]> git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/g_world.qc
Scoreboard respawn info from my code in Xonotic
[voretournament/voretournament.git] / data / qcsrc / server / g_world.qc
1 entity pingplreport;\r
2 void PingPLReport_Think()\r
3 {\r
4         float delta;\r
5         entity e;\r
6 \r
7         delta = 3 / maxclients;\r
8         if(delta < sys_frametime)\r
9                 delta = 0;\r
10         self.nextthink = time + delta;\r
11 \r
12         e = edict_num(self.cnt + 1);\r
13         if(clienttype(e) == CLIENTTYPE_REAL)\r
14         {\r
15                 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);\r
16                 WriteByte(MSG_BROADCAST, TE_CSQC_PINGPLREPORT);\r
17                 WriteByte(MSG_BROADCAST, self.cnt);\r
18                 WriteShort(MSG_BROADCAST, max(1, e.ping));\r
19                 WriteByte(MSG_BROADCAST, ceil(e.ping_packetloss * 255));\r
20                 WriteByte(MSG_BROADCAST, ceil(e.ping_movementloss * 255));\r
21         }\r
22         else\r
23         {\r
24                 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);\r
25                 WriteByte(MSG_BROADCAST, TE_CSQC_PINGPLREPORT);\r
26                 WriteByte(MSG_BROADCAST, self.cnt);\r
27                 WriteShort(MSG_BROADCAST, 0);\r
28                 WriteByte(MSG_BROADCAST, 0);\r
29                 WriteByte(MSG_BROADCAST, 0);\r
30         }\r
31         self.cnt = mod(self.cnt + 1, maxclients);\r
32 }\r
33 void PingPLReport_Spawn()\r
34 {\r
35         pingplreport = spawn();\r
36         pingplreport.classname = "pingplreport";\r
37         pingplreport.think = PingPLReport_Think;\r
38         pingplreport.nextthink = time;\r
39 }\r
40 \r
41 entity otherplreport;\r
42 void OtherPLReport_Think()\r
43 {\r
44         entity e;\r
45 \r
46         self.nextthink = time;\r
47 \r
48         e = edict_num(self.cnt + 1);\r
49         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);\r
50         WriteByte(MSG_BROADCAST, TE_CSQC_OTHERPLREPORT);\r
51         WriteByte(MSG_BROADCAST, self.cnt);\r
52         if(e.stat_eaten) // tempt hackers less by only sending the info of eaten players\r
53         {\r
54                 if(cvar("g_vore_showhealth"))\r
55                         WriteShort(MSG_BROADCAST, e.health); // not WriteByte because we show minus health too\r
56                 else\r
57                         WriteShort(MSG_BROADCAST, 0);\r
58                 WriteByte(MSG_BROADCAST, num_for_edict(e.predator));\r
59         }\r
60         else\r
61         {\r
62                 WriteShort(MSG_BROADCAST, 0);\r
63                 WriteByte(MSG_BROADCAST, 0);\r
64         }\r
65         self.cnt = mod(self.cnt + 1, maxclients);\r
66 }\r
67 \r
68 void OtherPLReport_Spawn()\r
69 {\r
70         otherplreport = spawn();\r
71         otherplreport.classname = "otherplreport";\r
72         otherplreport.think = OtherPLReport_Think;\r
73         otherplreport.nextthink = time;\r
74 }\r
75 \r
76 float SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS = 1;\r
77 string redirection_target;\r
78 float world_initialized;\r
79 \r
80 string GetMapname();\r
81 string GetGametype();\r
82 void GotoNextMap();\r
83 void ShuffleMaplist()\r
84 float() DoNextMapOverride;\r
85 \r
86 void SetDefaultAlpha()\r
87 {\r
88         if(cvar("g_running_guns"))\r
89         {\r
90                 default_player_alpha = -1;\r
91                 default_weapon_alpha = +1;\r
92         }\r
93         else if(g_cloaked)\r
94         {\r
95                 default_player_alpha = cvar("g_balance_cloaked_alpha");\r
96                 default_weapon_alpha = default_player_alpha;\r
97         }\r
98         else\r
99         {\r
100                 default_player_alpha = cvar("g_player_alpha");\r
101                 if(default_player_alpha == 0)\r
102                         default_player_alpha = 1;\r
103                 default_weapon_alpha = default_player_alpha;\r
104         }\r
105 }\r
106 \r
107 void fteqcc_testbugs()\r
108 {\r
109         float a, b;\r
110 \r
111         if(!cvar("developer_fteqccbugs"))\r
112                 return;\r
113 \r
114         dprint("*** fteqcc test: checking for bugs...\n");\r
115 \r
116         a = 1;\r
117         b = 5;\r
118         if(sqrt(a) - sqrt(b - a) == 0)\r
119                 dprint("*** fteqcc test: found same-function-twice bug\n");\r
120         else\r
121                 dprint("*** fteqcc test: same-function-twice bug got FINALLY FIXED! HOORAY!\n");\r
122 \r
123         world.cnt = -10;\r
124         world.enemy = world;\r
125         world.enemy.cnt += 10;\r
126         if(world.cnt > 0.2 || world.cnt < -0.2) // don't error out if it's just roundoff errors\r
127                 dprint("*** fteqcc test: found += bug\n");\r
128         else\r
129                 dprint("*** fteqcc test: += bug got FINALLY FIXED! HOORAY!\n");\r
130         world.cnt = 0;\r
131 }\r
132 \r
133 /**\r
134  * Takes care of pausing and unpausing the game.\r
135  * Centerprints the information about an upcoming or active timeout to all active\r
136  * players. Also plays reminder sounds.\r
137  */\r
138 void timeoutHandler_Think() {\r
139         local string timeStr;\r
140         local entity plr;\r
141         if (timeoutStatus == 1) {\r
142                 if (remainingLeadTime > 0) {\r
143                         //centerprint the information to every player\r
144                         timeStr = getTimeoutText(0);\r
145                         FOR_EACH_REALCLIENT(plr) {\r
146                                 if(plr.classname == "player") {\r
147                                         centerprint_atprio(plr, CENTERPRIO_SPAM, timeStr);\r
148                                 }\r
149                         }\r
150                         remainingLeadTime -= 1;\r
151                         //think again in 1 second:\r
152                         self.nextthink = time + 1;\r
153                 }\r
154                 else {\r
155                         //now pause the game:\r
156                         timeoutStatus = 2;\r
157                         //reset all the flood variables\r
158                         FOR_EACH_CLIENT(plr) {\r
159                                 plr.nickspamcount = plr.nickspamtime = plr.floodcontrol_chat = plr.floodcontrol_chatteam = plr.floodcontrol_chattell = plr.floodcontrol_voice = plr.floodcontrol_voiceteam = 0;\r
160                         }\r
161                         cvar_set("slowmo", ftos(TIMEOUT_SLOWMO_VALUE));\r
162                         //copy .v_angle to .lastV_angle for every player in order to fix their view during pause (see PlayerPreThink)\r
163                         FOR_EACH_REALPLAYER(plr) {\r
164                                 plr.lastV_angle = plr.v_angle;\r
165                         }\r
166                         self.nextthink = time;\r
167                 }\r
168         }\r
169         else if (timeoutStatus == 2) {\r
170                 if (remainingTimeoutTime > 0) {\r
171                         timeStr = getTimeoutText(0);\r
172                         FOR_EACH_REALCLIENT(plr) {\r
173                                 if(plr.classname == "player") {\r
174                                         centerprint_atprio(plr, CENTERPRIO_SPAM, timeStr);\r
175                                 }\r
176                         }\r
177                         if(remainingTimeoutTime == cvar("sv_timeout_resumetime")) { //play a warning sound when only <sv_timeout_resumetime> seconds are left\r
178                                 Announce("prepareforbattle");\r
179                         }\r
180                         remainingTimeoutTime -= 1;\r
181                         self.nextthink = time + TIMEOUT_SLOWMO_VALUE;\r
182                 }\r
183                 else {\r
184                         //unpause the game again\r
185                         remainingTimeoutTime = timeoutStatus = 0;\r
186                         cvar_set("slowmo", ftos(orig_slowmo));\r
187                         //and unlock the fixed view again once there is no timeout active anymore\r
188                         FOR_EACH_REALPLAYER(plr) {\r
189                                 plr.fixangle = FALSE;\r
190                         }\r
191                         //get rid of the countdown message\r
192                         FOR_EACH_REALCLIENT(plr) {\r
193                                 if(plr.classname == "player") {\r
194                                         centerprint_atprio(plr, CENTERPRIO_SPAM, "");\r
195                                 }\r
196                         }\r
197                         remove(self);\r
198                         return;\r
199                 }\r
200 \r
201         }\r
202         else if (timeoutStatus == 0) { //if a player called the resumegame command (which set timeoutStatus to 0 already)\r
203                 FOR_EACH_REALCLIENT(plr) {\r
204                         if(plr.classname == "player") {\r
205                                 centerprint_atprio(plr, CENTERPRIO_SPAM, "");\r
206                         }\r
207                 }\r
208                 remove(self);\r
209                 return;\r
210         }\r
211 }\r
212 \r
213 void GotoFirstMap()\r
214 {\r
215         float n;\r
216         if(cvar("_sv_init"))\r
217         {\r
218                 // cvar_set("_sv_init", "0");\r
219                 // we do NOT set this to 0 any more, so someone "accidentally" changing\r
220                 // to this "init" map on a dedicated server will cause no permanent\r
221                 // harm\r
222                 if(cvar("g_maplist_shuffle"))\r
223                         ShuffleMaplist();\r
224                 n = tokenizebyseparator(cvar_string("g_maplist"), " ");\r
225                 cvar_set("g_maplist_index", ftos(n - 1)); // jump to map 0 in GotoNextMap\r
226 \r
227                 MapInfo_Enumerate();\r
228                 MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);\r
229 \r
230                 if(!DoNextMapOverride())\r
231                         GotoNextMap();\r
232 \r
233                 return;\r
234         }\r
235 \r
236         if(time < 5)\r
237         {\r
238                 self.nextthink = time;\r
239         }\r
240         else\r
241         {\r
242                 self.nextthink = time + 1;\r
243                 print("Waiting for _sv_init being set to 1 by initialization scripts...\n");\r
244         }\r
245 }\r
246 \r
247 void cvar_changes_init()\r
248 {\r
249         float h;\r
250         string k, v, d;\r
251         float n, i;\r
252 \r
253         if(cvar_changes)\r
254                 strunzone(cvar_changes);\r
255         cvar_changes = string_null;\r
256 \r
257         h = buf_create();\r
258         buf_cvarlist(h, "", "_"); // exclude all _ cvars as they are temporary\r
259         n = buf_getsize(h);\r
260 \r
261         for(i = 0; i < n; ++i)\r
262         {\r
263                 k = bufstr_get(h, i);\r
264 \r
265 #define BADPREFIX(p) if(substring(k, 0, strlen(p)) == p) continue\r
266 #define BADCVAR(p) if(k == p) continue\r
267                 // internal\r
268                 BADPREFIX("csqc_");\r
269                 BADPREFIX("cvar_check_");\r
270                 BADCVAR("gamecfg");\r
271                 BADCVAR("g_configversion");\r
272                 BADCVAR("g_maplist_index");\r
273                 BADCVAR("halflifebsp");\r
274 \r
275                 // client\r
276                 BADPREFIX("cl_");\r
277                 BADPREFIX("con_");\r
278                 BADPREFIX("g_campaign");\r
279                 BADPREFIX("gl_");\r
280                 BADPREFIX("joy");\r
281                 BADPREFIX("menu_");\r
282                 BADPREFIX("net_slist_");\r
283                 BADPREFIX("r_");\r
284                 BADPREFIX("sbar_");\r
285                 BADPREFIX("scr_");\r
286                 BADPREFIX("userbind");\r
287                 BADPREFIX("v_");\r
288                 BADPREFIX("vid_");\r
289                 BADPREFIX("crosshair");\r
290                 BADCVAR("mod_q3bsp_lightmapmergepower");\r
291                 BADCVAR("mod_q3bsp_nolightmaps");\r
292 \r
293                 // private\r
294                 BADCVAR("serverconfig");\r
295                 BADPREFIX("g_ban_");\r
296                 BADPREFIX("g_chat_flood_");\r
297                 BADPREFIX("g_voice_flood_");\r
298                 BADPREFIX("rcon_");\r
299                 BADPREFIX("settemp_");\r
300                 BADPREFIX("sv_allowdownloads_");\r
301                 BADPREFIX("sv_autodemo");\r
302                 BADPREFIX("sv_curl_");\r
303                 BADPREFIX("sv_eventlog");\r
304                 BADPREFIX("sv_logscores_");\r
305                 BADPREFIX("sv_master");\r
306                 BADCVAR("g_banned_list");\r
307                 BADCVAR("log_dest_udp");\r
