYPE_REAL) stuffcmd(self, "\nscreenshot\necho \"^5A screenshot has been taken at request of the server.\"\n"); return; } if (time < intermission_exittime) return; if(!mapvote_initialized) if (time < intermission_exittime + 10 && !self.button0 && !self.button2 && !self.button3 && !self.button6 && !self.buttonuse) return; MapVote_Start(); }; /* ============ FindIntermission Returns the entity to view from ============ */ /* entity() FindIntermission = { local entity spot; local float cyc; // look for info_intermission first spot = find (world, classname, "info_intermission"); if (spot) { // pick a random one cyc = random() * 4; while (cyc > 1) { spot = find (spot, classname, "info_intermission"); if (!spot) spot = find (spot, classname, "info_intermission"); cyc = cyc - 1; } return spot; } // then look for the start position spot = find (world, classname, "info_player_start"); if (spot) return spot; // testinfo_player_start is only found in regioned levels spot = find (world, classname, "testplayerstart"); if (spot) return spot; // then look for the start position spot = find (world, classname, "info_player_deathmatch"); if (spot) return spot; //objerror ("FindIntermission: no spot"); return world; }; */ /* =============================================================================== RULES =============================================================================== */ void(float final) DumpStats = { local float file; local string s; local float to_console; local float to_eventlog; local float to_file; to_console = cvar("sv_logscores_console"); to_eventlog = cvar("sv_eventlog"); to_file = cvar("sv_logscores_file"); if(!final) { to_console = TRUE; // always print printstats replies to_eventlog = FALSE; // but never print them to the event log } if(to_eventlog) if(cvar("sv_eventlog_console")) to_console = FALSE; // otherwise we get the output twice if(final) s = ":scores:"; else s = ":status:"; s = strcat(s, GetMapname(), ":", ftos(rint(time))); if(to_console) ServerConsoleEcho(s, FALSE); if(to_eventlog) GameLogEcho(s, FALSE); if(to_file) { file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND); if(file == -1) to_file = FALSE; else fputs(file, strcat(s, "\n")); } FOR_EACH_CLIENT(other) { if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots"))) { s = strcat(":player:", ftos(other.frags), ":"); s = strcat(s, ftos(other.deaths), ":"); s = strcat(s, ftos(rint(time - other.jointime)), ":"); s = strcat(s, ftos(other.team), ":"); if(to_console) ServerConsoleEcho(strcat(s, other.netname), TRUE); if(to_eventlog) GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE); if(to_file) fputs(file, strcat(s, other.netname, "\n")); } } if(to_console) ServerConsoleEcho(":end", FALSE); if(to_eventlog) GameLogEcho(":end", FALSE); if(to_file) { fputs(file, ":end\n"); fclose(file); } } void FixIntermissionClient(entity e) { if(!e.autoscreenshot) // initial call { e.angles = e.v_angle; e.angles_x = -e.angles_x; e.autoscreenshot = time + 0.8; // used for autoscreenshot e.health = -2342; // first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not) e.solid = SOLID_NOT; e.movetype = MOVETYPE_NONE; e.takedamage = DAMAGE_NO; if(e.weaponentity) e.weaponentity.effects = EF_NODRAW; stuffcmd(e, "\nscr_printspeed 1000000\n"); if(clienttype(e) == CLIENTTYPE_REAL) { msg_entity = e; WriteByte(MSG_ONE, SVC_INTERMISSION); } } //e.velocity = '0 0 0'; //e.fixangle = TRUE; // TODO halt weapon animation } /* go to the next level for deathmatch only called if a time or frag limit has expired */ void() NextLevel = { float minTotalFrags; float maxTotalFrags; float score; float f; gameover = TRUE; intermission_running = 1; // enforce a wait time before allowing changelevel if(player_count > 0) intermission_exittime = time + cvar("sv_mapchange_delay"); else intermission_exittime = -1; WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, 3); //pos = FindIntermission (); VoteReset(); DumpStats(TRUE); if(cvar("sv_eventlog")) GameLogEcho(":gameover", FALSE); GameLogClose(); FOR_EACH_CLIENT(other) { FixIntermissionClient(other); if(other.winning) bprint(other.netname, " ^7wins.