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1 string GetMapname();
2 void GotoNextMap();
3
4 void SetDefaultAlpha()
5 {
6         if(cvar("g_running_guns"))
7         {
8                 default_player_alpha = -1;
9                 default_weapon_alpha = +1;
10         }
11         else if(cvar("g_cloaked"))
12         {
13                 default_player_alpha = cvar("g_balance_cloaked_alpha");
14                 default_weapon_alpha = default_player_alpha;
15         }
16         else
17         {
18                 default_player_alpha = cvar("g_player_alpha");
19                 if(default_player_alpha <= 0)
20                         default_player_alpha = 1;
21                 default_weapon_alpha = default_player_alpha;
22         }
23 }
24
25 void fteqcc_testbugs()
26 {
27         float a, b;
28
29         if(!cvar("developer_fteqccbugs"))
30                 return;
31
32         dprint("*** fteqcc test: checking for bugs...\n");
33
34         a = 1;
35         b = 5;
36         if(sqrt(a) - sqrt(b - a) == 0)
37                 dprint("*** fteqcc test: found same-function-twice bug\n");
38         else
39                 dprint("*** fteqcc test: same-function-twice bug got FINALLY FIXED! HOORAY!\n");
40
41         world.frags = -10;
42         world.enemy = world;
43         world.enemy.frags += 10;
44         if(world.frags > 0.2 || world.frags < -0.2) // don't error out if it's just roundoff errors
45                 dprint("*** fteqcc test: found += bug\n");
46         else
47                 dprint("*** fteqcc test: += bug got FINALLY FIXED! HOORAY!\n");
48         world.frags = 0;
49 }
50
51 void GotoFirstMap()
52 {
53         if(cvar("_sv_init"))
54         {
55                 cvar_set("_sv_init", "0");
56                 tokenize(cvar_string("g_maplist"));
57                 if(argv(0) != GetMapname())
58                 {
59                         cvar_set("nextmap", argv(0));
60                         GotoNextMap();
61                 }
62         }
63 }
64
65 float world_already_spawned;
66 void worldspawn (void)
67 {
68         if(world_already_spawned)
69                 error("world already spawned - you may have EXACTLY ONE worldspawn!");
70         world_already_spawned = TRUE;
71         // Precache all player models
72         // Workaround for "invisible players"
73         precache_model("models/player/carni.zym");
74         precache_model("models/player/crash.zym");
75         precache_model("models/player/grunt.zym");
76         precache_model("models/player/headhunter.zym");
77         precache_model("models/player/insurrectionist.zym");
78         precache_model("models/player/jeandarc.zym");
79         precache_model("models/player/lurk.zym");
80         precache_model("models/player/lycanthrope.zym");
81         precache_model("models/player/marine.zym");
82         precache_model("models/player/nexus.zym");
83         precache_model("models/player/pyria.zym");
84         precache_model("models/player/shock.zym");
85         precache_model("models/player/skadi.zym");
86         precache_model("models/player/specop.zym");
87         precache_model("models/player/visitant.zym");
88
89         //precache_model ("progs/beam.mdl");
90         precache_model ("models/bullet.mdl");
91         precache_model ("models/casing_bronze.mdl");
92         precache_model ("models/casing_shell.mdl");
93         precache_model ("models/casing_steel.mdl");
94         precache_model ("models/ebomb.mdl");
95         precache_model ("models/elaser.mdl");
96         precache_model ("models/flash.md3");
97         precache_model ("models/gibs/bloodyskull.md3");
98         precache_model ("models/gibs/chunk.mdl");
99         precache_model ("models/gibs/eye.md3");
100         precache_model ("models/gibs/gib1.md3");
101         //precache_model ("models/gibs/gib2.md3");
102         //precache_model ("models/gibs/gib3.md3");
103         //precache_model ("models/gibs/gib4.md3");
104         precache_model ("models/gibs/gib5.md3");
105         //precache_model ("models/gibs/gib6.md3");
106         precache_model ("models/gibs/gib1.mdl");
107         precache_model ("models/gibs/gib2.mdl");
108         precache_model ("models/gibs/gib3.mdl");
109         precache_model ("models/grenademodel.md3");
110         precache_model ("models/hagarmissile.mdl");
111         precache_model ("models/items/a_bullets.mdl");
112         precache_model ("models/items/a_cells.md3");
113         precache_model ("models/items/a_rockets.md3");
114         precache_model ("models/items/a_shells.md3");
115         precache_model ("models/items/g_a1.md3");
116         precache_model ("models/items/g_a25.md3");
117         precache_model ("models/items/g_h1.md3");
118         precache_model ("models/items/g_h25.md3");
119         precache_model ("models/items/g_h100.md3");
120         precache_model ("models/items/g_invincible.md3");
121         precache_model ("models/items/g_strength.md3");
122         precache_model ("models/laser.mdl");
123         precache_model ("models/misc/chatbubble.spr");
124         precache_model ("models/misc/teambubble.spr");
125         precache_model ("models/nexflash.md3");
126         precache_model ("models/plasma.mdl");
127         precache_model ("models/plasmatrail.mdl");
128         precache_model ("models/rocket.md3");
129         //precache_model ("models/sprites/grenexpl.spr");
130         precache_model ("models/runematch/rune.mdl");
131         precache_model ("models/runematch/curse.mdl");
132         //precache_model ("models/sprites/hagar.spr");
133         //precache_model ("models/sprites/muzzleflash.spr32");
134         //precache_model ("models/sprites/electrocombo.spr32");
135         //precache_model ("models/sprites/plasmahitwall.spr32");
136         //precache_model ("models/sprites/plasmashot.spr32");
137         //precache_model ("models/sprites/rockexpl.spr");
138         precache_model ("models/tracer.mdl");
139         precache_model ("models/uziflash.md3");
140         precache_model ("models/weapons/g_crylink.md3");
141         precache_model ("models/weapons/g_electro.md3");
142         precache_model ("models/weapons/g_gl.md3");
143         precache_model ("models/weapons/g_hagar.md3");
144         precache_model ("models/weapons/g_nex.md3");
145         precache_model ("models/weapons/g_rl.md3");
146         precache_model ("models/weapons/g_shotgun.md3");
147         precache_model ("models/weapons/g_uzi.md3");
148         precache_model ("models/weapons/v_crylink.md3");
149         precache_model ("models/weapons/v_electro.md3");
150         precache_model ("models/weapons/v_gl.md3");
151         precache_model ("models/weapons/v_hagar.md3");
152         precache_model ("models/weapons/v_laser.md3");
153         precache_model ("models/weapons/v_nex.md3");
154         precache_model ("models/weapons/v_rl.md3");