308                 BADCVAR("log_file");\r
309                 BADCVAR("net_address");\r
310                 BADCVAR("port");\r
311                 BADCVAR("savedgamecfg");\r
312                 BADCVAR("sv_heartbeatperiod");\r
313                 BADCVAR("sv_vote_master_password");\r
314                 BADCVAR("sys_colortranslation");\r
315                 BADCVAR("sys_specialcharactertranslation");\r
316                 BADCVAR("timestamps");\r
317 \r
318                 // mapinfo\r
319                 BADCVAR("timelimit");\r
320                 BADCVAR("fraglimit");\r
321                 BADCVAR("g_arena");\r
322                 BADCVAR("g_ca");\r
323                 BADCVAR("g_assault");\r
324                 BADCVAR("g_ctf");\r
325                 BADCVAR("g_dm");\r
326                 BADCVAR("g_domination");\r
327                 BADCVAR("g_keyhunt");\r
328                 BADCVAR("g_keyhunt_teams");\r
329                 BADCVAR("g_onslaught");\r
330                 BADCVAR("g_race");\r
331                 BADCVAR("g_cts");\r
332                 BADCVAR("g_tdm");\r
333                 BADCVAR("g_rpg");\r
334                 BADCVAR("teamplay");\r
335 \r
336                 // long\r
337                 BADCVAR("hostname");\r
338                 BADCVAR("g_maplist");\r
339                 BADCVAR("g_maplist_mostrecent");\r
340                 BADCVAR("sv_motd");\r
341 #undef BADPREFIX\r
342 #undef BADCVAR\r
343 \r
344                 v = cvar_string(k);\r
345                 d = cvar_defstring(k);\r
346                 if(v != d)\r
347                 {\r
348                         cvar_changes = strcat(cvar_changes, k, " \"", v, "\" // \"", d, "\"\n");\r
349                         if(strlen(cvar_changes) > 16384)\r
350                         {\r
351                                 cvar_changes = "// too many settings have been changed to show them here\n";\r
352                                 break;\r
353                         }\r
354                 }\r
355         }\r
356         buf_del(h);\r
357         if(cvar_changes == "")\r
358                 cvar_changes = "// this server runs at default settings\n";\r
359         else\r
360                 cvar_changes = strcat("// this server runs at modified settings:\n", cvar_changes);\r
361         cvar_changes = strzone(cvar_changes);\r
362 }\r
363 \r
364 void detect_maptype()\r
365 {\r
366 #if 0\r
367         vector o, v;\r
368         float i;\r
369 \r
370         for(;;)\r
371         {\r
372                 o = world.mins;\r
373                 o_x += random() * (world.maxs_x - world.mins_x);\r
374                 o_y += random() * (world.maxs_y - world.mins_y);\r
375                 o_z += random() * (world.maxs_z - world.mins_z);\r
376 \r
377                 tracebox(o, PL_MIN, PL_MAX, o - '0 0 32768', MOVE_WORLDONLY, world);\r
378                 if(trace_fraction == 1)\r
379                         continue;\r
380 \r
381                 v = trace_endpos;\r
382 \r
383                 for(i = 0; i < 64; i += 4)\r
384                 {\r
385                         tracebox(o, '-1 -1 -1' * i, '1 1 1' * i, o - '0 0 32768', MOVE_WORLDONLY, world);\r
386         if(trace_fraction == 1)\r
387                 continue;\r
388                         print(ftos(i), " -> ", vtos(trace_endpos), "\n");\r
389                 }\r
390 \r
391                 break;\r
392         }\r
393 #endif\r
394 }\r
395 \r
396 entity randomseed;\r
397 float RandomSeed_Send(entity to, float sf)\r
398 {\r
399         WriteByte(MSG_ENTITY, ENT_CLIENT_RANDOMSEED);\r
400         WriteShort(MSG_ENTITY, self.cnt);\r
401         return TRUE;\r
402 }\r
403 void RandomSeed_Think()\r
404 {\r
405         self.cnt = bound(0, floor(random() * 65536), 65535);\r
406         self.nextthink = time + 5;\r
407 \r
408         self.SendFlags |= 1;\r
409 }\r
410 void RandomSeed_Spawn()\r
411 {\r
412         randomseed = spawn();\r
413         randomseed.think = RandomSeed_Think;\r
414         Net_LinkEntity(randomseed, FALSE, 0, RandomSeed_Send);\r
415 \r
416         entity oldself;\r
417         oldself = self;\r
418         self = randomseed;\r
419         self.think(); // sets random seed and nextthink\r
420         self = oldself;\r
421 }\r
422 \r
423 void spawnfunc___init_dedicated_server(void)\r
424 {\r
425         // handler for _init/_init map (only for dedicated server initialization)\r
426 \r
427         world_initialized = -1; // don't complain\r
428         cvar = cvar_normal;\r
429         cvar_string = cvar_string_normal;\r
430         cvar_set = cvar_set_normal;\r
431 \r
432         remove = remove_unsafely;\r
433 \r
434         entity e;\r
435         e = spawn();\r
436         e.think = GotoFirstMap;\r
437         e.nextthink = time; // this is usually 1 at this point\r
438 \r
439         e = spawn();\r
440         e.classname = "info_player_deathmatch"; // safeguard against player joining\r
441 \r
442         self.classname = "worldspawn"; // safeguard against various stuff ;)\r
443 \r
444         MapInfo_Enumerate();\r
445         MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);\r
446 }\r
447 \r
448 void Map_MarkAsRecent(string m);\r
449 float world_already_spawned;\r
450 void RegisterWeapons();\r
451 void Nagger_Init();\r
452 void ClientInit_Spawn();\r
453 void WeaponStats_Init();\r
454 void WeaponStats_Shutdown();\r
455 void spawnfunc_worldspawn (void)\r
456 {\r
457         float fd, l, i, j, n;\r
458         string s, col;\r
459 \r
460         cvar = cvar_normal;\r
461         cvar_string = cvar_string_normal;\r
462         cvar_set = cvar_set_normal;\r
463 \r
464         if(world_already_spawned)\r
465                 error("world already spawned - you may have EXACTLY ONE worldspawn!");\r
466         world_already_spawned = TRUE;\r
467 \r
468         remove = remove_safely; // during spawning, watch what you remove!\r
469 \r
470         check_unacceptable_compiler_bugs();\r
471 \r
472         compressShortVector_init();\r
473 \r
474         local entity head;\r
475         head = nextent(world);\r
476         maxclients = 0;\r
477         while(head)\r
478         {\r
479                 ++maxclients;\r
480                 head = nextent(head);\r
481         }\r
482 \r
483         // needs to be done so early as they would still spawn\r
484         RegisterWeapons();\r
485 \r
486         ServerProgsDB = db_load("server.db");\r
487 \r
488         TemporaryDB = db_create();\r
489 \r
490         /*\r
491         TODO sound pack system\r
492         // initialize sound pack system\r
493         soundpack = cvar_string("g_soundpack");\r
494         if(soundpack != "")\r
495                 soundpack = strcat(soundpack, "/");\r
496         soundpack = strzone(soundpack);\r
497         */\r
498 \r
499         // 0 normal\r
500         lightstyle(0, "m");\r
501 \r
502         // 1 FLICKER (first variety)\r
503         lightstyle(1, "mmnmmommommnonmmonqnmmo");\r
504 \r
505         // 2 SLOW STRONG PULSE\r
506         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");\r
507 \r
508         // 3 CANDLE (first variety)\r
509         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");\r
510 \r
511         // 4 FAST STROBE\r
512         lightstyle(4, "mamamamamama");\r
513 \r
514         // 5 GENTLE PULSE 1\r
515         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");\r
516 \r
517         // 6 FLICKER (second variety)\r
518         lightstyle(6, "nmonqnmomnmomomno");\r
519 \r
520         // 7 CANDLE (second variety)\r
521         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");\r
522 \r
523         // 8 CANDLE (third variety)\r
524         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");\r
525 \r
526         // 9 SLOW STROBE (fourth variety)\r
527         lightstyle(9, "aaaaaaaazzzzzzzz");\r
528 \r
529         // 10 FLUORESCENT FLICKER\r
530         lightstyle(10, "mmamammmmammamamaaamammma");\r
531 \r
532         // 11 SLOW PULSE NOT FADE TO BLACK\r
533         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");\r
534 \r
535         // styles 32-62 are assigned by the spawnfunc_light program for switchable lights\r
536 \r
537         // 63 testing\r
538         lightstyle(63, "a");\r
539 \r
540         if(cvar("g_campaign"))\r
541                 CampaignPreInit();\r
542 \r
543         Map_MarkAsRecent(mapname);\r
544 \r
545         precache_model ("null"); // we need this one before InitGameplayMode\r
546         InitGameplayMode();\r
547         readlevelcvars();\r
548         GrabberInit();\r
549 \r
550         player_count = 0;\r
551         bot_waypoints_for_items = cvar("g_waypoints_for_items");\r
552         if(bot_waypoints_for_items == 1)\r
553                 if(self.spawnflags & SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS)\r
554                         bot_waypoints_for_items = 0;\r
555 \r
556         // for setting by mapinfo\r
557         q3acompat_machineshotgunswap = cvar("sv_q3acompat_machineshotgunswap");\r
558         cvar_set("sv_q3acompat_machineshotgunswap", "0");\r
559 \r
560         precache();\r
561 \r
562         WaypointSprite_Init();\r
563 \r
564         //if (g_domination)\r
565         //      dom_init();\r
566 \r
567         GameLogInit(); // prepare everything\r
568         if(cvar("sv_eventlog"))\r
569         {\r
570                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");\r
571                 s = strcat(s, ftos(random()));\r
572                 matchid = strzone(s);\r
573 \r
574                 GameLogEcho(strcat(":gamestart:", GetGametype(), "_", GetMapname(), ":", s));\r
575                 s = ":gameinfo:mutators:LIST";\r
576                 if(!cvar("g_use_ammunition"))\r
577                         s = strcat(s, ":no_use_ammunition");\r
578                 if(!cvar("g_pickup_items"))\r
579                         s = strcat(s, ":no_pickup_items");\r
580                 if(cvar("g_vampire"))\r
581                         s = strcat(s, ":vampire");\r
582                 if(cvar("g_norecoil"))\r
583                         s = strcat(s, ":norecoil");\r
584                 if(cvar("g_midair"))\r
585                         s = strcat(s, ":midair");\r
586                 GameLogEcho(s);\r
587                 GameLogEcho(":gameinfo:end");\r
588         }\r
589         else\r
590                 matchid = strzone(ftos(random()));\r
591 \r
592         cvar_set("nextmap", "");\r
593 \r
594         SetDefaultAlpha();\r
595 \r
596         if(cvar("g_campaign"))\r
597                 CampaignPostInit();\r
598 \r
599         fteqcc_testbugs();\r
600 \r
601         Ban_LoadBans();\r
602 \r
603         MapInfo_Enumerate();\r
604         MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1);\r
605 \r
606         if(whichpack(strcat("maps/", mapname, ".cfg")) != "")\r
607         {\r
608                 fd = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);\r
609                 if(fd != -1)\r
610                 {\r
611                         while((s = fgets(fd)))\r
612                         {\r
613                                 l = tokenize_console(s);\r
614                                 if(l < 2)\r
615                                         continue;\r
616                                 if(argv(0) == "cd")\r
617                                 {\r
618                                         print("Found ^1DEPRECATED^7 cd loop command in .cfg file; put this line in mapinfo instead:\n");\r
619                                         print("  cdtrack ", argv(2), "\n");\r
620                                 }\r
621                                 else if(argv(0) == "fog")\r
622                                 {\r
623                                         print("Found ^1DEPRECATED^7 fog command in .cfg file; put this line in worldspawn in the .map/.bsp/.ent file instead:\n");\r
624                                         print("  \"fog\" \"", s, "\"\n");\r
625                                 }\r
626                                 else if(argv(0) == "set")\r
627                                 {\r
628                                         print("Found ^1DEPRECATED^7 set command in .cfg file; put this line in mapinfo instead:\n");\r
629                                         print("  clientsettemp_for_type all ", argv(1), " ", argv(2), "\n");\r
630                                 }\r
631                                 else if(argv(0) != "//")\r
632                                 {\r
633                                         print("Found ^1DEPRECATED^7 set command in .cfg file; put this line in mapinfo instead:\n");\r
634                                         print("  clientsettemp_for_type all ", argv(0), " ", argv(1), "\n");\r
635                                 }\r
636                         }\r
637                         fclose(fd);\r