\n"); } minTotalFrags = 0; maxTotalFrags = 0; FOR_EACH_PLAYER(other) { if(maxTotalFrags < other.totalfrags) maxTotalFrags = other.totalfrags; if(minTotalFrags > other.totalfrags) minTotalFrags = other.totalfrags; } if(!currentbots) { FOR_EACH_PLAYER(other) { score = (other.totalfrags - minTotalFrags) / max(maxTotalFrags - minTotalFrags, 1); f = bound(0, other.play_time / max(time, 1), 1); // store some statistics? } } if(cvar("g_campaign")) CampaignPreIntermission(); // WriteByte (MSG_ALL, SVC_INTERMISSION); }; /* ============ CheckRules_Player Exit deathmatch games upon conditions ============ */ void() CheckRules_Player = { if (gameover) // someone else quit the game already return; if(self.deadflag == DEAD_NO) self.play_time += frametime; // fixme: don't check players; instead check dom_team and ctf_team entities // (div0: and that in CheckRules_World please) }; float checkrules_oneminutewarning; float checkrules_leaderfrags; float tdm_max_score, tdm_old_score; float checkrules_equality; float checkrules_overtimewarning; float checkrules_overtimeend; void() InitiateOvertime = { if(!checkrules_overtimeend) checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime"); } float WINNING_NO = 0; // no winner, but time limits may terminate the game float WINNING_YES = 1; // winner found float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW float(float fraglimitreached, float equality) GetWinningCode = { if(equality) if(fraglimitreached) return WINNING_STARTOVERTIME; else return WINNING_NEVER; else if(fraglimitreached) return WINNING_YES; else return WINNING_NO; } // set the .winning flag for exactly those players with a given field value void(.float field, float value) SetWinners = { entity head; FOR_EACH_PLAYER(head) head.winning = (head.field == value); } // set the .winning flag for those players with a given field value void(.float field, float value) AddWinners = { entity head; FOR_EACH_PLAYER(head) if(head.field == value) head.winning = 1; } // clear the .winning flags void(void) ClearWinners = { entity head; FOR_EACH_PLAYER(head) head.winning = 0; } // Onslaught winning condition: // game terminates if only one team has a working generator (or none) float() WinningCondition_Onslaught = { entity head; local float t1, t2, t3, t4; // first check if the game has ended t1 = t2 = t3 = t4 = 0; head = find(world, classname, "onslaught_generator"); while (head) { if (head.health > 0) { if (head.team == COLOR_TEAM1) t1 = 1; if (head.team == COLOR_TEAM2) t2 = 1; if (head.team == COLOR_TEAM3) t3 = 1; if (head.team == COLOR_TEAM4) t4 = 1; } head = find(head, classname, "onslaught_generator"); } if (t1 + t2 + t3 + t4 < 2) { // game over, only one team remains (or none) ClearWinners(); if (t1) SetWinners(team, COLOR_TEAM1); if (t2) SetWinners(team, COLOR_TEAM2); if (t3) SetWinners(team, COLOR_TEAM3); if (t4) SetWinners(team, COLOR_TEAM4); dprint("Have a winner, ending game.