155         precache_model ("models/weapons/v_shotgun.md3");
156         precache_model ("models/weapons/v_uzi.md3");
157         precache_model ("models/weapons/w_crylink.zym");
158         precache_model ("models/weapons/w_electro.zym");
159         precache_model ("models/weapons/w_gl.zym");
160         precache_model ("models/weapons/w_hagar.zym");
161         precache_model ("models/weapons/w_laser.zym");
162         precache_model ("models/weapons/w_nex.zym");
163         precache_model ("models/weapons/w_rl.zym");
164         precache_model ("models/weapons/w_shotgun.zym");
165         precache_model ("models/weapons/w_uzi.zym");
166
167         // laser for laser-guided weapons
168         precache_model ("models/laser_dot.mdl");
169
170         precache_sound ("misc/null.wav");
171         precache_sound ("misc/armor1.wav");
172         precache_sound ("misc/armor25.wav");
173         precache_sound ("misc/armorimpact.wav");
174         precache_sound ("misc/bodyimpact1.wav");
175         precache_sound ("misc/bodyimpact2.wav");
176         precache_sound ("misc/gib.wav");
177         precache_sound ("misc/gib_splat01.wav");
178         precache_sound ("misc/gib_splat02.wav");
179         precache_sound ("misc/gib_splat03.wav");
180         precache_sound ("misc/gib_splat04.wav");
181         //precache_sound ("misc/h2ohit.wav");
182         precache_sound ("misc/hit.wav");
183         precache_sound ("misc/footstep01.wav");
184         precache_sound ("misc/footstep02.wav");
185         precache_sound ("misc/footstep03.wav");
186         precache_sound ("misc/footstep04.wav");
187         precache_sound ("misc/footstep05.wav");
188         precache_sound ("misc/footstep06.wav");
189         precache_sound ("misc/hitground1.ogg");
190         precache_sound ("misc/hitground2.ogg");
191         precache_sound ("misc/hitground3.ogg");
192         precache_sound ("misc/hitground4.ogg");
193         precache_sound ("misc/itempickup.ogg");
194         precache_sound ("misc/itemrespawn.ogg");
195         precache_sound ("misc/jumppad.ogg");
196         precache_sound ("misc/mediumhealth.ogg");
197         precache_sound ("misc/megahealth.ogg");
198         precache_sound ("misc/minihealth.ogg");
199         precache_sound ("misc/powerup.ogg");
200         precache_sound ("misc/powerup_shield.ogg");
201         precache_sound ("misc/talk.wav");
202         precache_sound ("misc/teleport.ogg");
203         precache_sound ("plats/medplat1.wav");
204         precache_sound ("plats/medplat2.wav");
205         precache_sound ("player/lava.wav");
206         precache_sound ("player/slime.wav");
207         precache_sound ("weapons/crylink_fire.ogg");
208         precache_sound ("weapons/electro_bounce.ogg");
209         precache_sound ("weapons/electro_fire.ogg");
210         precache_sound ("weapons/electro_fire2.ogg");
211         precache_sound ("weapons/electro_fly.wav");
212         precache_sound ("weapons/electro_impact.ogg");
213         precache_sound ("weapons/electro_impact_combo.ogg");
214         //precache_sound ("weapons/grenade_bounce.ogg");
215         precache_sound ("weapons/grenade_bounce1.ogg");
216         precache_sound ("weapons/grenade_bounce2.ogg");
217         precache_sound ("weapons/grenade_bounce3.ogg");
218         precache_sound ("weapons/grenade_bounce4.ogg");
219         precache_sound ("weapons/grenade_bounce5.ogg");
220         precache_sound ("weapons/grenade_bounce6.ogg");
221         precache_sound ("weapons/grenade_fire.ogg");
222         precache_sound ("weapons/grenade_impact.ogg");
223         precache_sound ("weapons/hagar_fire.ogg");
224         precache_sound ("weapons/hagexp1.ogg");
225         precache_sound ("weapons/hagexp2.ogg");
226         precache_sound ("weapons/hagexp3.ogg");
227         precache_sound ("weapons/hook_fire.ogg");
228         precache_sound ("weapons/hook_impact.ogg");
229         precache_sound ("weapons/lasergun_fire.ogg");
230         precache_sound ("weapons/laserimpact.ogg");
231         precache_sound ("weapons/nexfire.ogg");
232         precache_sound ("weapons/neximpact.ogg");
233         precache_sound ("weapons/ric1.ogg");
234         precache_sound ("weapons/ric2.ogg");
235         precache_sound ("weapons/ric3.ogg");
236         precache_sound ("weapons/rocket_fire.ogg");
237         precache_sound ("weapons/rocket_fly.wav");
238         precache_sound ("weapons/rocket_impact.ogg");
239         precache_sound ("weapons/rocket_det.ogg");
240         precache_sound ("weapons/shotgun_fire.ogg");
241         precache_sound ("weapons/tink1.ogg");
242         precache_sound ("weapons/uzi_fire.ogg");
243         precache_sound ("weapons/weapon_switch.ogg");
244         precache_sound ("weapons/weaponpickup.ogg");
245         precache_sound ("weapons/strength_fire.ogg");
246
247         //precache_sound ("announce/male/kill10.ogg");
248         //precache_sound ("announce/male/kill15.ogg");
249         //precache_sound ("announce/male/kill20.ogg");
250         //precache_sound ("announce/male/kill25.ogg");
251         //precache_sound ("announce/male/kill3.ogg");
252         //precache_sound ("announce/male/kill30.ogg");
253         //precache_sound ("announce/male/kill4.ogg");
254         //precache_sound ("announce/male/kill5.ogg");
255         //precache_sound ("announce/male/kill6.ogg");
256         //precache_sound ("announce/male/mapkill1.ogg");
257         //precache_sound ("announce/robotic/last_second_save.ogg");
258         //precache_sound ("announce/robotic/narrowly_averted.ogg");
259         //precache_sound ("minstagib/mockery.ogg");
260
261         // announcer sounds - male
262         precache_sound ("announcer/male/03kills.ogg");
263         precache_sound ("announcer/male/05kills.ogg");
264         precache_sound ("announcer/male/10kills.ogg");
265         precache_sound ("announcer/male/15kills.ogg");
266         precache_sound ("announcer/male/20kills.ogg");
267         precache_sound ("announcer/male/25kills.ogg");
268         precache_sound ("announcer/male/30kills.ogg");
269         precache_sound ("announcer/male/botlike.ogg");
270         precache_sound ("announcer/male/electrobitch.ogg");
271         precache_sound ("announcer/male/welcome.ogg");
272         precache_sound ("announcer/male/yoda.ogg");
273
274         // announcer sounds - robotic
275         precache_sound ("announcer/robotic/1fragleft.ogg");
276         precache_sound ("announcer/robotic/1minuteremains.ogg");
277         precache_sound ("announcer/robotic/2fragsleft.ogg");
278         precache_sound ("announcer/robotic/3fragsleft.ogg");
279         precache_sound ("announcer/robotic/lastsecond.ogg");
280         precache_sound ("announcer/robotic/narrowly.ogg");
281
282         // plays music for the level if there is any
283         if (self.noise)
284         {
285                 precache_sound (self.noise);