638                 }\r
639         }\r
640 \r
641         WeaponStats_Init();\r
642 \r
643         addstat(STAT_WEAPONS, AS_INT, weapons);\r
644         addstat(STAT_SWITCHWEAPON, AS_INT, switchweapon);\r
645         addstat(STAT_GAMESTARTTIME, AS_FLOAT, stat_game_starttime);\r
646         addstat(STAT_ALLOW_OLDNEXBEAM, AS_INT, stat_allow_oldnexbeam);\r
647         Nagger_Init();\r
648 \r
649         addstat(STAT_STRENGTH_FINISHED, AS_FLOAT, strength_finished);\r
650         addstat(STAT_INVINCIBLE_FINISHED, AS_FLOAT, invincible_finished);\r
651         addstat(STAT_PRESSED_KEYS, AS_FLOAT, pressedkeys);\r
652         addstat(STAT_FUEL, AS_INT, ammo_fuel);\r
653         addstat(STAT_DAMAGE_HITS, AS_INT, stat_hit);\r
654         addstat(STAT_DAMAGE_FIRED, AS_INT, stat_fired);\r
655         addstat(STAT_SHOTORG, AS_INT, stat_shotorg);\r
656         addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);\r
657         addstat(STAT_WEAPON_CLIPLOAD, AS_INT, clip_load);\r
658         addstat(STAT_WEAPON_CLIPSIZE, AS_INT, clip_size);\r
659         addstat(STAT_LAST_PICKUP, AS_FLOAT, last_pickup);\r
660         addstat(STAT_WINNING, AS_FLOAT, winning);\r
661         addstat(STAT_VORE_LOAD, AS_INT, stat_stomachload);\r
662         addstat(STAT_VORE_MAXLOAD, AS_INT, stat_stomachmaxload);\r
663         addstat(STAT_VORE_CANSWALLOW, AS_INT, stat_canswallow);\r
664         addstat(STAT_VORE_DIGESTING, AS_INT, stat_digesting);\r
665         addstat(STAT_VORE_EATEN, AS_INT, stat_eaten);\r
666         addstat(STAT_VORE_CANLEAVE, AS_INT, stat_canleave);\r
667         addstat(STAT_VORE_PROGRESS_PREY, AS_FLOAT, swallow_progress_prey);\r
668         addstat(STAT_VORE_PROGRESS_PRED, AS_FLOAT, swallow_progress_pred);\r
669         addstat(STAT_CROSSHAIR_STYLE, AS_INT, stat_crosshair_style);\r
670         addstat(STAT_SBRING1_TYPE, AS_INT, stat_sbring1_type);\r
671         addstat(STAT_SBRING1_CLIP, AS_FLOAT, stat_sbring1_clip);\r
672         addstat(STAT_SBRING2_TYPE, AS_INT, stat_sbring2_type);\r
673         addstat(STAT_SBRING2_CLIP, AS_FLOAT, stat_sbring2_clip);\r
674         addstat(STAT_RESPAWN_TIME, AS_FLOAT, stat_respawn_time);\r
675         next_pingtime = time + 5;\r
676         InitializeEntity(self, cvar_changes_init, INITPRIO_CVARS);\r
677 \r
678         detect_maptype();\r
679 \r
680         lsmaps_reply = "^7Maps available: ";\r
681         lsnewmaps_reply = "^7Maps without a record set: ";\r
682         for(i = 0, j = 0; i < MapInfo_count; ++i)\r
683         {\r
684                 if(MapInfo_Get_ByID(i))\r
685                         if not(MapInfo_Map_flags & (MAPINFO_FLAG_HIDDEN | MAPINFO_FLAG_FORBIDDEN))\r
686                         {\r
687                                 if(mod(i, 2))\r
688                                         col = "^2";\r
689                                 else\r
690                                         col = "^3";\r
691                                 ++j;\r
692                                 lsmaps_reply = strcat(lsmaps_reply, col, MapInfo_Map_bspname, " ");\r
693                                 if(g_race && !stof(db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, RACE_RECORD, "time"))))\r
694                                         lsnewmaps_reply = strcat(lsnewmaps_reply, col, MapInfo_Map_bspname, " ");\r
695                                 else if(g_cts && !stof(db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, CTS_RECORD, "time"))))\r
696                                         lsnewmaps_reply = strcat(lsnewmaps_reply, col, MapInfo_Map_bspname, " ");\r
697                         }\r
698         }\r
699         lsmaps_reply = strzone(strcat(lsmaps_reply, "\n"));\r
700         if (!g_race && !g_cts)\r
701                 lsnewmaps_reply = "Need to be playing race or CTS for lsnewmaps to work.";\r
702         lsnewmaps_reply = strzone(strcat(lsnewmaps_reply, "\n"));\r
703 \r
704         maplist_reply = "^7Maps in list: ";\r
705         n = tokenize_console(cvar_string("g_maplist"));\r
706         for(i = 0, j = 0; i < n; ++i)\r
707         {\r
708                 if(MapInfo_CheckMap(argv(i)))\r
709                 {\r
710                         if(mod(j, 2))\r
711                                 col = "^2";\r
712                         else\r
713                                 col = "^3";\r
714                         maplist_reply = strcat(maplist_reply, col, argv(i), " ");\r
715                         ++j;\r
716                 }\r
717         }\r
718         maplist_reply = strzone(strcat(maplist_reply, "\n"));\r
719         MapInfo_ClearTemps();\r
720 \r
721         for(i = 0; i < 10; ++i)\r
722         {\r
723                 records_reply[i] = strzone(getrecords(i));\r
724         }\r
725 \r
726         rankings_reply = strzone(getrankings());\r
727 \r
728         ClientInit_Spawn();\r
729         RandomSeed_Spawn();\r
730         PingPLReport_Spawn();\r
731         OtherPLReport_Spawn();\r
732 \r
733         CheatInit();\r
734 \r
735         localcmd("\n_sv_hook_gamestart ", GetGametype(), ";");\r
736         if(cvar("g_campaign"))\r
737                 localcmd("\n_sv_hook_campaign_gamestart ", GetGametype(), ";");\r
738 \r
739         world_initialized = 1;\r
740 }\r
741 \r
742 void spawnfunc_light (void)\r
743 {\r
744         //makestatic (self); // Who the f___ did that?\r
745         remove(self);\r
746 }\r
747 \r
748 float TryFile( string pFilename )\r
749 {\r
750         local float lHandle;\r
751         dprint("TryFile(\"", pFilename, "\")\n");\r
752         lHandle = fopen( pFilename, FILE_READ );\r
753         if( lHandle != -1 ) {\r
754                 fclose( lHandle );\r
755                 return TRUE;\r
756         } else {\r
757                 return FALSE;\r
758         }\r
759 };\r
760 \r
761 string GetGametype()\r
762 {\r
763         return GametypeNameFromType(game);\r
764 }\r
765 \r
766 string getmapname_stored;\r
767 string GetMapname()\r
768 {\r
769         return mapname;\r
770 }\r
771 \r
772 float Map_Count, Map_Current;\r
773 string Map_Current_Name;\r
774 \r
775 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count\r
776 float GetMaplistPosition()\r
777 {\r
778         float pos, idx;\r
779         string map;\r
780 \r
781         map = GetMapname();\r
782         idx = cvar("g_maplist_index");\r
783 \r
784         if(idx >= 0)\r
785                 if(idx < Map_Count)\r
786                         if(map == argv(idx))\r
787                                 return idx;\r
788 \r
789         for(pos = 0; pos < Map_Count; ++pos)\r
790                 if(map == argv(pos))\r
791                         return pos;\r
792 \r
793         // resume normal maplist rotation if current map is not in g_maplist\r
794         return idx;\r
795 }\r
796 \r
797 float MapHasRightSize(string map)\r
798 {\r
799         float fh;\r
800         if(currentbots || cvar("bot_number") || player_count < cvar("minplayers"))\r
801         if(cvar("g_maplist_check_waypoints"))\r
802         {\r
803                 dprint("checkwp "); dprint(map);\r
804                 fh = fopen(strcat("maps/", map, ".waypoints"), FILE_READ);\r
805                 if(fh < 0)\r
806                 {\r
807                         dprint(": no waypoints\n");\r
808                         return FALSE;\r
809                 }\r
810                 dprint(": has waypoints\n");\r
811                 fclose(fh);\r
812         }\r
813 \r
814         // open map size restriction file\r
815         dprint("opensize "); dprint(map);\r
816         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);\r
817         if(fh >= 0)\r
818         {\r
819                 float mapmin, mapmax;\r
820                 dprint(": ok, ");\r
821                 mapmin = stof(fgets(fh));\r
822                 mapmax = stof(fgets(fh));\r
823                 fclose(fh);\r
824                 if(player_count < mapmin)\r
825                 {\r
826                         dprint("not enough\n");\r
827                         return FALSE;\r
828                 }\r
829                 if(player_count > mapmax)\r
830                 {\r
831                         dprint("too many\n");\r
832                         return FALSE;\r
833                 }\r
834                 dprint("right size\n");\r
835                 return TRUE;\r
836         }\r
837         dprint(": not found\n");\r
838         return TRUE;\r
839 }\r
840 \r
841 string Map_Filename(float position)\r
842 {\r
843         return strcat("maps/", argv(position), ".bsp");\r
844 }\r
845 \r
846 string strwords(string s, float w)\r
847 {\r
848         float endpos;\r
849         for(endpos = 0; w && endpos >= 0; --w)\r
850                 endpos = strstrofs(s, " ", endpos + 1);\r
851         if(endpos < 0)\r
852                 return s;\r
853         else\r
854                 return substring(s, 0, endpos);\r
855 }\r
856 \r
857 float strhasword(string s, string w)\r
858 {\r
859         return strstrofs(strcat(" ", s, " "), strcat(" ", w, " "), 0) >= 0;\r
860 }\r
861 \r
862 void Map_MarkAsRecent(string m)\r
863 {\r
864         cvar_set("g_maplist_mostrecent", strwords(strcat(m, " ", cvar_string("g_maplist_mostrecent")), max(0, cvar("g_maplist_mostrecent_count"))));\r
865 }\r
866 \r
867 float Map_IsRecent(string m)\r
868 {\r
869         return strhasword(cvar_string("g_maplist_mostrecent"), m);\r
870 }\r
871 \r
872 float Map_Check(float position, float pass)\r
873 {\r
874         string filename;\r
875         string map_next;\r
876         map_next = argv(position);\r
877         if(pass <= 1)\r
878         {\r
879                 if(Map_IsRecent(map_next))\r
880                         return 0;\r
881         }\r
882         filename = Map_Filename(position);\r
883         if(MapInfo_CheckMap(map_next))\r
884         {\r
885                 if(pass == 2)\r
886                         return 1;\r
887                 if(MapHasRightSize(map_next))\r
888                         return 1;\r
889                 return 0;\r
890         }\r
891         else\r
892                 dprint( "Couldn't select '", filename, "'..\n" );\r
893 \r
894         return 0;\r
895 }\r
896 \r
897 void Map_Goto_SetStr(string nextmapname)\r
898 {\r
899         if(getmapname_stored != "")\r
900                 strunzone(getmapname_stored);\r
901         if(nextmapname == "")\r
902                 getmapname_stored = "";\r
903         else\r
904                 getmapname_stored = strzone(nextmapname);\r
905 }\r
906 \r
907 void Map_Goto_SetFloat(float position)\r
908 {\r
909         cvar_set("g_maplist_index", ftos(position));\r
910         Map_Goto_SetStr(argv(position));\r
911 }\r
912 \r
913 void GameResetCfg()\r
914 {\r
915         // settings persist, except...\r
916         localcmd("\nsettemp_restore\n");\r
917 };\r
918 \r
919 void Map_Goto()\r
920 {\r
921         GameResetCfg();\r
922         MapInfo_LoadMap(getmapname_stored);\r
923 }\r
924 \r
925 // return codes of map selectors:\r
926 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)\r
927 //   -2 = permanent failure\r
928 float() MaplistMethod_Iterate = // usual method\r
929 {\r
930         float pass, i;\r
931 \r
932         for(pass = 1; pass <= 2; ++pass)\r
933         {\r
934                 for(i = 1; i < Map_Count; ++i)\r
935                 {\r
936                         float mapindex;\r
937                         mapindex = mod(i + Map_Current, Map_Count);\r
938                         if(Map_Check(mapindex, pass))\r
939                                 return mapindex;\r
940                 }\r
941         }\r
942         return -1;\r
943 }\r
944 \r
945 float() MaplistMethod_Repeat = // fallback method\r
946 {\r
947         if(Map_Check(Map_Current, 2))\r
948                 return Map_Current;\r
949         return -2;\r
950 }\r
951 \r
952 float() MaplistMethod_Random = // random map selection\r
953 {\r
954         float i, imax;\r
955 \r
956         imax = 42;\r
957 \r
958         for(i = 0; i <= imax; ++i)\r
959         {\r
960                 float mapindex;\r
961                 mapindex = mod(Map_Current + floor(random() * (Map_Count - 1) + 1), Map_Count); // any OTHER map\r
962                 if(Map_Check(mapindex, 1))\r
963                         return mapindex;\r
964         }\r
965         return -1;\r
966 }\r
967 \r
968 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling\r
969 // the exponent sets a bias on the map selection:\r
970 // the higher the exponent, the less likely "shortly repeated" same maps are\r
971 {\r
972         float i, j, imax, insertpos;\r
973 \r
974         imax = 42;\r
975 \r
976         for(i = 0; i <= imax; ++i)\r
977         {\r
978                 string newlist;\r
979 \r
980                 // now reinsert this at another position\r
981                 insertpos = pow(random(), 1 / exponent);       // ]0, 1]\r
982                 insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]\r