\n"); return WINNING_YES; } // Two or more teams remain return WINNING_NO; } float() LMS_NewPlayerLives = { float fl; fl = cvar("fraglimit"); if(fl == 0) fl = 999; // first player has left the game for dying too much? Nobody else can get in. if(lms_lowest_lives < 1) return FALSE; if(!cvar("g_lms_join_anytime")) if(lms_lowest_lives < fl - cvar("g_lms_last_join")) return FALSE; return bound(1, lms_lowest_lives, fl); } // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives) // they win. Otherwise the defending team wins once the timelimit passes. void assault_new_round(); float() WinningCondition_Assault = { local float status; status = WINNING_NO; // as the timelimit has not yet passed just assume the defending team will win if(assault_attacker_team == COLOR_TEAM1) { SetWinners(team, COLOR_TEAM2); } else { SetWinners(team, COLOR_TEAM1); } local entity ent; ent = find(world, classname, "target_assault_roundend"); if(ent) { if(ent.winning) // round end has been triggered by attacking team { SetWinners(team, assault_attacker_team); if(assault_attacker_team == COLOR_TEAM1) { team1_score = team1_score + 50; } else { team2_score = team2_score + 50; } if(ent.cnt == 1) // this was the second round { status = WINNING_YES; } else { cvar_set("timelimit", ftos((2*time)/60)); assault_new_round(); } } } return status; } // LMS winning condition: game terminates if and only if there's at most one // one player who's living lives. Top two scores being equal cancels the time // limit. float() WinningCondition_LMS = { entity head; float have_player; float have_players; float l; have_player = FALSE; have_players = FALSE; l = LMS_NewPlayerLives(); head = find(world, classname, "player"); if(head) have_player = TRUE; head = find(head, classname, "player"); if(head) have_players = TRUE; if(have_player) { // we have at least one player if(have_players) { // two or more active players - continue with the game } else { // exactly one player? if(l) { // but no game has taken place yet } else { // a winner! ClearWinners(); SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out dprint("Have a winner, ending game.\n"); return WINNING_YES; } } } else { // nobody is playing at all... if(l) { // wait for players... } else { // SNAFU (maybe a draw game?) ClearWinners(); dprint("No players, ending game.\n"); return WINNING_YES; } } // When we get here, we have at least two players who are actually LIVING, // or one player who is still waiting for a victim to join the server. Now // check if the top two players have equal score. checkrules_leaderfrags = 0; checkrules_equality = FALSE; FOR_EACH_PLAYER(head) { if(head.frags > checkrules_leaderfrags) { checkrules_leaderfrags = head.frags; checkrules_equality = FALSE; } else if(head.frags > 0 && head.frags == checkrules_leaderfrags) checkrules_equality = TRUE; } SetWinners(frags, checkrules_leaderfrags); // The top two players have the same amount of lives? No timelimit then, // enter overtime... if(checkrules_equality) return WINNING_NEVER; // Top two have different scores? Way to go for our beloved TIMELIMIT! return WINNING_NO; } // DM winning condition: game terminates if a player reached the fraglimit, // unless the first two players have the same score. The latter case also // breaks the time limit. float(float fraglimit) WinningCondition_MaxIndividualScore = { float checkrules_oldleaderfrags; entity head; checkrules_oldleaderfrags = checkrules_leaderfrags; checkrules_leaderfrags = 0; checkrules_equality = FALSE; FOR_EACH_PLAYER(head) { if(head.frags > checkrules_leaderfrags) { checkrules_leaderfrags = head.frags; checkrules_equality = FALSE; } else if(head.frags > 0 && head.frags == checkrules_leaderfrags) checkrules_equality = TRUE; } if(checkrules_leaderfrags > 0) SetWinners(frags, checkrules_leaderfrags); else ClearWinners(); if (!cvar("g_runematch")) if (checkrules_leaderfrags != checkrules_oldleaderfrags) { if (checkrules_leaderfrags == fraglimit - 1) sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.wav", 1, ATTN_NONE); else