286                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
287         }
288
289                 // 0 normal
290         lightstyle(0, "m");
291
292         // 1 FLICKER (first variety)
293         lightstyle(1, "mmnmmommommnonmmonqnmmo");
294
295         // 2 SLOW STRONG PULSE
296         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
297
298         // 3 CANDLE (first variety)
299         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
300
301         // 4 FAST STROBE
302         lightstyle(4, "mamamamamama");
303
304         // 5 GENTLE PULSE 1
305         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
306
307         // 6 FLICKER (second variety)
308         lightstyle(6, "nmonqnmomnmomomno");
309
310         // 7 CANDLE (second variety)
311         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
312
313         // 8 CANDLE (third variety)
314         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
315
316         // 9 SLOW STROBE (fourth variety)
317         lightstyle(9, "aaaaaaaazzzzzzzz");
318
319         // 10 FLUORESCENT FLICKER
320         lightstyle(10, "mmamammmmammamamaaamammma");
321
322         // 11 SLOW PULSE NOT FADE TO BLACK
323         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
324
325         // styles 32-62 are assigned by the light program for switchable lights
326
327         // 63 testing
328         lightstyle(63, "a");
329
330         player_count = 0;
331         lms_lowest_lives = 0;
332         lms_next_place = 0;
333
334         GotoFirstMap();
335
336         if(cvar("g_campaign"))
337                 CampaignPreInit();
338
339         InitGameplayMode();
340         //if (cvar("g_domination"))
341         //      dom_init();
342
343         local entity head;
344         head = nextent(world);
345         maxclients = 0;
346         while(head)
347         {
348                 maxclients++;
349                 head = nextent(head);
350         }
351
352         GameLogInit(); // prepare everything
353         if(cvar("sv_eventlog"))
354         {
355                 local string s;
356                 GameLogEcho(":logversion:2", FALSE);
357                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");
358                 s = strcat(s, ftos(random()));
359                 GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE);
360                 s = ":gameinfo:mutators:LIST";
361                 if(cvar("g_grappling_hook"))
362                         s = strcat(s, ":grappling_hook");
363                 if(!cvar("g_use_ammunition"))
364                         s = strcat(s, ":no_use_ammunition");
365                 if(!cvar("g_pickup_items"))
366                         s = strcat(s, ":no_pickup_items");
367                 if(cvar("g_instagib"))
368                         s = strcat(s, ":instagib");
369                 if(cvar("g_rocketarena"))
370                         s = strcat(s, ":rockerarena");
371                 if(cvar("g_nixnex"))
372                         s = strcat(s, ":nixnex");
373                 if(cvar("g_vampire"))
374                         s = strcat(s, ":vampire");
375                 if(cvar("g_laserguided_missile"))
376                         s = strcat(s, ":laserguided_missile");
377                 if(cvar("g_norecoil"))
378                         s = strcat(s, ":norecoil");
379                 if(cvar("g_midair"))
380                         s = strcat(s, ":midair");
381                 if(cvar("g_minstagib"))
382                         s = strcat(s, ":minstagib");
383                 GameLogEcho(s, FALSE);
384                 GameLogEcho(":gameinfo:end", FALSE);
385         }
386
387         cvar_set("nextmap", "");
388
389         SetDefaultAlpha();
390
391         if(cvar("g_campaign"))
392                 CampaignPostInit();
393
394         fteqcc_testbugs();
395 }
396
397 void light (void)
398 {
399         makestatic (self);
400 }
401
402 float( string pFilename ) TryFile =
403 {
404         local float lHandle;
405         dprint("TryFile(\"", pFilename, "\")\n");
406         lHandle = fopen( pFilename, FILE_READ );
407         if( lHandle != -1 ) {
408                 fclose( lHandle );
409                 return TRUE;
410         } else {
411                 return FALSE;
412         }
413 };
414
415 string GetMapname()
416 {
417         if (game == GAME_DEATHMATCH)
418                 return strcat("dm_", mapname);
419         else if (game == GAME_TEAM_DEATHMATCH)
420                 return strcat("tdm_", mapname);
421         else if (game == GAME_DOMINATION)
422                 return strcat("dom_", mapname);
423         else if (game == GAME_CTF)
424                 return strcat("ctf_", mapname);
425         else if (game == GAME_RUNEMATCH)
426                 return strcat("rune_", mapname);
427         else if (game == GAME_LMS)
428                 return strcat("lms_", mapname);
429         return strcat("dm_", mapname);
430 }
431
432 float Map_Count, Map_Current;
433 string Map_Current_Name;
434
435 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count
436 float GetMaplistPosition()
437 {
438         float pos;
439         string map;
440
441         map = GetMapname();
442         for(pos = 0; pos < Map_Count; ++pos)
443                 if(map == argv(pos))
444                         return pos;
445
446         // resume normal maplist rotation if current map is not in g_maplist
447         return cvar("g_maplist_index");
448 }
449
450 float MapHasRightSize(string map)
451 {
452         // open map size restriction file
453         float fh;
454         dprint("opensize "); dprint(map);
455         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
456         if(fh >= 0)
457         {
458                 float mapmin, mapmax;
459                 dprint(": ok, ");
460                 mapmin = stof(fgets(fh));
461                 mapmax = stof(fgets(fh));
462                 fclose(fh);
463                 if(player_count < mapmin)
464                 {
465                         dprint("not enough\n");
466                         return FALSE;
467                 }
468                 if(player_count > mapmax)
469                 {
470                         dprint("too many\n");
471                         return FALSE;
472                 }
473                 dprint("right size\n");
474                 return TRUE;
475         }
476         dprint(": not found\n");
477         return TRUE;
478 }
479
480 string Map_Filename(float position)
481 {
482         return strcat("maps/", argv(position), ".mapcfg");
483 }
484
485 float(float position, float pass) Map_Check =
486 {
487         string filename;
488         string map_next;
489         map_next = argv(position);
490         if(pass <= 1)
491                 if(map_next == Map_Current_Name) // same map again in first pass?