983                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}\r
984                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");\r
985 \r
986                 // insert the current map there\r
987                 newlist = "";\r
988                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above\r
989                         newlist = strcat(newlist, " ", argv(j));\r
990                 newlist = strcat(newlist, " ", argv(0));       // now insert the just selected map\r
991                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last\r
992                         newlist = strcat(newlist, " ", argv(j));\r
993                 newlist = substring(newlist, 1, strlen(newlist) - 1);\r
994                 cvar_set("g_maplist", newlist);\r
995                 Map_Count = tokenizebyseparator(cvar_string("g_maplist"), " ");\r
996 \r
997                 // NOTE: the selected map has just been inserted at (insertpos-1)th position\r
998                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working\r
999                 if(Map_Check(Map_Current, 1))\r
1000                         return Map_Current;\r
1001         }\r
1002         return -1;\r
1003 }\r
1004 \r
1005 void Maplist_Init()\r
1006 {\r
1007         Map_Count = tokenizebyseparator(cvar_string("g_maplist"), " ");\r
1008         if(Map_Count == 0)\r
1009         {\r
1010                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );\r
1011                 cvar_set("g_maplist", MapInfo_ListAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));\r
1012                 if(cvar("g_maplist_shuffle"))\r
1013                         ShuffleMaplist();\r
1014                 localcmd("\nmenu_cmd sync\n");\r
1015                 Map_Count = tokenizebyseparator(cvar_string("g_maplist"), " ");\r
1016         }\r
1017         if(Map_Count == 0)\r
1018                 error("empty maplist, cannot select a new map");\r
1019         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);\r
1020 \r
1021         if(Map_Current_Name)\r
1022                 strunzone(Map_Current_Name);\r
1023         Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP\r
1024         // this may or may not be correct, but who cares, in the worst case a map\r
1025         // isn't chosen in the first pass that should have been\r
1026 }\r
1027 \r
1028 string GetNextMap()\r
1029 {\r
1030         float nextMap;\r
1031 \r
1032         Maplist_Init();\r
1033         nextMap = -1;\r
1034 \r
1035         if(nextMap == -1)\r
1036                 if(cvar("g_maplist_shuffle") > 0)\r
1037                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);\r
1038 \r
1039         if(nextMap == -1)\r
1040                 if(cvar("g_maplist_selectrandom"))\r
1041                         nextMap = MaplistMethod_Random();\r
1042 \r
1043         if(nextMap == -1)\r
1044                 nextMap = MaplistMethod_Iterate();\r
1045 \r
1046         if(nextMap == -1)\r
1047                 nextMap = MaplistMethod_Repeat();\r
1048 \r
1049         if(nextMap >= 0)\r
1050         {\r
1051                 Map_Goto_SetFloat(nextMap);\r
1052                 return getmapname_stored;\r
1053         }\r
1054 \r
1055         return "";\r
1056 };\r
1057 \r
1058 float DoNextMapOverride()\r
1059 {\r
1060         if(cvar("g_campaign"))\r
1061         {\r
1062                 if(cvar("g_campaign_changelevel"))\r
1063                 {\r
1064                         CampaignPostIntermission();\r
1065                         alreadychangedlevel = TRUE;\r
1066                         return TRUE;\r
1067                 }\r
1068                 else\r
1069                         localcmd("togglemenu 1\n");\r
1070         }\r
1071         if(cvar("quit_when_empty"))\r
1072         {\r
1073                 if(player_count <= currentbots)\r
1074                 {\r
1075                         localcmd("quit\n");\r
1076                         alreadychangedlevel = TRUE;\r
1077                         return TRUE;\r
1078                 }\r
1079         }\r
1080         if(cvar_string("quit_and_redirect") != "")\r
1081         {\r
1082                 redirection_target = strzone(cvar_string("quit_and_redirect"));\r
1083                 alreadychangedlevel = TRUE;\r
1084                 return TRUE;\r
1085         }\r
1086         if (cvar("samelevel")) // if samelevel is set, stay on same level\r
1087         {\r
1088                 // 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)\r
1089                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));\r
1090                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)\r
1091                 localcmd("restart\n");\r
1092                 //changelevel (mapname);\r
1093                 alreadychangedlevel = TRUE;\r
1094                 return TRUE;\r
1095         }\r
1096         if(cvar_string("nextmap") != "")\r
1097                 if(MapInfo_CheckMap(cvar_string("nextmap")))\r
1098                 {\r
1099                         Map_Goto_SetStr(cvar_string("nextmap"));\r
1100                         Map_Goto();\r
1101                         alreadychangedlevel = TRUE;\r
1102                         return TRUE;\r
1103                 }\r
1104         if(cvar("lastlevel"))\r
1105         {\r
1106                 GameResetCfg();\r
1107                 localcmd("set lastlevel 0\ntogglemenu\n");\r
1108                 alreadychangedlevel = TRUE;\r
1109                 return TRUE;\r
1110         }\r
1111         return FALSE;\r
1112 };\r
1113 \r
1114 void GotoNextMap()\r
1115 {\r
1116         //local string nextmap;\r
1117         //local float n, nummaps;\r
1118         //local string s;\r
1119         if (alreadychangedlevel)\r
1120                 return;\r
1121         alreadychangedlevel = TRUE;\r
1122 \r
1123         {\r
1124                 string nextMap;\r
1125                 float allowReset;\r
1126 \r
1127                 for(allowReset = 1; allowReset >= 0; --allowReset)\r
1128                 {\r
1129                         nextMap = GetNextMap();\r
1130                         if(nextMap != "")\r
1131                                 break;\r
1132 \r
1133                         if(allowReset)\r
1134                         {\r
1135                                 bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );\r
1136                                 cvar_set("g_maplist", MapInfo_ListAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));\r
1137                                 if(cvar("g_maplist_shuffle"))\r
1138                                         ShuffleMaplist();\r
1139                                 localcmd("\nmenu_cmd sync\n");\r
1140                         }\r
1141                         else\r
1142                         {\r
1143                                 error("Everything is broken - not even the default map list works. Please report this to the developers.");\r
1144                         }\r
1145                 }\r
1146                 Map_Goto();\r
1147         }\r
1148 };\r
1149 \r
1150 \r
1151 /*\r
1152 ============\r
1153 IntermissionThink\r
1154 \r
1155 When the player presses attack or jump, change to the next level\r
1156 ============\r
1157 */\r
1158 .float autoscreenshot;\r
1159 void() MapVote_Start;\r
1160 void() MapVote_Think;\r
1161 float mapvote_initialized;\r
1162 void IntermissionThink()\r
1163 {\r
1164         FixIntermissionClient(self);\r
1165 \r
1166         if(cvar("sv_autoscreenshot"))\r
1167         if(self.autoscreenshot > 0)\r
1168         if(time > self.autoscreenshot)\r
1169         {\r
1170                 self.autoscreenshot = -1;\r
1171                 if(clienttype(self) == CLIENTTYPE_REAL)\r
1172                         stuffcmd(self, "\nscreenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");\r
1173                 return;\r
1174         }\r
1175 \r
1176         if (time < intermission_exittime)\r
1177                 return;\r
1178 \r
1179         if(!mapvote_initialized)\r
1180                 if (time < intermission_exittime + 10 && !self.BUTTON_ATCK && !self.BUTTON_JUMP && !self.BUTTON_ATCK2 && !self.BUTTON_JETPACK && !self.BUTTON_USE)\r
1181                         return;\r
1182 \r
1183         MapVote_Start();\r
1184 };\r
1185 \r
1186 /*\r
1187 ============\r
1188 FindIntermission\r
1189 \r
1190 Returns the entity to view from\r
1191 ============\r
1192 */\r
1193 /*\r
1194 entity FindIntermission()\r
1195 {\r
1196         local   entity spot;\r
1197         local   float cyc;\r
1198 \r
1199 // look for info_intermission first\r
1200         spot = find (world, classname, "info_intermission");\r
1201         if (spot)\r
1202         {       // pick a random one\r
1203                 cyc = random() * 4;\r
1204                 while (cyc > 1)\r
1205                 {\r
1206                         spot = find (spot, classname, "info_intermission");\r
1207                         if (!spot)\r
1208                                 spot = find (spot, classname, "info_intermission");\r
1209                         cyc = cyc - 1;\r
1210                 }\r
1211                 return spot;\r
1212         }\r
1213 \r
1214 // then look for the start position\r
1215         spot = find (world, classname, "info_player_start");\r
1216         if (spot)\r
1217                 return spot;\r
1218 \r
1219 // testinfo_player_start is only found in regioned levels\r
1220         spot = find (world, classname, "testplayerstart");\r
1221         if (spot)\r
1222                 return spot;\r
1223 \r
1224 // then look for the start position\r
1225         spot = find (world, classname, "info_player_deathmatch");\r
1226         if (spot)\r
1227                 return spot;\r
1228 \r
1229         //objerror ("FindIntermission: no spot");\r
1230         return world;\r
1231 };\r
1232 */\r
1233 \r
1234 /*\r
1235 ===============================================================================\r
1236 \r
1237 RULES\r
1238 \r
1239 ===============================================================================\r
1240 */\r
1241 \r
1242 void DumpStats(float final)\r
1243 {\r
1244         local float file;\r
1245         local string s;\r
1246         local float to_console;\r
1247         local float to_eventlog;\r
1248         local float to_file;\r
1249         local float i;\r
1250 \r
1251         to_console = cvar("sv_logscores_console");\r
1252         to_eventlog = cvar("sv_eventlog");\r
1253         to_file = cvar("sv_logscores_file");\r
1254 \r
1255         if(!final)\r
1256         {\r
1257                 to_console = TRUE; // always print printstats replies\r
1258                 to_eventlog = FALSE; // but never print them to the event log\r
1259         }\r
1260 \r
1261         if(to_eventlog)\r
1262                 if(cvar("sv_eventlog_console"))\r
1263                         to_console = FALSE; // otherwise we get the output twice\r
1264 \r
1265         if(final)\r
1266                 s = ":scores:";\r
1267         else\r
1268                 s = ":status:";\r
1269         s = strcat(s, GetGametype(), "_", GetMapname(), ":", ftos(rint(time)));\r
1270 \r
1271         if(to_console)\r
1272                 print(s, "\n");\r
1273         if(to_eventlog)\r
1274                 GameLogEcho(s);\r
1275         if(to_file)\r
1276         {\r
1277                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);\r
1278                 if(file == -1)\r
1279                         to_file = FALSE;\r
1280                 else\r
1281                         fputs(file, strcat(s, "\n"));\r
1282         }\r
1283 \r
1284         s = strcat(":labels:player:", GetPlayerScoreString(world, 0));\r
1285         if(to_console)\r
1286                 print(s, "\n");\r
1287         if(to_eventlog)\r
1288                 GameLogEcho(s);\r
1289         if(to_file)\r
1290                 fputs(file, strcat(s, "\n"));\r
1291 \r
1292         FOR_EACH_CLIENT(other)\r
1293         {\r
1294                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))\r
1295                 {\r
1296                         s = strcat(":player:see-labels:", GetPlayerScoreString(other, 0), ":");\r
1297                         s = strcat(s, ftos(rint(time - other.jointime)), ":");\r
1298                         if(other.classname == "player" || g_arena || g_ca || g_lms)\r
1299                                 s = strcat(s, ftos(other.team), ":");\r
1300                         else\r
1301                                 s = strcat(s, "spectator:");\r
1302 \r
1303                         if(to_console)\r
1304                                 print(s, other.netname, "\n");\r
1305                         if(to_eventlog)\r
1306                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname));\r
1307                         if(to_file)\r