if (checkrules_leaderfrags == fraglimit - 2) sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.wav", 1, ATTN_NONE); else if (checkrules_leaderfrags == fraglimit - 3) sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.wav", 1, ATTN_NONE); } return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality); } float(float fraglimit) WinningConditionBase_Teamplay = { tdm_old_score = tdm_max_score; tdm_max_score = max4(team1_score, team2_score, team3_score, team4_score); checkrules_equality = ( (tdm_max_score > 0) && ( (team1_score == tdm_max_score) + (team2_score == tdm_max_score) + (team3_score == tdm_max_score) + (team4_score == tdm_max_score) >= 2)); ClearWinners(); if(tdm_max_score > 0) { if(team1_score == tdm_max_score) AddWinners(team, COLOR_TEAM1); if(team2_score == tdm_max_score) AddWinners(team, COLOR_TEAM2); if(team3_score == tdm_max_score) AddWinners(team, COLOR_TEAM3); if(team4_score == tdm_max_score) AddWinners(team, COLOR_TEAM4); } if(!cvar("g_runematch") && !cvar("g_domination")) if(tdm_max_score != tdm_old_score) { if(tdm_max_score == fraglimit - 1) sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.wav", 1, ATTN_NONE); else if(tdm_max_score == fraglimit - 2) sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.wav", 1, ATTN_NONE); else if(tdm_max_score == fraglimit - 3) sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.wav", 1, ATTN_NONE); } return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality); } // TDM winning condition: game terminates if a team's score sum reached the // fraglimit, unless the first two teams have the same total score. The latter // case also breaks the time limit. float(float fraglimit) WinningCondition_MaxTeamSum = { entity head; team1_score = team2_score = team3_score = team4_score = 0; FOR_EACH_PLAYER(head) { if(head.team == COLOR_TEAM1) team1_score += head.frags; else if(head.team == COLOR_TEAM2) team2_score += head.frags; else if(head.team == COLOR_TEAM3) team3_score += head.frags; else if(head.team == COLOR_TEAM4) team4_score += head.frags; } return WinningConditionBase_Teamplay(fraglimit); } // DOM/CTF winning condition: game terminates if the max of a team's players' // score reached the fraglimit, unless the first two teams have the same // maximum score. The latter case also breaks the time limit. float(float fraglimit) WinningCondition_MaxTeamMax = { entity head; team1_score = team2_score = team3_score = team4_score = 0; FOR_EACH_PLAYER(head) { if(head.team == COLOR_TEAM1) { if(head.frags > team1_score) team1_score = head.frags; } else if(head.team == COLOR_TEAM2) { if(head.frags > team2_score) team2_score = head.frags; } else if(head.team == COLOR_TEAM3) { if(head.frags > team3_score) team3_score = head.frags; } else if(head.team == COLOR_TEAM4) { if(head.frags > team4_score) team4_score = head.frags; } } return WinningConditionBase_Teamplay(fraglimit); } void print_to(entity e, string s) { if(e) sprint(e, strcat(s, "\n")); else ServerConsoleEcho(s, TRUE); } void PrintScoreboardFor(entity e, string name, string colorcode, float whichteam) { entity head; float v; float teamvalue; float fragtotal; string s; float found; found = FALSE; teamvalue = 0; FOR_EACH_PLAYER(head) { if(!whichteam || head.team == whichteam) { if(name != "") if(!found) print_to(e, strcat(" ", colorcode, name, ":")); found = TRUE; fragtotal = fragtotal + head.frags; s = ftos(head.frags); s = strcat(s, "/", ftos(head.deaths)); s = strcat(s, " @ ", ftos(head.ping)); if(clienttype(head) == CLIENTTYPE_BOT) s = strcat(s, "botms"); else s = strcat(s, "ms"); v = PlayerValue(head); teamvalue += v; s = strcat(s, " / ", ftos(v)); print_to(e, strcat(" ", colorcode, head.netname, colorcode, " (", s, ")")); } } if(whichteam && found) { s = ftos(fragtotal); s = strcat(s, " / ", ftos(teamvalue)); print_to(e, strcat(colorcode, " (total: ", s, ")")); } } void PrintScoreboard(entity e) { print_to(e, strcat("Time: ", ftos(time / 60))); print_to(e, strcat("Timelimit: ", ftos(cvar("timelimit")))); print_to(e, strcat("Fraglimit: ", ftos(cvar("fraglimit")))); print_to(e, "Scoreboard:"); if(teams_matter) { PrintScoreboardFor(e, "Red", "^1", COLOR_TEAM1); PrintScoreboardFor(e, "Blue", "^4", COLOR_TEAM2); PrintScoreboardFor(e, "Yellow", "^3", COLOR_TEAM3); PrintScoreboardFor(e, "Pink", "^6", COLOR_TEAM4); } else { PrintScoreboardFor(e, "", "^7", 0); } print_to(e, "."); } void ShuffleMaplist() { string result; float start; float litems; float selected; float i; result = cvar_string("g_maplist"); litems = tokenize(result); for(start = 0; start < litems - 1; ++start) { result = ""; // select a random item selected = ceil(random() * (litems - start) + start) - 1; // shift this item to the place start for(i = 0; i < start; ++i) result = strcat(result, "'", argv(i), "'"); result = strcat(result, "'", argv(selected), "'"); for(i = start; i < litems; ++i) if(i != selected) result = strcat(result, "'", argv(i), "'"); litems = tokenize(result); //dprint(result, "\n"); } cvar_set("g_maplist", result); } /* ============ CheckRules_World Exit deathmatch games upon conditions ============ */ void() CheckRules_World = { local float status; local float timelimit; local float fraglimit; VoteThink(); MapVote_Think(); SetDefaultAlpha(); /* MapVote_Think should now do that part if (intermission_running) if (time >= intermission_exittime + 60) { if(!DoNextMapOverride()) GotoNextMap(); return; } */ if (gameover) // someone else quit the game already { if(player_count == 0) // Nobody there? Then let's go to the next map MapVote_Start(); // this will actually check the player count in the next frame // again, but this shouldn't hurt return; } timelimit = cvar("timelimit") * 60; fraglimit = cvar("fraglimit"); if(checkrules_overtimeend) { if(!checkrules_overtimewarning) { checkrules_overtimewarning = TRUE; //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.wav", 1, ATTN_NONE); bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!"); } } else { if (timelimit && time >= timelimit) InitiateOvertime(); } if (checkrules_overtimeend && time >= checkrules_overtimeend) { NextLevel(); return; } if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60) { checkrules_oneminutewarning = TRUE; sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.wav", 1, ATTN_NONE); } status = WINNING_NO; if(g_assault) { status = WinningCondition_Assault(); } else if(g_lms) { status = WinningCondition_LMS(); } else if (g_onslaught) { status = WinningCondition_Onslaught(); } else { if(teams_matter) { if(g_tdm || cvar("g_runematch") || g_ctf || cvar("g_domination") || g_keyhunt) status = WinningCondition_MaxTeamSum(fraglimit); //else if() // status = WinningCondition_MaxTeamMax(fraglimit); else { dprint("div0: How can this happen?\n"); status = WinningCondition_MaxTeamMax(fraglimit); } } else status = WinningCondition_MaxIndividualScore(fraglimit); } if(status == WINNING_STARTOVERTIME) { status = WINNING_NEVER; InitiateOvertime(); } if(status == WINNING_NEVER) // equality cases! Nobody wins if the overtime ends in a draw. ClearWinners(); if(checkrules_overtimeend) if(status != WINNING_NEVER || time >= checkrules_overtimeend) status = WINNING_YES; if(status == WINNING_YES) NextLevel(); }; float randsel_value; float randsel_priority; float randsel_count; void RandSel_Init() { randsel_value = -1; randsel_priority = -1; randsel_count = -1; } void RandSel_Add(float