492                         return 0;
493         filename = Map_Filename(position);
494         if(TryFile(filename))
495         {
496                 if(pass == 2)
497                         return 1;
498                 if(MapHasRightSize(argv(position)))
499                         return 1;
500                 return 0;
501         }
502         else
503                 dprint( "Couldn't find '", filename, "'..\n" );
504
505         return 0;
506 }
507
508 void(float position) Map_Goto =
509 {
510         cvar_set("g_maplist_index", ftos(position));
511         localcmd(strcat("exec \"", Map_Filename(position) ,"\"\n"));
512 }
513
514 // return codes of map selectors:
515 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
516 //   -2 = permanent failure
517 float() MaplistMethod_Iterate = // usual method
518 {
519         float pass, i;
520
521         for(pass = 1; pass <= 2; ++pass)
522         {
523                 for(i = 1; i < Map_Count; ++i)
524                 {
525                         float mapindex;
526                         mapindex = math_mod(i + Map_Current, Map_Count);
527                         if(Map_Check(mapindex, pass))
528                                 return mapindex;
529                 }
530         }
531         return -1;
532 }
533
534 float() MaplistMethod_Repeat = // fallback method
535 {
536         if(Map_Check(Map_Current, 2))
537                 return Map_Current;
538         return -2;
539 }
540
541 float() MaplistMethod_Random = // random map selection
542 {
543         float i, imax;
544
545         imax = 42;
546
547         for(i = 0; i <= imax; ++i)
548         {
549                 float mapindex;
550                 mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map
551                 if(Map_Check(mapindex, 1))
552                         return mapindex;
553         }
554         return -1;
555 }
556
557 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
558 // the exponent sets a bias on the map selection:
559 // the higher the exponent, the 
560 {
561         float i, j, imax, insertpos;
562
563         imax = 42;
564
565         if(Map_Count <= 1)
566                 return 0; // only one map, then always play this one
567
568         for(i = 0; i <= imax; ++i)
569         {
570                 string newlist;
571
572                 // now reinsert this at another position
573                 insertpos = pow(random(), 1 / exponent);       // ]0, 1]
574                 insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]
575                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
576                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");
577
578                 // insert the current map there
579                 newlist = "";
580                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
581                         newlist = strcat(newlist, "'", argv(j), "'");
582                 newlist = strcat(newlist, "'", argv(0), "'");  // now insert the just selected map
583                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
584                         newlist = strcat(newlist, "'", argv(j), "'");
585                 cvar_set("g_maplist", newlist);
586                 Map_Count = tokenize(newlist);
587
588                 // NOTE: the selected map has just been inserted at (insertpos-1)th position
589                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
590                 if(Map_Check(Map_Current, 1))
591                         return Map_Current;
592         }
593         return -1;
594 }
595
596 void() Maplist_Init =
597 {
598         string temp;
599         temp = cvar_string("g_maplist");
600         Map_Count = tokenize(temp);
601         if(Map_Count == 0)
602         {
603                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );
604                 cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist"));
605                 Map_Count = tokenize(temp);
606         }
607         if(Map_Count == 0)
608                 error("empty maplist, cannot select a new map");
609         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
610
611         Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP
612         // this may or may not be correct, but who cares, in the worst case a map
613         // isn't chosen in the first pass that should have been
614 }
615
616 void() GotoNextMap =
617 {
618         //local string nextmap;
619         //local float n, nummaps;
620         //local string s;
621         string exit_cfg;
622         if (alreadychangedlevel)
623                 return;
624         alreadychangedlevel = TRUE;
625
626         if(cvar("g_campaign"))
627         {
628                 CampaignPostIntermission();
629                 return;
630         }
631
632         if(cvar("quit_when_empty"))
633         {
634                 if(player_count <= currentbots)
635                 {
636                         localcmd("quit\n");
637                         return;
638                 }
639         }
640
641         if (cvar("samelevel")) // if samelevel is set, stay on same level
642         {
643                 // 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)
644                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
645                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)
646                 localcmd("restart\n");
647                 //changelevel (mapname);
648                 return;
649         }
650
651         // if an exit cfg is defined by exiting map, exec it.