1308                                 fputs(file, strcat(s, other.netname, "\n"));\r
1309                 }\r
1310         }\r
1311 \r
1312         if(teams_matter)\r
1313         {\r
1314                 s = strcat(":labels:teamscores:", GetTeamScoreString(0, 0));\r
1315                 if(to_console)\r
1316                         print(s, "\n");\r
1317                 if(to_eventlog)\r
1318                         GameLogEcho(s);\r
1319                 if(to_file)\r
1320                         fputs(file, strcat(s, "\n"));\r
1321 \r
1322                 for(i = 1; i < 16; ++i)\r
1323                 {\r
1324                         s = strcat(":teamscores:see-labels:", GetTeamScoreString(i, 0));\r
1325                         s = strcat(s, ":", ftos(i));\r
1326                         if(to_console)\r
1327                                 print(s, "\n");\r
1328                         if(to_eventlog)\r
1329                                 GameLogEcho(s);\r
1330                         if(to_file)\r
1331                                 fputs(file, strcat(s, "\n"));\r
1332                 }\r
1333         }\r
1334 \r
1335         if(to_console)\r
1336                 print(":end\n");\r
1337         if(to_eventlog)\r
1338                 GameLogEcho(":end");\r
1339         if(to_file)\r
1340         {\r
1341                 fputs(file, ":end\n");\r
1342                 fclose(file);\r
1343         }\r
1344 }\r
1345 \r
1346 void FixIntermissionClient(entity e)\r
1347 {\r
1348         if(!e.autoscreenshot) // initial call\r
1349         {\r
1350                 e.angles = e.v_angle;\r
1351                 e.angles_x = -e.angles_x;\r
1352                 e.autoscreenshot = time + 0.8;  // used for autoscreenshot\r
1353                 e.health = -2342;\r
1354                 // first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)\r
1355                 e.solid = SOLID_NOT;\r
1356                 e.movetype = MOVETYPE_NONE;\r
1357                 e.takedamage = DAMAGE_NO;\r
1358                 if(e.weaponentity)\r
1359                 {\r
1360                         e.weaponentity.effects = EF_NODRAW;\r
1361                         if (e.weaponentity.weaponentity)\r
1362                                 e.weaponentity.weaponentity.effects = EF_NODRAW;\r
1363                 }\r
1364                 if(clienttype(e) == CLIENTTYPE_REAL)\r
1365                 {\r
1366                         stuffcmd(e, "\nscr_printspeed 1000000\n");\r
1367                         msg_entity = e;\r
1368                         WriteByte(MSG_ONE, SVC_INTERMISSION);\r
1369                 }\r
1370         }\r
1371 \r
1372         //e.velocity = '0 0 0';\r
1373         //e.fixangle = TRUE;\r
1374 \r
1375         // TODO halt weapon animation\r
1376 }\r
1377 \r
1378 \r
1379 /*\r
1380 go to the next level for deathmatch\r
1381 only called if a time or frag limit has expired\r
1382 */\r
1383 void NextLevel()\r
1384 {\r
1385         float i;\r
1386 \r
1387         gameover = TRUE;\r
1388 \r
1389         intermission_running = 1;\r
1390 \r
1391 // enforce a wait time before allowing changelevel\r
1392         if(player_count > 0)\r
1393                 intermission_exittime = time + cvar("sv_mapchange_delay");\r
1394         else\r
1395                 intermission_exittime = -1;\r
1396 \r
1397         /*\r
1398         WriteByte (MSG_ALL, SVC_CDTRACK);\r
1399         WriteByte (MSG_ALL, 3);\r
1400         WriteByte (MSG_ALL, 3);\r
1401         // done in FixIntermission\r
1402         */\r
1403 \r
1404         //pos = FindIntermission ();\r
1405 \r
1406         VoteReset();\r
1407 \r
1408         DumpStats(TRUE);\r
1409 \r
1410         if(cvar("sv_eventlog"))\r
1411                 GameLogEcho(":gameover");\r
1412 \r
1413         GameLogClose();\r
1414 \r
1415 // TO DO\r
1416 \r
1417 // save the stats to a text file on the client\r
1418 // stuffcmd(other, log_stats "stats/file_name");\r
1419 // bprint stats\r
1420 // stuffcmd(other, log_stats "");\r
1421 // use a filename similar to the demo name\r
1422         // string file_name;\r
1423         // file_name = strcat("\nlog_file \"stats/", strftime(TRUE, "%Y-%m-%d_%H-%M"), "_", mapname, ".txt\"");  // open the log file\r
1424 \r
1425 // write a stats parser for the menu\r
1426 \r
1427         if(cvar("sv_accuracy_data_send")) {\r
1428                 string stats_to_send;\r
1429 \r
1430                 FOR_EACH_CLIENT(other) {  // make the string to send\r
1431                         FixIntermissionClient(other);\r
1432 \r
1433                         if(other.cvar_cl_accuracy_data_share) {\r
1434                                 stats_to_send = strcat(stats_to_send, ":hits:", other.netname);\r
1435 \r
1436                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
1437                                         stats_to_send = strcat(stats_to_send, ":", ftos(other.stats_hit[i-1]));\r
1438 \r
1439                                 stats_to_send = strcat(stats_to_send, "\n:fired:", other.netname);\r
1440 \r
1441                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
1442                                         stats_to_send = strcat(stats_to_send, ":", ftos(other.stats_fired[i-1]));\r
1443 \r
1444                                 stats_to_send = strcat(stats_to_send, "\n");\r
1445                         }\r
1446                 }\r
1447 \r
1448                 FOR_EACH_REALCLIENT(other) {  // only spam humans\r
1449                         Score_NicePrint(other);  // print the score\r
1450 \r
1451                         if(other.cvar_cl_accuracy_data_receive)  // send the stats string to all the willing clients\r
1452                                 bprint(stats_to_send);\r
1453                 }\r
1454         } else { // ye olde message\r
1455                 FOR_EACH_PLAYER(other) {\r
1456                         FixIntermissionClient(other);\r
1457 \r
1458                         if(other.winning)\r
1459                                 bprint(other.netname, " ^7wins.\n");\r
1460                 }\r
1461         }\r
1462 \r
1463         if(cvar("g_campaign"))\r
1464                 CampaignPreIntermission();\r
1465 \r
1466         localcmd("\nsv_hook_gameend;");\r
1467         if(cvar("g_campaign"))\r
1468                 localcmd("\nsv_hook_campaign_gameend;");\r
1469 }\r
1470 \r
1471 /*\r
1472 ============\r
1473 CheckRules_Player\r
1474 \r
1475 Exit deathmatch games upon conditions\r
1476 ============\r
1477 */\r
1478 void CheckRules_Player()\r
1479 {\r
1480         if (gameover)   // someone else quit the game already\r
1481                 return;\r
1482 \r
1483         if(self.deadflag == DEAD_NO)\r
1484                 self.play_time += frametime;\r
1485 \r
1486         // fixme: don't check players; instead check spawnfunc_dom_team and spawnfunc_ctf_team entities\r
1487         //   (div0: and that in CheckRules_World please)\r
1488 };\r
1489 \r
1490 float checkrules_equality;\r
1491 float checkrules_suddendeathwarning;\r
1492 float checkrules_suddendeathend;\r
1493 float checkrules_overtimesadded; //how many overtimes have been already added\r
1494 \r
1495 float WINNING_NO = 0; // no winner, but time limits may terminate the game\r
1496 float WINNING_YES = 1; // winner found\r
1497 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached\r
1498 float WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW\r
1499 \r
1500 float InitiateSuddenDeath()\r
1501 {\r
1502         // Check first whether normal overtimes could be added before initiating suddendeath mode\r
1503         // - for this timelimit_overtime needs to be >0 of course\r
1504         // - also check the winning condition calculated in the previous frame and only add normal overtime\r
1505         //   again, if at the point at which timelimit would be extended again, still no winner was found\r
1506         if ((checkrules_overtimesadded >= 0) && (checkrules_overtimesadded < cvar("timelimit_overtimes")) && cvar("timelimit_overtime") && !(g_race && !g_race_qualifying))\r
1507         {\r
1508                 return 1; // need to call InitiateOvertime later\r
1509         }\r
1510         else\r
1511         {\r
1512                 if(!checkrules_suddendeathend)\r
1513                 {\r
1514                         checkrules_suddendeathend = time + 60 * cvar("timelimit_suddendeath");\r
1515                         if(g_race && !g_race_qualifying)\r
1516                                 race_StartCompleting();\r
1517                 }\r
1518                 return 0;\r
1519         }\r
1520 }\r
1521 \r
1522 void InitiateOvertime() // ONLY call this if InitiateSuddenDeath returned true\r
1523 {\r
1524         ++checkrules_overtimesadded;\r
1525         //add one more overtime by simply extending the timelimit\r
1526         float tl;\r
1527         tl = cvar("timelimit");\r
1528         tl += cvar("timelimit_overtime");\r
1529         cvar_set("timelimit", ftos(tl));\r
1530         string minutesPlural;\r
1531         if (cvar("timelimit_overtime") == 1)\r
1532                 minutesPlural = " ^3minute";\r
1533         else\r
1534                 minutesPlural = " ^3minutes";\r
1535 \r
1536         bcenterprint(\r
1537                 strcat(\r
1538                         "^3Now playing ^1OVERTIME^3!\n\n^3Added ^1",\r
1539                         ftos(cvar("timelimit_overtime")),\r
1540                         minutesPlural,\r
1541                         " to the game!"\r
1542                 )\r
1543         );\r
1544 }\r
1545 \r
1546 float GetWinningCode(float fraglimitreached, float equality)\r
1547 {\r
1548         if(equality)\r
1549                 if(fraglimitreached)\r
1550                         return WINNING_STARTSUDDENDEATHOVERTIME;\r
1551                 else\r
1552                         return WINNING_NEVER;\r
1553         else\r
1554                 if(fraglimitreached)\r
1555                         return WINNING_YES;\r
1556                 else\r
1557                         return WINNING_NO;\r
1558 }\r
1559 \r
1560 // set the .winning flag for exactly those players with a given field value\r
1561 void SetWinners(.float field, float value)\r
1562 {\r
1563         entity head;\r
1564         FOR_EACH_PLAYER(head)\r
1565                 head.winning = (head.field == value);\r
1566 }\r
1567 \r
1568 // set the .winning flag for those players with a given field value\r
1569 void AddWinners(.float field, float value)\r
1570 {\r
1571         entity head;\r
1572         FOR_EACH_PLAYER(head)\r
1573                 if(head.field == value)\r
1574                         head.winning = 1;\r
1575 }\r
1576 \r
1577 // clear the .winning flags\r
1578 void ClearWinners(void)\r
1579 {\r
1580         entity head;\r
1581         FOR_EACH_PLAYER(head)\r
1582                 head.winning = 0;\r
1583 }\r
1584 \r
1585 // Onslaught winning condition:\r
1586 // game terminates if only one team has a working generator (or none)\r
1587 float WinningCondition_Onslaught()\r
1588 {\r
1589         entity head;\r
1590         local float t1, t2, t3, t4;\r
1591 \r
1592         WinningConditionHelper(); // set worldstatus\r
1593 \r
1594         if(inWarmupStage)\r
1595                 return WINNING_NO;\r
1596 \r
1597         // first check if the game has ended\r
1598         t1 = t2 = t3 = t4 = 0;\r
1599         head = find(world, classname, "onslaught_generator");\r
1600         while (head)\r
1601         {\r
1602                 if (head.health > 0)\r
1603                 {\r
1604                         if (head.team == COLOR_TEAM1) t1 = 1;\r
1605                         if (head.team == COLOR_TEAM2) t2 = 1;\r
1606                         if (head.team == COLOR_TEAM3) t3 = 1;\r
1607                         if (head.team == COLOR_TEAM4) t4 = 1;\r
1608                 }\r
1609                 head = find(head, classname, "onslaught_generator");\r
1610         }\r
1611         if (t1 + t2 + t3 + t4 < 2)\r
1612         {\r
1613                 // game over, only one team remains (or none)\r
1614                 ClearWinners();\r
1615                 if (t1) SetWinners(team, COLOR_TEAM1);\r
1616                 if (t2) SetWinners(team, COLOR_TEAM2);\r
1617                 if (t3) SetWinners(team, COLOR_TEAM3);\r
1618                 if (t4) SetWinners(team, COLOR_TEAM4);\r
1619                 dprint("Have a winner, ending game.\n");\r
1620                 return WINNING_YES;\r
1621         }\r
1622 \r
1623         // Two or more teams remain\r
1624         return WINNING_NO;\r
1625 }\r
1626 \r
1627 float LMS_NewPlayerLives()\r
1628 {\r
1629         float fl;\r
1630         fl = cvar("fraglimit");\r
1631         if(fl == 0)\r
1632                 fl = 999;\r
1633 \r
1634         // first player has left the game for dying too much? Nobody else can get in.\r
1635         if(lms_lowest_lives < 1)\r
