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