652         exit_cfg = cvar_string("exit_cfg");
653         if(exit_cfg != "")
654                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
655
656         localcmd("exec game_reset.cfg\n");
657
658
659         if (cvar("lastlevel"))
660         {
661                 localcmd(strcat("set lastlevel 0\n"));
662                 localcmd(strcat("togglemenu\n"));
663         }
664         else
665         {
666                 float nextMap;
667                 float allowReset;
668
669                 // cvar "nextmap" always gets priority
670                 if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg")))
671                 {
672                         localcmd(strcat("exec \"maps/", cvar_string("nextmap"), ".mapcfg\"\n"));
673                         return;
674                 }
675
676                 for(allowReset = 1; allowReset >= 0; --allowReset)
677                 {
678                         Maplist_Init();
679                         nextMap = -1;
680
681                         if(nextMap == -1)
682                                 if(cvar("g_maplist_shuffle") > 0)
683                                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
684
685                         if(nextMap == -1)
686                                 if(cvar("g_maplist_selectrandom"))
687                                         nextMap = MaplistMethod_Random();
688
689                         if(nextMap == -1)
690                                 nextMap = MaplistMethod_Iterate();
691
692                         if(nextMap == -1)
693                                 nextMap = MaplistMethod_Repeat();
694
695                         if(nextMap >= 0)
696                         {
697                                 Map_Goto(nextMap);
698                                 break;
699                         }
700                         else // PERMANENT FAILURE
701                         {
702                                 if(allowReset)
703                                 {
704                                         bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );
705                                         cvar_set("g_maplist", cvar_string("g_maplist_defaultlist"));
706                                 }
707                                 else
708                                 {
709                                         error("Everything is broken - not even the default map list works. Please report this to the developers.");
710                                 }
711                         }
712                 }
713         }
714 };
715
716
717 /*
718 ============
719 IntermissionThink
720
721 When the player presses attack or jump, change to the next level
722 ============
723 */
724 void() IntermissionThink =
725 {
726         if(cvar("sv_autoscreenshot"))
727         if(self.cnt)
728         if(time > self.cnt)
729         {
730                 self.cnt = FALSE;
731                 if(clienttype(self) == CLIENTTYPE_REAL)
732                         stuffcmd(self, "\nscreenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
733                 return;
734         }
735
736         if (time < intermission_exittime)
737                 return;
738
739         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
740                 return;
741
742         GotoNextMap ();
743 };
744
745 /*
746 ============
747 FindIntermission
748
749 Returns the entity to view from
750 ============
751 */
752 /*
753 entity() FindIntermission =
754 {
755         local   entity spot;
756         local   float cyc;
757
758 // look for info_intermission first
759         spot = find (world, classname, "info_intermission");
760         if (spot)
761         {       // pick a random one
762                 cyc = random() * 4;
763                 while (cyc > 1)
764                 {
765                         spot = find (spot, classname, "info_intermission");
766                         if (!spot)
767                                 spot = find (spot, classname, "info_intermission");
768                         cyc = cyc - 1;
769                 }
770                 return spot;
771         }
772
773 // then look for the start position
774         spot = find (world, classname, "info_player_start");
775         if (spot)
776                 return spot;
777
778 // testinfo_player_start is only found in regioned levels
779         spot = find (world, classname, "testplayerstart");
780         if (spot)
781                 return spot;
782
783 // then look for the start position
784         spot = find (world, classname, "info_player_deathmatch");
785         if (spot)
786                 return spot;
787
788         //objerror ("FindIntermission: no spot");
789         return world;
790 };
791 */
792
793 /*
794 ===============================================================================
795
796 RULES
797
798 ===============================================================================
799 */
800
801 void() DumpStats =
802 {
803         local float file;
804         local string s;
805
806         if(cvar("_printstats"))
807                 cvar_set("_printstats", "0");
808         else if(!gameover)
809                 return;
810
811         if(gameover)
812                 s = ":scores:";
813         else
814                 s = ":status:";
815
816         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
817
818         if(cvar("sv_eventlog") && gameover)
819                 GameLogEcho(s, FALSE);
820         else if(cvar("sv_logscores_console"))
821                 ServerConsoleEcho(s, FALSE);
822         if(cvar("sv_logscores_file"))
823         {
824                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
825                 fputs(file, strcat(s, "\n"));
826         }
827
828         other = findchainflags(flags, FL_CLIENT);
829         while (other)
830         {
831                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
832                 {
833                         s = strcat(":player:", ftos(other.frags), ":");
834                         s = strcat(s, ftos(other.deaths), ":");
835                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
836                         s = strcat(s, ftos(other.team), ":");
837
838                         if(cvar("sv_logscores_file"))
839                                 fputs(file, strcat(s, other.netname, "\n"));
840                         if(cvar("sv_eventlog") && gameover)
841                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
842                         else if(cvar("sv_logscores_console"))
843                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
844                 }
845                 other = other.chain;
846         }
847
848         if(cvar("sv_eventlog") && gameover)
849                 GameLogEcho(":end", FALSE);
850         else if(cvar("sv_logscores_console"))
851                 ServerConsoleEcho(":end", FALSE);
852         if(cvar("sv_logscores_file"))
853         {
854                 fputs(file, ":end\n");
855                 fclose(file);
856         }
857 }
858
859
860 /*
861 go to the next level for deathmatch
862 only called if a time or frag limit has expired
863 */
864 void() NextLevel =
865 {
866         gameover = TRUE;
867
868         intermission_running = 1;
869
870 // enforce a wait time before allowing changelevel
871         if(player_count > 0)
872                 intermission_exittime = time + cvar("sv_mapchange_delay");
873         else
874                 intermission_exittime = -60;
875
876         WriteByte (MSG_ALL, SVC_CDTRACK);
877         WriteByte (MSG_ALL, 3);
878         WriteByte (MSG_ALL, 3);
879
880         //pos = FindIntermission ();
881
882         VoteReset();
883
884         DumpStats();
885
886         if(cvar("sv_eventlog"))
887                 GameLogEcho(":gameover", FALSE);
888
889         GameLogClose();
890
891         other = findchainflags(flags, FL_CLIENT);
892         while (other != world)
893         {
894                 //other.nextthink = time + 0.5;
895                 other.takedamage = DAMAGE_NO;