1636                 return 0;\r
1637 \r
1638         if(!cvar("g_lms_join_anytime"))\r
1639                 if(lms_lowest_lives < fl - cvar("g_lms_last_join"))\r
1640                         return 0;\r
1641 \r
1642         return bound(1, lms_lowest_lives, fl);\r
1643 }\r
1644 \r
1645 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)\r
1646 // they win. Otherwise the defending team wins once the timelimit passes.\r
1647 void assault_new_round();\r
1648 float WinningCondition_Assault()\r
1649 {\r
1650         local float status;\r
1651 \r
1652         WinningConditionHelper(); // set worldstatus\r
1653 \r
1654         status = WINNING_NO;\r
1655         // as the timelimit has not yet passed just assume the defending team will win\r
1656         if(assault_attacker_team == COLOR_TEAM1)\r
1657         {\r
1658                 SetWinners(team, COLOR_TEAM2);\r
1659         }\r
1660         else\r
1661         {\r
1662                 SetWinners(team, COLOR_TEAM1);\r
1663         }\r
1664 \r
1665         local entity ent;\r
1666         ent = find(world, classname, "target_assault_roundend");\r
1667         if(ent)\r
1668         {\r
1669                 if(ent.winning) // round end has been triggered by attacking team\r
1670                 {\r
1671                         bprint("ASSAULT: round completed...\n");\r
1672                         SetWinners(team, assault_attacker_team);\r
1673 \r
1674                         TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));\r
1675 \r
1676                         if(ent.cnt == 1) // this was the second round\r
1677                         {\r
1678                                 status = WINNING_YES;\r
1679                         }\r
1680                         else\r
1681                         {\r
1682                                 local entity oldself;\r
1683                                 oldself = self;\r
1684                                 self = ent;\r
1685                                 assault_new_round();\r
1686                                 self = oldself;\r
1687                         }\r
1688                 }\r
1689         }\r
1690 \r
1691         return status;\r
1692 }\r
1693 \r
1694 // LMS winning condition: game terminates if and only if there's at most one\r
1695 // one player who's living lives. Top two scores being equal cancels the time\r
1696 // limit.\r
1697 float WinningCondition_LMS()\r
1698 {\r
1699         entity head, head2;\r
1700         float have_player;\r
1701         float have_players;\r
1702         float l;\r
1703 \r
1704         have_player = FALSE;\r
1705         have_players = FALSE;\r
1706         l = LMS_NewPlayerLives();\r
1707 \r
1708         head = find(world, classname, "player");\r
1709         if(head)\r
1710                 have_player = TRUE;\r
1711         head2 = find(head, classname, "player");\r
1712         if(head2)\r
1713                 have_players = TRUE;\r
1714 \r
1715         if(have_player)\r
1716         {\r
1717                 // we have at least one player\r
1718                 if(have_players)\r
1719                 {\r
1720                         // two or more active players - continue with the game\r
1721                 }\r
1722                 else\r
1723                 {\r
1724                         // exactly one player?\r
1725 \r
1726                         ClearWinners();\r
1727                         SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out\r
1728 \r
1729                         if(l)\r
1730                         {\r
1731                                 // game still running (that is, nobody got removed from the game by a frag yet)? then continue\r
1732                                 return WINNING_NO;\r
1733                         }\r
1734                         else\r
1735                         {\r
1736                                 // a winner!\r
1737                                 // and assign him his first place\r
1738                                 PlayerScore_Add(head, SP_LMS_RANK, 1);\r
1739                                 return WINNING_YES;\r
1740                         }\r
1741                 }\r
1742         }\r
1743         else\r
1744         {\r
1745                 // nobody is playing at all...\r
1746                 if(l)\r
1747                 {\r
1748                         // wait for players...\r
1749                 }\r
1750                 else\r
1751                 {\r
1752                         // SNAFU (maybe a draw game?)\r
1753                         ClearWinners();\r
1754                         dprint("No players, ending game.\n");\r
1755                         return WINNING_YES;\r
1756                 }\r
1757         }\r
1758 \r
1759         // When we get here, we have at least two players who are actually LIVING,\r
1760         // now check if the top two players have equal score.\r
1761         WinningConditionHelper();\r
1762 \r
1763         ClearWinners();\r
1764         if(WinningConditionHelper_winner)\r
1765                 WinningConditionHelper_winner.winning = TRUE;\r
1766         if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)\r
1767                 return WINNING_NEVER;\r
1768 \r
1769         // Top two have different scores? Way to go for our beloved TIMELIMIT!\r
1770         return WINNING_NO;\r
1771 }\r
1772 \r
1773 void ShuffleMaplist()\r
1774 {\r
1775         cvar_set("g_maplist", shufflewords(cvar_string("g_maplist")));\r
1776 }\r
1777 \r
1778 float leaderfrags;\r
1779 float WinningCondition_Scores(float limit, float leadlimit)\r
1780 {\r
1781         // TODO make everything use THIS winning condition (except LMS)\r
1782         WinningConditionHelper();\r
1783 \r
1784         if(teams_matter)\r
1785         {\r
1786                 team1_score = TeamScore_GetCompareValue(COLOR_TEAM1);\r
1787                 team2_score = TeamScore_GetCompareValue(COLOR_TEAM2);\r
1788                 team3_score = TeamScore_GetCompareValue(COLOR_TEAM3);\r
1789                 team4_score = TeamScore_GetCompareValue(COLOR_TEAM4);\r
1790         }\r
1791 \r
1792         ClearWinners();\r
1793         if(WinningConditionHelper_winner)\r
1794                 WinningConditionHelper_winner.winning = 1;\r
1795         if(WinningConditionHelper_winnerteam >= 0)\r
1796                 SetWinners(team, WinningConditionHelper_winnerteam);\r
1797 \r
1798         if(WinningConditionHelper_lowerisbetter)\r
1799         {\r
1800                 WinningConditionHelper_topscore = -WinningConditionHelper_topscore;\r
1801                 WinningConditionHelper_secondscore = -WinningConditionHelper_secondscore;\r
1802                 limit = -limit;\r
1803         }\r
1804 \r
1805         if(WinningConditionHelper_zeroisworst)\r
1806                 leadlimit = 0; // not supported in this mode\r
1807 \r
1808         if(g_dm || g_tdm || g_arena || g_ca || (g_race && !g_race_qualifying))\r
1809         // these modes always score in increments of 1, thus this makes sense\r
1810         {\r
1811                 if(leaderfrags != WinningConditionHelper_topscore)\r
1812                 {\r
1813                         leaderfrags = WinningConditionHelper_topscore;\r
1814 \r
1815                         if (limit)\r
1816                         if (leaderfrags == limit - 1)\r
1817                                 Announce("1fragleft");\r
1818                         else if (leaderfrags == limit - 2)\r
1819                                 Announce("2fragsleft");\r
1820                         else if (leaderfrags == limit - 3)\r
1821                                 Announce("3fragsleft");\r
1822                 }\r
1823         }\r
1824 \r
1825         return GetWinningCode(\r
1826                 WinningConditionHelper_topscore &&\r
1827                 (\r
1828                         (limit && (WinningConditionHelper_topscore >= limit))\r
1829                         ||\r
1830                         (leadlimit && (WinningConditionHelper_topscore - WinningConditionHelper_secondscore >= leadlimit))\r
1831                 ),\r
1832                 WinningConditionHelper_equality\r
1833         );\r
1834 }\r
1835 \r
1836 float WinningCondition_Race(float fraglimit)\r
1837 {\r
1838         float wc;\r
1839         entity p;\r
1840         float n, c;\r
1841 \r
1842         n = 0;\r
1843         c = 0;\r
1844         FOR_EACH_PLAYER(p)\r
1845         {\r
1846                 ++n;\r
1847                 if(p.race_completed)\r
1848                         ++c;\r
1849         }\r
1850         if(n && (n == c))\r
1851                 return WINNING_YES;\r
1852         wc = WinningCondition_Scores(fraglimit, 0);\r
1853 \r
1854         // ALWAYS initiate overtime, unless EVERYONE has finished the race!\r
1855         if(wc == WINNING_YES || wc == WINNING_STARTSUDDENDEATHOVERTIME)\r
1856         // do NOT support equality when the laps are all raced!\r
1857                 return WINNING_STARTSUDDENDEATHOVERTIME;\r
1858         else\r
1859                 return WINNING_NEVER;\r
1860         return wc;\r
1861 }\r
1862 \r
1863 void ReadyRestart();\r
1864 float WinningCondition_QualifyingThenRace(float limit)\r
1865 {\r
1866         float wc;\r
1867         wc = WinningCondition_Scores(limit, 0);\r
1868 \r
1869         // NEVER initiate overtime\r
1870         if(wc == WINNING_YES || wc == WINNING_STARTSUDDENDEATHOVERTIME)\r
1871         {\r
1872                 return WINNING_YES;\r
1873         }\r
1874 \r
1875         return wc;\r
1876 }\r
1877 \r
1878 float WinningCondition_RanOutOfSpawns()\r
1879 {\r
1880         entity head;\r
1881 \r
1882         if(have_team_spawns <= 0)\r
1883                 return WINNING_NO;\r
1884 \r
1885         if(!some_spawn_has_been_used)\r
1886                 return WINNING_NO;\r
1887 \r
1888         team1_score = team2_score = team3_score = team4_score = 0;\r
1889 \r
1890         FOR_EACH_PLAYER(head) if(head.deadflag == DEAD_NO)\r
1891         {\r
1892                 if(head.team == COLOR_TEAM1)\r
1893                         team1_score = 1;\r
1894                 else if(head.team == COLOR_TEAM2)\r
1895                         team2_score = 1;\r
1896                 else if(head.team == COLOR_TEAM3)\r
1897                         team3_score = 1;\r
1898                 else if(head.team == COLOR_TEAM4)\r
1899                         team4_score = 1;\r
1900         }\r
1901 \r
1902         for(head = world; (head = find(head, classname, "info_player_deathmatch")) != world; )\r
1903         {\r
1904                 if(head.team == COLOR_TEAM1)\r
1905                         team1_score = 1;\r
1906                 else if(head.team == COLOR_TEAM2)\r
1907                         team2_score = 1;\r
1908                 else if(head.team == COLOR_TEAM3)\r
1909                         team3_score = 1;\r
1910                 else if(head.team == COLOR_TEAM4)\r
1911                         team4_score = 1;\r
1912         }\r
1913 \r
1914         ClearWinners();\r
1915         if(team1_score + team2_score + team3_score + team4_score == 0)\r
1916         {\r
1917                 checkrules_equality = TRUE;\r
1918                 return WINNING_YES;\r
1919         }\r
1920         else if(team1_score + team2_score + team3_score + team4_score == 1)\r
1921         {\r
1922                 float t, i;\r
1923                 if(team1_score) t = COLOR_TEAM1;\r
1924                 if(team2_score) t = COLOR_TEAM2;\r
1925                 if(team3_score) t = COLOR_TEAM3;\r
1926                 if(team4_score) t = COLOR_TEAM4;\r
1927                 CheckAllowedTeams(world);\r
1928                 for(i = 0; i < MAX_TEAMSCORE; ++i)\r
1929                 {\r
1930                         if(t != COLOR_TEAM1) if(c1 >= 0) TeamScore_AddToTeam(COLOR_TEAM1, i, -1000);\r
1931                         if(t != COLOR_TEAM2) if(c2 >= 0) TeamScore_AddToTeam(COLOR_TEAM2, i, -1000);\r
1932                         if(t != COLOR_TEAM3) if(c3 >= 0) TeamScore_AddToTeam(COLOR_TEAM3, i, -1000);\r
1933                         if(t != COLOR_TEAM4) if(c4 >= 0) TeamScore_AddToTeam(COLOR_TEAM4, i, -1000);\r
1934                 }\r
1935 \r
1936                 AddWinners(team, t);\r
1937                 return WINNING_YES;\r
1938         }\r
1939         else\r
1940                 return WINNING_NO;\r
1941 }\r
1942 \r
1943 /*\r
1944 ============\r
1945 CheckRules_World\r
1946 \r
1947 Exit deathmatch games upon conditions\r
1948 ============\r
1949 */\r
1950 void CheckRules_World()\r
1951 {\r
1952         float timelimit;\r
1953         float fraglimit;\r
1954         float leadlimit;\r
1955 \r
1956         VoteThink();\r
1957         MapVote_Think();\r
1958 \r
1959         SetDefaultAlpha();\r
1960 \r
1961         /*\r
1962         MapVote_Think should now do that part\r
1963         if (intermission_running)\r