priority, float value) { if(priority > randsel_priority) { randsel_priority = priority; randsel_value = value; randsel_count = 1; } else if(priority == randsel_priority) { randsel_count += 1; if(ceil(random() * randsel_count) == 1) randsel_value = value; } } float mapvote_nextthink; float mapvote_initialized; float mapvote_keeptwotime; float mapvote_timeout; string mapvote_message; #define MAPVOTE_COUNT 10 float mapvote_count; string mapvote_maps[MAPVOTE_COUNT]; float mapvote_maps_suggested[MAPVOTE_COUNT]; string mapvote_suggestions[MAPVOTE_COUNT]; float mapvote_suggestion_ptr; float mapvote_maxlen; float mapvote_voters; float mapvote_votes[MAPVOTE_COUNT]; float mapvote_run; .float mapvote; void MapVote_ClearAllVotes() { FOR_EACH_CLIENT(other) other.mapvote = 0; } string MapVote_Suggest(string m) { float i; if(m == "") return "That's not how to use this command."; if(!cvar("g_maplist_votable_suggestions")) return "Suggestions are not accepted on this server."; if(mapvote_initialized) return "Can't suggest - voting is already in progress!"; if(!cvar("g_maplist_votable_suggestions_change_gametype")) if(!IsSameGametype(m)) return "This server does not allow changing the game type by map suggestions."; if(!cvar("g_maplist_votable_override_mostrecent")) if(Map_IsRecent(m)) return "This server does not allow for recent maps to be played again. Please be patient for some rounds."; #ifdef MAPINFO #else if(!TryFile(strcat("maps/", m, ".mapcfg"))) #endif return "The map you suggested is not available on this server."; for(i = 0; i < mapvote_suggestion_ptr; ++i) if(mapvote_suggestions[i] == m) return "This map was already suggested."; if(mapvote_suggestion_ptr >= MAPVOTE_COUNT) { i = ceil(random() * mapvote_suggestion_ptr) - 1; } else { i = mapvote_suggestion_ptr; mapvote_suggestion_ptr += 1; } if(mapvote_suggestions[i] != "") strunzone(mapvote_suggestions[i]); mapvote_suggestions[i] = strzone(m); GameLogEcho(strcat(":vote:suggested:", m, ":", ftos(self.playerid), ":", self.netname), TRUE); return "Suggestion accepted."; } void MapVote_AddVotable(string nextMap, float isSuggestion) { float j; if(nextMap == "") return; for(j = 0; j < mapvote_count; ++j) if(mapvote_maps[j] == nextMap) return; if(strlen(nextMap) > mapvote_maxlen) mapvote_maxlen = strlen(nextMap); mapvote_maps[mapvote_count] = strzone(nextMap); mapvote_maps_suggested[mapvote_count] = isSuggestion; mapvote_count += 1; } void MapVote_Init() { float i; float nmax, smax; MapVote_ClearAllVotes(); nmax = min(MAPVOTE_COUNT, cvar("g_maplist_votable")); smax = min(nmax, cvar("g_maplist_votable_suggestions")); mapvote_count = 0; for(i = 0; i < 100 && mapvote_count < smax; ++i) MapVote_AddVotable(mapvote_suggestions[ceil(random() * mapvote_suggestion_ptr) - 1], TRUE); for(i = 0; i < 100 && mapvote_count < nmax; ++i) MapVote_AddVotable(GetNextMap(), FALSE); if(mapvote_count == 0) { bprint( "Maplist contains no single playable map! Resetting it to default map list.\n" ); #ifdef MAPINFO #else cvar_set("g_maplist", cvar_string("g_maplist_defaultlist")); #endif for(i = 0; i < 100 && mapvote_count < nmax; ++i) MapVote_AddVotable(GetNextMap(), FALSE); } //dprint("mapvote count is ", ftos(mapvote_count), "\n"); mapvote_keeptwotime = time + cvar("g_maplist_votable_keeptwotime"); mapvote_timeout = time + cvar("g_maplist_votable_timeout"); if(mapvote_count < 3 || mapvote_keeptwotime <= time) mapvote_keeptwotime = 0; mapvote_message = "Choose a map and press its key!"; } float MapVote_Finished(float mappos) { string result; float i; result = strcat(":vote:finished:", mapvote_maps[mappos]); result = strcat(result, ":", ftos(mapvote_votes[mappos]), "::"); for(i = 0; i < mapvote_count; ++i) if(i != mappos) if(mapvote_maps[i] != "") { result = strcat(result, ":", mapvote_maps[i]); result = strcat(result, ":", ftos(mapvote_votes[i])); } GameLogEcho(result, FALSE); if(mapvote_maps_suggested[mappos]) GameLogEcho(strcat(":vote:suggestion_accepted:", mapvote_maps[mappos]), FALSE); FOR_EACH_REALCLIENT(other) FixClientCvars(other); Map_Goto_SetStr(mapvote_maps[mappos]); Map_Goto(); alreadychangedlevel = TRUE; return TRUE; } void MapVote_CheckRules_1() { float i; for(i = 0; i < mapvote_count; ++i) if(mapvote_maps[i] != "") { //dprint("Map ", ftos(i), ": "); dprint(mapvote_maps[i], "\n"); mapvote_votes[i] = 0; } mapvote_voters = 0; FOR_EACH_REALCLIENT(other) { ++mapvote_voters; if(other.mapvote) { i = other.mapvote - 1; //dprint("Player ", other.netname, " vote = ", ftos(other.mapvote - 1), "\n"); mapvote_votes[i] = mapvote_votes[i] + 1; } } } float MapVote_CheckRules_2() { float i; float firstPlace, secondPlace; float firstPlaceVotes, secondPlaceVotes; string result; RandSel_Init(); for(i = 0; i < mapvote_count; ++i) if(mapvote_maps[i] != "") RandSel_Add(mapvote_votes[i], i); firstPlace = randsel_value; firstPlaceVotes = randsel_priority; //dprint("First place: ", ftos(firstPlace), "\n"); //dprint("First place votes: ", ftos(firstPlaceVotes), "\n"); RandSel_Init(); for(i = 0; i < mapvote_count; ++i) if(mapvote_maps[i] != "") if(i != firstPlace) RandSel_Add(mapvote_votes[i], i); secondPlace = randsel_value; secondPlaceVotes = randsel_priority; //dprint("Second place: ", ftos(secondPlace), "\n"); //dprint("Second place votes: ", ftos(secondPlaceVotes), "\n"); if(firstPlace == -1) error("No first place in map vote... WTF?"); if(secondPlace == -1 || time > mapvote_timeout || (mapvote_voters - firstPlaceVotes) < firstPlaceVotes) return MapVote_Finished(firstPlace); if(mapvote_keeptwotime) if(time > mapvote_keeptwotime || (mapvote_voters - firstPlaceVotes - secondPlaceVotes) < secondPlaceVotes) { mapvote_message = "Now decide between the TOP TWO!"; mapvote_keeptwotime = 0; result = strcat(":vote:keeptwo:", mapvote_maps[firstPlace]); result = strcat(result, ":", ftos(firstPlaceVotes)); result = strcat(result, ":", mapvote_maps[secondPlace]); result = strcat(result, ":", ftos(secondPlaceVotes), "::"); for(i = 0; i < mapvote_count; ++i) if(i != firstPlace) if(i != secondPlace) if(mapvote_maps[i] != "") { result = strcat(result, ":", mapvote_maps[i]); result = strcat(result, ":", ftos(mapvote_votes[i])); strunzone(mapvote_maps[i]); mapvote_maps[i] = ""; } GameLogEcho(result, FALSE); } return FALSE; } void MapVote_Tick() { string msgstr; string tmp; float i; float keeptwo; keeptwo = mapvote_keeptwotime; MapVote_CheckRules_1(); // count if(MapVote_CheckRules_2()) // decide return; FOR_EACH_REALCLIENT(other) { // hide scoreboard again if(other.health != 2342) { other.health = 2342; other.impulse = 0; if(clienttype(other) == CLIENTTYPE_REAL) { stuffcmd(other, "\nin_bind 7 1 \"impulse 1\"; in_bind 7 2 \"impulse 2\"; in_bind 7 3 \"impulse 3\"; in_bind 7 4 \"impulse 4\"; in_bind 7 5 \"impulse 5\"; in_bind 7 6 \"impulse 6\"; in_bind 7 7 \"impulse 7\"; in_bind 7 8 \"impulse 8\"; in_bind 7 9 \"impulse 9\"; in_bind 7 0 \"impulse 10\"; in_bind 7 KP_1 \"impulse 1\"; in_bind 7 KP_2 \"impulse 2\"; in_bind 7 KP_3 \"impulse 3\"; in_bind 7 KP_4 \"impulse 4\"; in_bind 7 KP_5 \"impulse 5\"; in_bind 7 KP_6 \"impulse 6\"; in_bind 7 KP_7 \"impulse 7\"; in_bind 7 KP_8 \"impulse 8\"; in_bind 7 KP_9 \"impulse 9\"; in_bind 7 KP_0 \"impulse 10\"; in_bindmap 7 0\n"); msg_entity = other; WriteByte(MSG_ONE, SVC_FINALE); WriteString(MSG_ONE, ""); /* for(i = 0; i < mapvote_count; ++i) if(mapvote_maps[i] != "") { tmp = mapvote_maps[i]; sprint(other, strcat("map voting: type ^1impulse ", ftos(i+1), "^7 to vote for ", tmp, "\n")); } */ } } // notify about keep-two if(keeptwo != 0 && mapvote_keeptwotime == 0) play2(other, "misc/invshot.wav"); // clear possibly invalid votes if(mapvote_maps[other.mapvote - 1] == "") other.mapvote = 0; // use impulses as new vote if(other.impulse >= 1 && other.impulse <= mapvote_count) if(mapvote_maps[other.impulse - 1] != "") other.mapvote = other.impulse; other.impulse = 0; } MapVote_CheckRules_1(); // just count FOR_EACH_REALCLIENT(other) { // display voting screen msgstr = "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"; msgstr = substring(msgstr, 0, strlen(msgstr) - mapvote_count); msgstr = strcat(msgstr, mapvote_message); msgstr = strcat(msgstr, "\n\n"); for(i = 0; i < mapvote_count; ++i) if(mapvote_maps[i] == "") msgstr = strcat(msgstr, "\n"); else { tmp = mapvote_maps[i]; tmp = strpad(mapvote_maxlen, tmp); tmp = strcat(ftos(math_mod(i + 1, 10)), ": ", tmp); tmp = strcat(tmp, " ^2(", ftos(mapvote_votes[i]), " vote"); if(mapvote_votes[i] != 1) tmp = strcat(tmp, "s"); tmp = strcat(tmp, ")"); tmp = strpad(mapvote_maxlen + 15, tmp); if(other.mapvote == i + 1) msgstr = strcat(msgstr, "^3> ", tmp, "\n"); else msgstr = strcat(msgstr, "^7 ", tmp, "\n"); } i = ceil(mapvote_timeout - time); msgstr = strcat(msgstr, "\n\n", ftos(i), " second"); if(i != 1) msgstr = strcat(msgstr, "s"); msgstr = strcat(msgstr, " left"); centerprint_atprio(other, CENTERPRIO_MAPVOTE, msgstr); } } void MapVote_Start() { mapvote_run = TRUE; } void MapVote_Think() { if(!mapvote_run) return; if(alreadychangedlevel) return; if(time < mapvote_nextthink) return; //dprint("tick\n"); mapvote_nextthink = time + 0.5; if(!mapvote_initialized) { mapvote_initialized = TRUE; if(DoNextMapOverride()) return; if(!cvar("g_maplist_votable") || player_count <= 0) { GotoNextMap(); return; } MapVote_Init(); } MapVote_Tick(); }; string GotoMap(string m) { #ifdef MAPINFO #else if(!TryFile(strcat("maps/", m, ".mapcfg"))) #endif return "The map you chose is not available on this server."; cvar_set("nextmap", m); cvar_set("timelimit", "-1"); if(mapvote_initialized || alreadychangedlevel) { if(DoNextMapOverride()) return "Map switch initiated."; else return "Hm... no. For some reason I like THIS map more."; } else return "Map switch will happen after scoreboard."; } void EndFrame() { FOR_EACH_REALCLIENT(self) { if(self.classname == "spectator") { if(self.enemy.hitsound) play2(self, "misc/hit.wav"); } else { if(self.hitsound) play2(self, "misc/hit.wav"); } } FOR_EACH_CLIENT(self) self.hitsound = FALSE; } /* * RedirectionThink: * returns TRUE if redirecting */ float redirection_timeout; float redirection_nextthink; float RedirectionThink() { float clients_found; if(redirection_target == "") return FALSE; if(!redirection_timeout) { cvar_set("sv_public", "-2"); redirection_timeout = time + 0.5; // this will only try twice... should be able to keep more clients if(redirection_target == "self") bprint("^3SERVER NOTICE:^7 restarting the server\n"); else bprint("^3SERVER NOTICE:^7 redirecting everyone to ", redirection_target, "\n"); } if(time < redirection_nextthink) return TRUE; redirection_nextthink = time + 1; clients_found = 0; FOR_EACH_REALCLIENT(self) { ServerConsoleEcho(strcat("Redirecting: sending connect command to ", self.netname), FALSE); if(redirection_target == "self") stuffcmd(self, "\ndisconnect; reconnect\n"); else stuffcmd(self, strcat("\ndisconnect; connect ", redirection_target, "\n")); ++clients_found; } ServerConsoleEcho(strcat("Redirecting: ", ftos(clients_found), " clients left."), FALSE); if(time > redirection_timeout || clients_found == 0) localcmd("\nwait; wait; wait; quit\n"); return TRUE; }