896                 other.solid = SOLID_NOT;
897                 other.movetype = MOVETYPE_NONE;
898                 other.angles = other.v_angle;
899                 other.angles_x = other.angles_x * -1;
900                 other.cnt = time + 0.8; // used for autoscreenshot
901
902                 self = other;
903
904                 if(other.winning)
905                         bprint(strcat(other.netname, " ^7wins.\n"));
906
907                 /*
908                 if (pos != world);
909                 {
910                         other.modelindex = 0;
911                         other.weaponentity = world; // remove weapon model
912                         other.view_ofs = '0 0 0';
913                         other.angles = other.v_angle = pos.mangle;
914                         if (!other.angles)
915                         {
916                                 other.angles = other.v_angle = pos.angles;
917                                 other.v_angle_x = other.v_angle_x * -1;
918                         }
919                         other.fixangle = TRUE;          // turn this way immediately
920                         setorigin (other, pos.origin);
921                 }
922                 */
923                 other = other.chain;
924         }
925
926         if(cvar("g_campaign"))
927                 CampaignPreIntermission();
928
929         WriteByte (MSG_ALL, SVC_INTERMISSION);
930 };
931
932 /*
933 ============
934 CheckRules_Player
935
936 Exit deathmatch games upon conditions
937 ============
938 */
939 void() CheckRules_Player =
940 {
941         if (gameover)   // someone else quit the game already
942                 return;
943
944         // fixme: don't check players; instead check dom_team and ctf_team entities
945         //   (div0: and that in CheckRules_World please)
946         centermsg_check();
947 };
948
949 float checkrules_oneminutewarning;
950 float checkrules_leaderfrags;
951 float tdm_max_score, tdm_old_score;
952
953 float checkrules_equality;
954 float checkrules_overtimewarning;
955 float checkrules_overtimeend;
956
957 void() InitiateOvertime =
958 {
959         if(!checkrules_overtimeend)
960                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
961 }
962
963 float WINNING_NO = 0; // no winner, but time limits may terminate the game
964 float WINNING_YES = 1; // winner found
965 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
966 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
967
968 float(float fraglimitreached, float equality) GetWinningCode =
969 {
970         if(equality)
971                 if(fraglimitreached)
972                         return WINNING_STARTOVERTIME;
973                 else
974                         return WINNING_NEVER;
975         else
976                 if(fraglimitreached)
977                         return WINNING_YES;
978                 else
979                         return WINNING_NO;
980 }
981
982 // set the .winning flag for exactly those players with a given field value
983 void(.float field, float value) SetWinners =
984 {
985         entity head;
986         head = findchain(classname, "player");
987         while (head)
988         {
989                 head.winning = (head.field == value);
990                 head = head.chain;
991         }
992 }
993
994 // set the .winning flag for those players with a given field value
995 void(.float field, float value) AddWinners =
996 {
997         entity head;
998         head = findchain(classname, "player");
999         while (head)
1000         {
1001                 if(head.field == value)
1002                         head.winning = 1;
1003                 head = head.chain;
1004         }
1005 }
1006
1007 // clear the .winning flags
1008 void(void) ClearWinners =
1009 {
1010         entity head;
1011         head = findchain(classname, "player");
1012         while (head)
1013         {
1014                 head.winning = 0;
1015                 head = head.chain;
1016         }
1017 }
1018
1019 float() LMS_NewPlayerLives =
1020 {
1021         float fl;
1022         fl = cvar("fraglimit");
1023         if(fl == 0)
1024                 fl = 999;
1025
1026         // first player has left the game for dying too much? Nobody else can get in.
1027         if(lms_lowest_lives < 1)
1028                 return FALSE;
1029
1030         if(!cvar("g_lms_join_anytime"))
1031                 if(lms_lowest_lives < fl - cvar("g_lms_last_join"))
1032                         return FALSE;
1033
1034         return bound(1, lms_lowest_lives, fl);
1035 }
1036
1037 // LMS winning condition: game terminates if and only if there's at most one
1038 // one player who's living lives. Top two scores being equal cancels the time
1039 // limit.
1040 float() WinningCondition_LMS =
1041 {
1042         entity head;
1043         float have_player;
1044         float have_players;
1045         float l;
1046
1047         have_player = FALSE;
1048         have_players = FALSE;
1049         l = LMS_NewPlayerLives();
1050
1051         head = find(world, classname, "player");
1052         if(head)
1053                 have_player = TRUE;
1054         head = find(head, classname, "player");
1055         if(head)
1056                 have_players = TRUE;
1057
1058         if(have_player)
1059         {
1060                 // we have at least one player
1061                 if(have_players)
1062                 {
1063                         // two or more active players - continue with the game
1064                 }
1065                 else
1066                 {
1067                         // exactly one player?
1068                         if(l)
1069                         {
1070                                 // but no game has taken place yet
1071                         }
1072                         else
1073                         {
1074                                 // a winner!
1075                                 ClearWinners(); SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
1076                                 dprint("Have a winner, ending game.\n");
1077                                 return WINNING_YES;
1078                         }
1079                 }
1080         }
1081         else
1082         {
1083                 // nobody is playing at all...
1084                 if(l)
1085                 {
1086                         // wait for players...
1087                 }
1088                 else
1089                 {
1090                         // SNAFU (maybe a draw game?)
1091                         ClearWinners();
1092                         dprint("No players, ending game.\n");
1093                         return WINNING_YES;
1094                 }
1095         }
1096
1097         // When we get here, we have at least two players who are actually LIVING,
1098         // or one player who is still waiting for a victim to join the server. Now
1099         // check if the top two players have equal score.
1100
1101         checkrules_leaderfrags = 0;
1102         head = findchain(classname, "player");
1103         checkrules_equality = FALSE;
1104         while (head)
1105         {
1106                 if(head.frags > checkrules_leaderfrags)
1107                 {
1108                         checkrules_leaderfrags = head.frags;
1109                         checkrules_equality = FALSE;
1110                 }
1111                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1112                         checkrules_equality = TRUE;
1113                 head = head.chain;
1114         }
1115
1116         SetWinners(frags, checkrules_leaderfrags);
1117
1118         // The top two players have the same amount of lives? No timelimit then,
1119         // enter overtime...
1120
1121         if(checkrules_equality)
1122                 return WINNING_NEVER;
1123
1124         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1125         return WINNING_NO;
1126 }
1127
1128 // DM winning condition: game terminates if a player reached the fraglimit,
1129 // unless the first two players have the same score. The latter case also
1130 // breaks the time limit.