1964                 if (time >= intermission_exittime + 60)\r
1965                 {\r
1966                         if(!DoNextMapOverride())\r
1967                                 GotoNextMap();\r
1968                         return;\r
1969                 }\r
1970         */\r
1971 \r
1972         if (gameover)   // someone else quit the game already\r
1973         {\r
1974                 if(player_count == 0) // Nobody there? Then let's go to the next map\r
1975                         MapVote_Start();\r
1976                         // this will actually check the player count in the next frame\r
1977                         // again, but this shouldn't hurt\r
1978                 return;\r
1979         }\r
1980 \r
1981         timelimit = cvar("timelimit") * 60;\r
1982         fraglimit = cvar("fraglimit");\r
1983         leadlimit = cvar("leadlimit");\r
1984 \r
1985         if(inWarmupStage || time <= game_starttime) // NOTE: this is <= to prevent problems in the very tic where the game starts\r
1986         {\r
1987                 if(timelimit > 0)\r
1988                         timelimit = 0; // timelimit is not made for warmup\r
1989                 if(fraglimit > 0)\r
1990                         fraglimit = 0; // no fraglimit for now\r
1991                 leadlimit = 0; // no leadlimit for now\r
1992         }\r
1993 \r
1994         if(g_onslaught)\r
1995                 timelimit = 0; // ONS has its own overtime rule\r
1996 \r
1997         if(timelimit > 0)\r
1998         {\r
1999                 timelimit += game_starttime;\r
2000         }\r
2001         else if (timelimit < 0)\r
2002         {\r
2003                 // endmatch\r
2004                 NextLevel();\r
2005                 return;\r
2006         }\r
2007 \r
2008         float wantovertime;\r
2009         wantovertime = 0;\r
2010 \r
2011         if(checkrules_suddendeathend)\r
2012         {\r
2013                 if(!checkrules_suddendeathwarning)\r
2014                 {\r
2015                         checkrules_suddendeathwarning = TRUE;\r
2016                         if(g_race && !g_race_qualifying)\r
2017                                 bcenterprint("^3Everyone, finish your lap! The race is over!");\r
2018                         else\r
2019                                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");\r
2020                 }\r
2021         }\r
2022         else\r
2023         {\r
2024                 if (timelimit && time >= timelimit)\r
2025                 {\r
2026                         if(g_race && (g_race_qualifying == 2) && timelimit > 0)\r
2027                         {\r
2028                                 float totalplayers;\r
2029                                 float playerswithlaps;\r
2030                                 float readyplayers;\r
2031                                 entity head;\r
2032                                 totalplayers = playerswithlaps = readyplayers = 0;\r
2033                                 FOR_EACH_PLAYER(head)\r
2034                                 {\r
2035                                         ++totalplayers;\r
2036                                         if(PlayerScore_Add(head, SP_RACE_FASTEST, 0))\r
2037                                                 ++playerswithlaps;\r
2038                                         if(head.ready)\r
2039                                                 ++readyplayers;\r
2040                                 }\r
2041 \r
2042                                 // at least 2 of the players have completed a lap: start the RACE\r
2043                                 // otherwise, the players should end the qualifying on their own\r
2044                                 if(readyplayers || playerswithlaps >= 2)\r
2045                                 {\r
2046                                         checkrules_suddendeathend = 0;\r
2047                                         ReadyRestart(); // go to race\r
2048                                         return;\r
2049                                 }\r
2050                                 else\r
2051                                         wantovertime |= InitiateSuddenDeath();\r
2052                         }\r
2053                         else\r
2054                                 wantovertime |= InitiateSuddenDeath();\r
2055                 }\r
2056         }\r
2057 \r
2058         if (checkrules_suddendeathend && time >= checkrules_suddendeathend)\r
2059         {\r
2060                 NextLevel();\r
2061                 return;\r
2062         }\r
2063 \r
2064         float checkrules_status;\r
2065         checkrules_status = WinningCondition_RanOutOfSpawns();\r
2066         if(checkrules_status == WINNING_YES)\r
2067         {\r
2068                 bprint("Hey! Someone ran out of spawns!\n");\r
2069         }\r
2070         else if(g_race && !g_race_qualifying && timelimit >= 0)\r
2071         {\r
2072                 checkrules_status = WinningCondition_Race(fraglimit);\r
2073                 //print("WC_RACE yields ", ftos(checkrules_status), "\n");\r
2074         }\r
2075         else if(g_race && g_race_qualifying == 2 && timelimit >= 0)\r
2076         {\r
2077                 checkrules_status = WinningCondition_QualifyingThenRace(fraglimit);\r
2078                 //print("WC_QUALIFYING_THEN_RACE yields ", ftos(checkrules_status), "\n");\r
2079         }\r
2080         else if(g_assault)\r
2081         {\r
2082                 checkrules_status = WinningCondition_Assault(); // TODO remove this?\r
2083         }\r
2084         else if(g_lms)\r
2085         {\r
2086                 checkrules_status = WinningCondition_LMS();\r
2087         }\r
2088         else if (g_onslaught)\r
2089         {\r
2090                 checkrules_status = WinningCondition_Onslaught(); // TODO remove this?\r
2091         }\r
2092         else\r
2093         {\r
2094                 checkrules_status = WinningCondition_Scores(fraglimit, leadlimit);\r
2095                 //print("WC_SCORES yields ", ftos(checkrules_status), "\n");\r
2096         }\r
2097 \r
2098         if(checkrules_status == WINNING_STARTSUDDENDEATHOVERTIME)\r
2099         {\r
2100                 checkrules_status = WINNING_NEVER;\r
2101                 checkrules_overtimesadded = -1;\r
2102                 wantovertime |= InitiateSuddenDeath();\r
2103         }\r
2104 \r
2105         if(checkrules_status == WINNING_NEVER)\r
2106                 // equality cases! Nobody wins if the overtime ends in a draw.\r
2107                 ClearWinners();\r
2108 \r
2109         if(wantovertime)\r
2110         {\r
2111                 if(checkrules_status == WINNING_NEVER)\r
2112                         InitiateOvertime();\r
2113                 else\r
2114                         checkrules_status = WINNING_YES;\r
2115         }\r
2116 \r
2117         if(checkrules_suddendeathend)\r
2118                 if(checkrules_status != WINNING_NEVER || time >= checkrules_suddendeathend)\r
2119                         checkrules_status = WINNING_YES;\r
2120 \r
2121         if(checkrules_status == WINNING_YES)\r
2122         {\r
2123                 //print("WINNING\n");\r
2124                 NextLevel();\r
2125         }\r
2126 };\r
2127 \r
2128 float mapvote_nextthink;\r
2129 float mapvote_initialized;\r
2130 float mapvote_keeptwotime;\r
2131 float mapvote_timeout;\r
2132 string mapvote_message;\r
2133 #define MAPVOTE_SCREENSHOT_DIRS_COUNT 4\r
2134 string mapvote_screenshot_dirs[MAPVOTE_SCREENSHOT_DIRS_COUNT];\r
2135 float mapvote_screenshot_dirs_count;\r
2136 \r
2137 float mapvote_count;\r
2138 float mapvote_count_real;\r
2139 string mapvote_maps[MAPVOTE_COUNT];\r
2140 float mapvote_maps_screenshot_dir[MAPVOTE_COUNT];\r
2141 string mapvote_maps_pakfile[MAPVOTE_COUNT];\r
2142 float mapvote_maps_suggested[MAPVOTE_COUNT];\r
2143 string mapvote_suggestions[MAPVOTE_COUNT];\r
2144 float mapvote_suggestion_ptr;\r
2145 float mapvote_maxlen;\r
2146 float mapvote_voters;\r
2147 float mapvote_votes[MAPVOTE_COUNT];\r
2148 float mapvote_run;\r
2149 float mapvote_detail;\r
2150 float mapvote_abstain;\r
2151 .float mapvote;\r
2152 \r
2153 void MapVote_ClearAllVotes()\r
2154 {\r
2155         FOR_EACH_CLIENT(other)\r
2156                 other.mapvote = 0;\r
2157 }\r
2158 \r
2159 string MapVote_Suggest(string m)\r
2160 {\r
2161         float i;\r
2162         if(m == "")\r
2163                 return "That's not how to use this command.";\r
2164         if(!cvar("g_maplist_votable_suggestions"))\r
2165                 return "Suggestions are not accepted on this server.";\r
2166         if(mapvote_initialized)\r
2167                 return "Can't suggest - voting is already in progress!";\r
2168         m = MapInfo_FixName(m);\r
2169         if(!m)\r
2170                 return "The map you suggested is not available on this server.";\r
2171         if(!cvar("g_maplist_votable_suggestions_override_mostrecent"))\r
2172                 if(Map_IsRecent(m))\r
2173                         return "This server does not allow for recent maps to be played again. Please be patient for some rounds.";\r
2174 \r
2175         if(!MapInfo_CheckMap(m))\r
2176                 return "The map you suggested does not support the current game mode.";\r
2177         for(i = 0; i < mapvote_suggestion_ptr; ++i)\r
2178                 if(mapvote_suggestions[i] == m)\r
2179                         return "This map was already suggested.";\r
2180         if(mapvote_suggestion_ptr >= MAPVOTE_COUNT)\r
2181         {\r
2182                 i = floor(random() * mapvote_suggestion_ptr);\r
2183         }\r
2184         else\r
2185         {\r
2186                 i = mapvote_suggestion_ptr;\r
2187                 mapvote_suggestion_ptr += 1;\r
2188         }\r
2189         if(mapvote_suggestions[i] != "")\r
2190                 strunzone(mapvote_suggestions[i]);\r
2191         mapvote_suggestions[i] = strzone(m);\r
2192         if(cvar("sv_eventlog"))\r
2193                 GameLogEcho(strcat(":vote:suggested:", m, ":", ftos(self.playerid)));\r
2194         return strcat("Suggestion of ", m, " accepted.");\r
2195 }\r
2196 \r
2197 void MapVote_AddVotable(string nextMap, float isSuggestion)\r
2198 {\r
2199         float j, i, o;\r
2200         string pakfile, mapfile;\r
2201 \r
2202         if(nextMap == "")\r
2203                 return;\r
2204         for(j = 0; j < mapvote_count; ++j)\r
2205                 if(mapvote_maps[j] == nextMap)\r
2206                         return;\r
2207         if(strlen(nextMap) > mapvote_maxlen)\r
2208                 mapvote_maxlen = strlen(nextMap);\r
2209         mapvote_maps[mapvote_count] = strzone(nextMap);\r
2210         mapvote_maps_suggested[mapvote_count] = isSuggestion;\r
2211 \r
2212         for(i = 0; i < mapvote_screenshot_dirs_count; ++i)\r
2213         {\r
2214                 mapfile = strcat(mapvote_screenshot_dirs[i], "/", mapvote_maps[i]);\r
2215                 pakfile = whichpack(strcat(mapfile, ".tga"));\r
2216                 if(pakfile == "")\r
2217                         pakfile = whichpack(strcat(mapfile, ".jpg"));\r
2218                 if(pakfile == "")\r
2219                         pakfile = whichpack(strcat(mapfile, ".png"));\r
2220                 if(pakfile != "")\r
2221                         break;\r
2222         }\r
2223         if(i >= mapvote_screenshot_dirs_count)\r
2224                 i = 0; // FIXME maybe network this error case, as that means there is no mapshot on the server?\r
2225         for(o = strstr(pakfile, "/", 0)+1; o > 0; o = strstr(pakfile, "/", 0)+1)\r
2226                 pakfile = substring(pakfile, o, -1);\r
2227 \r
2228         mapvote_maps_screenshot_dir[mapvote_count] = i;\r
2229         mapvote_maps_pakfile[mapvote_count] = strzone(pakfile);\r
2230 \r
2231         mapvote_count += 1;\r
2232 }\r
2233 \r
2234 void MapVote_Spawn();\r
2235 void MapVote_Init()\r
2236 {\r
2237         float i;\r
2238         float nmax, smax;\r
2239 \r
2240         if(cvar("g_campaign"))\r
2241                 return;\r
2242 \r
2243         MapVote_ClearAllVotes();\r
2244 \r
2245         mapvote_count = 0;\r
2246         mapvote_detail = !cvar("g_maplist_votable_nodetail");\r
2247         mapvote_abstain = cvar("g_maplist_votable_abstain");\r
2248 \r
2249         if(mapvote_abstain)\r
2250                 nmax = min(MAPVOTE_COUNT - 1, cvar("g_maplist_votable"));\r
2251         else\r
2252                 nmax = min(MAPVOTE_COUNT, cvar("g_maplist_votable"));\r
2253         smax = min3(nmax, cvar("g_maplist_votable_suggestions"), mapvote_suggestion_ptr);\r
2254 \r
2255         // we need this for AddVotable, as that cycles through the screenshot dirs\r
2256         mapvote_screenshot_dirs_count = tokenize_console(cvar_string("g_maplist_votable_screenshot_dir"));\r
2257         if(mapvote_screenshot_dirs_count == 0)\r