1131 float(float fraglimit) WinningCondition_MaxIndividualScore =
1132 {
1133         float checkrules_oldleaderfrags;
1134         entity head;
1135
1136         checkrules_oldleaderfrags = checkrules_leaderfrags;
1137         checkrules_leaderfrags = 0;
1138         head = findchain(classname, "player");
1139         checkrules_equality = FALSE;
1140         while (head)
1141         {
1142                 if(head.frags > checkrules_leaderfrags)
1143                 {
1144                         checkrules_leaderfrags = head.frags;
1145                         checkrules_equality = FALSE;
1146                 }
1147                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1148                         checkrules_equality = TRUE;
1149                 head = head.chain;
1150         }
1151
1152         if(checkrules_leaderfrags > 0)
1153                 SetWinners(frags, checkrules_leaderfrags);
1154         else
1155                 ClearWinners();
1156
1157         if (!cvar("g_runematch"))
1158                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1159                 {
1160                         if (checkrules_leaderfrags == fraglimit - 1)
1161                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1162                         else if (checkrules_leaderfrags == fraglimit - 2)
1163                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1164                         else if (checkrules_leaderfrags == fraglimit - 3)
1165                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1166                 }
1167
1168         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1169 }
1170
1171 float(float fraglimit) WinningConditionBase_Teamplay =
1172 {
1173         tdm_old_score = tdm_max_score;
1174         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1175
1176         checkrules_equality =
1177         (
1178                 (tdm_max_score > 0)
1179                 &&
1180                 (
1181                           (team1_score == tdm_max_score)
1182                         + (team2_score == tdm_max_score)
1183                         + (team3_score == tdm_max_score)
1184                         + (team4_score == tdm_max_score)
1185                         >= 2));
1186
1187         ClearWinners();
1188         if(tdm_max_score > 0)
1189         {
1190                 if(team1_score == tdm_max_score)
1191                         AddWinners(team, COLOR_TEAM1);
1192                 if(team2_score == tdm_max_score)
1193                         AddWinners(team, COLOR_TEAM2);
1194                 if(team3_score == tdm_max_score)
1195                         AddWinners(team, COLOR_TEAM3);
1196                 if(team4_score == tdm_max_score)
1197                         AddWinners(team, COLOR_TEAM4);
1198         }
1199
1200         if(!cvar("g_runematch") && !cvar("g_domination"))
1201                 if(tdm_max_score != tdm_old_score)
1202                 {
1203                         if(tdm_max_score == fraglimit - 1)
1204                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1205                         else if(tdm_max_score == fraglimit - 2)
1206                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1207                         else if(tdm_max_score == fraglimit - 3)
1208                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1209                 }
1210
1211         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1212 }
1213
1214 // TDM winning condition: game terminates if a team's score sum reached the
1215 // fraglimit, unless the first two teams have the same total score. The latter
1216 // case also breaks the time limit.
1217 float(float fraglimit) WinningCondition_MaxTeamSum =
1218 {
1219         entity head;
1220
1221         team1_score = team2_score = team3_score = team4_score = 0;
1222
1223         head = findchain(classname, "player");
1224         while (head)
1225         {
1226                 if(head.team == COLOR_TEAM1)
1227                         team1_score += head.frags;
1228                 else if(head.team == COLOR_TEAM2)
1229                         team2_score += head.frags;
1230                 else if(head.team == COLOR_TEAM3)
1231                         team3_score += head.frags;
1232                 else if(head.team == COLOR_TEAM4)
1233                         team4_score += head.frags;
1234                 head = head.chain;
1235         }
1236
1237         return WinningConditionBase_Teamplay(fraglimit);
1238 }
1239
1240 // DOM/CTF winning condition: game terminates if the max of a team's players'
1241 // score reached the fraglimit, unless the first two teams have the same
1242 // maximum score. The latter case also breaks the time limit.
1243 float(float fraglimit) WinningCondition_MaxTeamMax =
1244 {
1245         entity head;
1246
1247         team1_score = team2_score = team3_score = team4_score = 0;
1248
1249         head = findchain(classname, "player");
1250         while (head)
1251         {
1252                 if(head.team == COLOR_TEAM1)
1253                 {
1254                         if(head.frags > team1_score)
1255                                 team1_score = head.frags;
1256                 }
1257                 else if(head.team == COLOR_TEAM2)
1258                 {
1259                         if(head.frags > team2_score)
1260                                 team2_score = head.frags;
1261                 }
1262                 else if(head.team == COLOR_TEAM3)
1263                 {
1264                         if(head.frags > team3_score)
1265                                 team3_score = head.frags;
1266                 }
1267                 else if(head.team == COLOR_TEAM4)
1268                 {
1269                         if(head.frags > team4_score)
1270                                 team4_score = head.frags;
1271                 }
1272                 head = head.chain;
1273         }
1274
1275         return WinningConditionBase_Teamplay(fraglimit);
1276 }
1277
1278 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1279 {
1280         entity head;
1281         float fragtotal;
1282         string s;
1283         float found;
1284         found = FALSE;
1285         head = find(world, classname, "player");
1286         while(head)
1287         {
1288                 if(!whichteam || head.team == whichteam)
1289                 {
1290                         if(name != "")
1291                                 if(!found)
1292                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1293                         found = TRUE;
1294                         fragtotal = fragtotal + head.frags;
1295                         s = ftos(head.frags);
1296                         s = strcat(s, "/", ftos(head.deaths));
1297                         s = strcat(s, " @ ", ftos(head.ping));
1298                         if(clienttype(head) == CLIENTTYPE_BOT)
1299                                 s = strcat(s, "botms");
1300                         else
1301                                 s = strcat(s, "ms");
1302                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1303                 }
1304                 head = find(head, classname, "player");
1305         }
1306         if(whichteam && found)
1307                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1308 }
1309
1310 void PrintScoreboard()
1311 {
1312         ServerConsoleEcho("Scoreboard:", FALSE);
1313         if(teams_matter)
1314         {
1315                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1316                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1317                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1318                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1319         }
1320         else
1321         {
1322                 PrintScoreboardFor("", "^7", 0);
1323         }
1324         ServerConsoleEcho(".", FALSE);
1325 }
1326
1327 void RemoveFromMaplist(string m)
1328 {
1329         string result;
1330         float litems;
1331         float i;
1332         float found;
1333
1334         litems = tokenize(cvar_string("g_maplist"));
1335         found = 0;
1336         result = "";
1337         for(i = 0; i < litems; ++i)
1338         {
1339                 m = strcat(m);
1340                 result = strcat(result);
1341                 if(argv(i) == m)
1342                         found += 1;
1343                 else
1344                         result = strcat(result, "'", argv(i), "'");
1345         }
1346         if(found)
1347                 cvar_set("g_maplist", result);
1348         ServerConsoleEcho(strcat("Removed ", ftos(found), " items."), FALSE);
1349 }
1350
1351 void AddToMaplist(string m)
1352 {
1353         string result;
1354         float found;
1355         float litems;
1356         float i;
1357         float ipos;
1358         float inserted;
1359
1360         if(!TryFile(strcat("maps/", m, ".mapcfg")))
1361         {
1362                 ServerConsoleEcho("Map not found.", FALSE);
1363                 return;
1364         }
1365
1366         litems = tokenize(cvar_string("g_maplist"));
1367         if(cvar("g_maplist_shuffle"))
1368                 ipos = ceil(random() * (litems + 1)) - 1;
1369         else
1370                 ipos = litems;
1371         found = 0;
1372         inserted = 0;
1373         for(i = 0; i < litems; ++i)
1374         {
1375                 m = strcat(m);
1376                 if(i == ipos)
1377                 {
1378                         result = strcat(result, "'", m, "'");
1379                         inserted = 1;
1380                 }
1381                 result = strcat(result, "'", argv(i), "'");
1382                 if(argv(i) == m)
1383                         found += 1;
1384         }
1385         if(!inserted)
1386                 result = strcat(result, "'", m, "'");
1387         if(!found)
1388         {
1389                 cvar_set("g_maplist", result);
1390                 ServerConsoleEcho("Map added.", FALSE);
1391         }
1392         else
1393                 ServerConsoleEcho("Map already in list.", FALSE);
1394 }
1395
1396 void ShuffleMaplist()
1397 {
1398         string result;
1399         float start;
1400         float litems;
1401         float selected;
1402         float i;
1403
1404         result = cvar_string("g_maplist");
1405         litems = tokenize(result);
1406
1407         for(start = 0; start < litems - 1; ++start)
1408         {
1409                 result = "";
1410
1411                 // select a random item
1412                 selected = ceil(random() * (litems - start) + start) - 1;
1413
1414                 // shift this item to the place start
1415                 for(i = 0; i < start; ++i)
1416                         result = strcat(result, "'", argv(i), "'");
1417                 result = strcat(result, "'", argv(selected), "'");
1418                 for(i = start; i < litems; ++i)
1419                         if(i != selected)
1420                                 result = strcat(result, "'", argv(i), "'");
1421
1422                 litems = tokenize(result);
1423
1424                 //dprint(result, "\n");
1425         }
1426
1427         cvar_set("g_maplist", result);
1428 }
1429
1430 /*
1431 ============
1432 CheckRules_World
1433
1434 Exit deathmatch games upon conditions
1435 ============
1436 */
1437 void() CheckRules_World =
1438 {
1439         local float status;
1440         local float timelimit;
1441         local float fraglimit;
1442
1443         VoteThink();
1444
1445         SetDefaultAlpha();
1446
1447         if (intermission_running)
1448                 if (time >= intermission_exittime + 60)
1449                 {
1450                         GotoNextMap();
1451                         return;
1452                 }
1453
1454         if (gameover)   // someone else quit the game already
1455                 return;
1456
1457         DumpStats();
1458
1459         if(cvar("_scoreboard"))
1460         {
1461                 cvar_set("_scoreboard", "0");
1462                 PrintScoreboard();
1463         }
1464
1465         // automatically shuffle when setting g_maplist_shuffle
1466         if(cvar_string("_g_maplist_add") != "")
1467         {
1468                 AddToMaplist(cvar_string("_g_maplist_add"));
1469                 cvar_set("_g_maplist_add", "");
1470         }
1471         if(cvar_string("_g_maplist_remove") != "")
1472         {
1473                 RemoveFromMaplist(cvar_string("_g_maplist_remove"));
1474                 cvar_set("_g_maplist_remove", "");
1475         }
1476         if(cvar("_g_maplist_shufflenow") || (cvar("g_maplist_shuffle") && !cvar("_g_maplist_have_shuffled")))
1477         {
1478                 ShuffleMaplist();
1479                 localcmd("set _g_maplist_shufflenow 0\nset _g_maplist_have_shuffled 1\necho Shuffled map list.\n");
1480         }
1481         if(cvar("_g_maplist_have_shuffled"))
1482                 if(!cvar("g_maplist_shuffle"))
1483                         localcmd("set _g_maplist_have_shuffled 0\n");
1484
1485         timelimit = cvar("timelimit") * 60;
1486         fraglimit = cvar("fraglimit");
1487
1488         if (timelimit && time >= timelimit)
1489                 InitiateOvertime();
1490
1491         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1492         {
1493                 NextLevel();
1494                 return;
1495         }
1496
1497         if(!checkrules_overtimewarning && checkrules_overtimeend)
1498         {
1499                 checkrules_overtimewarning = TRUE;
1500                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1501                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1502         }
1503
1504         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1505         {
1506                 checkrules_oneminutewarning = TRUE;
1507                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1508         }
1509
1510         status = WINNING_NO;
1511         if(cvar("g_lms"))
1512         {
1513                 status = WinningCondition_LMS();
1514         }
1515         else
1516         {
1517                 if(teams_matter)
1518                 {
1519                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1520                                 status = WinningCondition_MaxTeamSum(fraglimit);
1521                         //else if()
1522                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1523                         else
1524                         {
1525                                 dprint("div0: How can this happen?\n");
1526                                 status = WinningCondition_MaxTeamMax(fraglimit);
1527                         }
1528                 }
1529                 else
1530                         status = WinningCondition_MaxIndividualScore(fraglimit);
1531         }
1532
1533         if(status == WINNING_STARTOVERTIME)
1534         {
1535                 status = WINNING_NEVER;
1536                 InitiateOvertime();
1537         }
1538
1539         if(status == WINNING_NEVER)
1540                 // equality cases! Nobody wins if the overtime ends in a draw.
1541                 ClearWinners();
1542
1543         if(checkrules_overtimeend)
1544                 if(status != WINNING_NEVER)
1545                         status = WINNING_YES;
1546
1547         if(status == WINNING_YES)
1548                 NextLevel();
1549 };