2258                 mapvote_screenshot_dirs_count = tokenize_console("maps levelshots");\r
2259         mapvote_screenshot_dirs_count = min(mapvote_screenshot_dirs_count, MAPVOTE_SCREENSHOT_DIRS_COUNT);\r
2260         for(i = 0; i < mapvote_screenshot_dirs_count; ++i)\r
2261                 mapvote_screenshot_dirs[i] = strzone(argv(i));\r
2262 \r
2263         if(mapvote_suggestion_ptr)\r
2264                 for(i = 0; i < 100 && mapvote_count < smax; ++i)\r
2265                         MapVote_AddVotable(mapvote_suggestions[floor(random() * mapvote_suggestion_ptr)], TRUE);\r
2266 \r
2267         for(i = 0; i < 100 && mapvote_count < nmax; ++i)\r
2268                 MapVote_AddVotable(GetNextMap(), FALSE);\r
2269 \r
2270         if(mapvote_count == 0)\r
2271         {\r
2272                 bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );\r
2273                 cvar_set("g_maplist", MapInfo_ListAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));\r
2274                 if(cvar("g_maplist_shuffle"))\r
2275                         ShuffleMaplist();\r
2276                 localcmd("\nmenu_cmd sync\n");\r
2277                 for(i = 0; i < 100 && mapvote_count < nmax; ++i)\r
2278                         MapVote_AddVotable(GetNextMap(), FALSE);\r
2279         }\r
2280 \r
2281         mapvote_count_real = mapvote_count;\r
2282         if(mapvote_abstain)\r
2283                 MapVote_AddVotable("don't care", 0);\r
2284 \r
2285         //dprint("mapvote count is ", ftos(mapvote_count), "\n");\r
2286 \r
2287         mapvote_keeptwotime = time + cvar("g_maplist_votable_keeptwotime");\r
2288         mapvote_timeout = time + cvar("g_maplist_votable_timeout");\r
2289         if(mapvote_count_real < 3 || mapvote_keeptwotime <= time)\r
2290                 mapvote_keeptwotime = 0;\r
2291         mapvote_message = "Choose a map and press its key!";\r
2292 \r
2293         MapVote_Spawn();\r
2294 }\r
2295 \r
2296 void MapVote_SendPicture(float id)\r
2297 {\r
2298         msg_entity = self;\r
2299         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
2300         WriteByte(MSG_ONE, TE_CSQC_PICTURE);\r
2301         WriteByte(MSG_ONE, id);\r
2302         WritePicture(MSG_ONE, strcat(mapvote_screenshot_dirs[mapvote_maps_screenshot_dir[id]], "/", mapvote_maps[id]), 3072);\r
2303 }\r
2304 \r
2305 float GameCommand_MapVote(string cmd)\r
2306 {\r
2307         if(!intermission_running)\r
2308                 return FALSE;\r
2309 \r
2310         if(cmd == "mv_getpic")\r
2311         {\r
2312                 MapVote_SendPicture(stof(argv(1)));\r
2313                 return TRUE;\r
2314         }\r
2315 \r
2316         return FALSE;\r
2317 }\r
2318 \r
2319 float MapVote_GetMapMask()\r
2320 {\r
2321         float mask, i, power;\r
2322         mask = 0;\r
2323         for(i = 0, power = 1; i < mapvote_count; ++i, power *= 2)\r
2324                 if(mapvote_maps[i] != "")\r
2325                         mask |= power;\r
2326         return mask;\r
2327 }\r
2328 \r
2329 entity mapvote_ent;\r
2330 float MapVote_SendEntity(entity to, float sf)\r
2331 {\r
2332         float i;\r
2333 \r
2334         if(sf & 1)\r
2335                 sf &~= 2; // if we send 1, we don't need to also send 2\r
2336 \r
2337         WriteByte(MSG_ENTITY, ENT_CLIENT_MAPVOTE);\r
2338         WriteByte(MSG_ENTITY, sf);\r
2339 \r
2340         if(sf & 1)\r
2341         {\r
2342                 // flag 1 == initialization\r
2343                 for(i = 0; i < mapvote_screenshot_dirs_count; ++i)\r
2344                         WriteString(MSG_ENTITY, mapvote_screenshot_dirs[i]);\r
2345                 WriteString(MSG_ENTITY, "");\r
2346                 WriteByte(MSG_ENTITY, mapvote_count);\r
2347                 WriteByte(MSG_ENTITY, mapvote_abstain);\r
2348                 WriteByte(MSG_ENTITY, mapvote_detail);\r
2349                 WriteCoord(MSG_ENTITY, mapvote_timeout);\r
2350                 if(mapvote_count <= 8)\r
2351                         WriteByte(MSG_ENTITY, MapVote_GetMapMask());\r
2352                 else\r
2353                         WriteShort(MSG_ENTITY, MapVote_GetMapMask());\r
2354                 for(i = 0; i < mapvote_count; ++i)\r
2355                         if(mapvote_maps[i] != "")\r
2356                         {\r
2357                                 if(mapvote_abstain && i == mapvote_count - 1)\r
2358                                 {\r
2359                                         WriteString(MSG_ENTITY, ""); // abstain needs no text\r
2360                                         WriteString(MSG_ENTITY, ""); // abstain needs no pack\r
2361                                         WriteByte(MSG_ENTITY, 0); // abstain needs no screenshot dir\r
2362                                 }\r
2363                                 else\r
2364                                 {\r
2365                                         WriteString(MSG_ENTITY, mapvote_maps[i]);\r
2366                                         WriteString(MSG_ENTITY, mapvote_maps_pakfile[i]);\r
2367                                         WriteByte(MSG_ENTITY, mapvote_maps_screenshot_dir[i]);\r
2368                                 }\r
2369                         }\r
2370         }\r
2371 \r
2372         if(sf & 2)\r
2373         {\r
2374                 // flag 2 == update of mask\r
2375                 if(mapvote_count <= 8)\r
2376                         WriteByte(MSG_ENTITY, MapVote_GetMapMask());\r
2377                 else\r
2378                         WriteShort(MSG_ENTITY, MapVote_GetMapMask());\r
2379         }\r
2380 \r
2381         if(sf & 4)\r
2382         {\r
2383                 if(mapvote_detail)\r
2384                         for(i = 0; i < mapvote_count; ++i)\r
2385                                 if(mapvote_maps[i] != "")\r
2386                                         WriteByte(MSG_ENTITY, mapvote_votes[i]);\r
2387 \r
2388                 WriteByte(MSG_ENTITY, to.mapvote);\r
2389         }\r
2390 \r
2391         return TRUE;\r
2392 }\r
2393 \r
2394 void MapVote_Spawn()\r
2395 {\r
2396         Net_LinkEntity(mapvote_ent = spawn(), FALSE, 0, MapVote_SendEntity);\r
2397 }\r
2398 \r
2399 void MapVote_TouchMask()\r
2400 {\r
2401         mapvote_ent.SendFlags |= 2;\r
2402 }\r
2403 \r
2404 void MapVote_TouchVotes(entity voter)\r
2405 {\r
2406         mapvote_ent.SendFlags |= 4;\r
2407 }\r
2408 \r
2409 float MapVote_Finished(float mappos)\r
2410 {\r
2411         string result;\r
2412         float i;\r
2413         float didntvote;\r
2414 \r
2415         if(cvar("sv_eventlog"))\r
2416         {\r
2417                 result = strcat(":vote:finished:", mapvote_maps[mappos]);\r
2418                 result = strcat(result, ":", ftos(mapvote_votes[mappos]), "::");\r
2419                 didntvote = mapvote_voters;\r
2420                 for(i = 0; i < mapvote_count; ++i)\r
2421                         if(mapvote_maps[i] != "")\r
2422                         {\r
2423                                 didntvote -= mapvote_votes[i];\r
2424                                 if(i != mappos)\r
2425                                 {\r
2426                                         result = strcat(result, ":", mapvote_maps[i]);\r
2427                                         result = strcat(result, ":", ftos(mapvote_votes[i]));\r
2428                                 }\r
2429                         }\r
2430                 result = strcat(result, ":didn't vote:", ftos(didntvote));\r
2431 \r
2432                 GameLogEcho(result);\r
2433                 if(mapvote_maps_suggested[mappos])\r
2434                         GameLogEcho(strcat(":vote:suggestion_accepted:", mapvote_maps[mappos]));\r
2435         }\r
2436 \r
2437         FOR_EACH_REALCLIENT(other)\r
2438                 FixClientCvars(other);\r
2439 \r
2440         Map_Goto_SetStr(mapvote_maps[mappos]);\r
2441         Map_Goto();\r
2442         alreadychangedlevel = TRUE;\r
2443         return TRUE;\r
2444 }\r
2445 void MapVote_CheckRules_1()\r
2446 {\r
2447         float i;\r
2448 \r
2449         for(i = 0; i < mapvote_count; ++i) if(mapvote_maps[i] != "")\r
2450         {\r
2451                 //dprint("Map ", ftos(i), ": "); dprint(mapvote_maps[i], "\n");\r
2452                 mapvote_votes[i] = 0;\r
2453         }\r
2454 \r
2455         mapvote_voters = 0;\r
2456         FOR_EACH_REALCLIENT(other)\r
2457         {\r
2458                 ++mapvote_voters;\r
2459                 if(other.mapvote)\r
2460                 {\r
2461                         i = other.mapvote - 1;\r
2462                         //dprint("Player ", other.netname, " vote = ", ftos(other.mapvote - 1), "\n");\r
2463                         mapvote_votes[i] = mapvote_votes[i] + 1;\r
2464                 }\r
2465         }\r
2466 }\r
2467 \r
2468 float MapVote_CheckRules_2()\r
2469 {\r
2470         float i;\r
2471         float firstPlace, secondPlace;\r
2472         float firstPlaceVotes, secondPlaceVotes;\r
2473         float mapvote_voters_real;\r
2474         string result;\r
2475 \r
2476         if(mapvote_count_real == 1)\r
2477                 return MapVote_Finished(0);\r
2478 \r
2479         mapvote_voters_real = mapvote_voters;\r
2480         if(mapvote_abstain)\r
2481                 mapvote_voters_real -= mapvote_votes[mapvote_count - 1];\r
2482 \r
2483         RandomSelection_Init();\r
2484         for(i = 0; i < mapvote_count_real; ++i) if(mapvote_maps[i] != "")\r
2485                 RandomSelection_Add(world, i, string_null, 1, mapvote_votes[i]);\r
2486         firstPlace = RandomSelection_chosen_float;\r
2487         firstPlaceVotes = RandomSelection_best_priority;\r
2488         //dprint("First place: ", ftos(firstPlace), "\n");\r
2489         //dprint("First place votes: ", ftos(firstPlaceVotes), "\n");\r
2490 \r
2491         RandomSelection_Init();\r
2492         for(i = 0; i < mapvote_count_real; ++i) if(mapvote_maps[i] != "")\r
2493                 if(i != firstPlace)\r
2494                         RandomSelection_Add(world, i, string_null, 1, mapvote_votes[i]);\r
2495         secondPlace = RandomSelection_chosen_float;\r
2496         secondPlaceVotes = RandomSelection_best_priority;\r
2497         //dprint("Second place: ", ftos(secondPlace), "\n");\r
2498         //dprint("Second place votes: ", ftos(secondPlaceVotes), "\n");\r
2499 \r
2500         if(firstPlace == -1)\r
2501                 error("No first place in map vote... WTF?");\r
2502 \r
2503         if(secondPlace == -1 || time > mapvote_timeout || (mapvote_voters_real - firstPlaceVotes) < firstPlaceVotes)\r
2504                 return MapVote_Finished(firstPlace);\r
2505 \r
2506         if(mapvote_keeptwotime)\r
2507                 if(time > mapvote_keeptwotime || (mapvote_voters_real - firstPlaceVotes - secondPlaceVotes) < secondPlaceVotes)\r
2508                 {\r
2509                         float didntvote;\r
2510                         MapVote_TouchMask();\r
2511                         mapvote_message = "Now decide between the TOP TWO!";\r
2512                         mapvote_keeptwotime = 0;\r
2513                         result = strcat(":vote:keeptwo:", mapvote_maps[firstPlace]);\r
2514                         result = strcat(result, ":", ftos(firstPlaceVotes));\r
2515                         result = strcat(result, ":", mapvote_maps[secondPlace]);\r
2516                         result = strcat(result, ":", ftos(secondPlaceVotes), "::");\r
2517                         didntvote = mapvote_voters;\r
2518                         for(i = 0; i < mapvote_count; ++i)\r
2519                                 if(mapvote_maps[i] != "")\r
2520                                 {\r
2521                                         didntvote -= mapvote_votes[i];\r
2522                                         if(i != firstPlace)\r
2523                                                 if(i != secondPlace)\r
2524                                                 {\r
2525                                                         result = strcat(result, ":", mapvote_maps[i]);\r
2526                                                         result = strcat(result, ":", ftos(mapvote_votes[i]));\r
2527                                                         if(i < mapvote_count_real)\r
2528                                                         {\r
2529                                                                 strunzone(mapvote_maps[i]);\r
2530                                                                 mapvote_maps[i] = "";\r
2531                                                                 strunzone(mapvote_maps_pakfile[i]);\r
2532                                                                 mapvote_maps_pakfile[i] = "";\r
2533                                                         }\r
2534                                                 }\r
2535                                 }\r
2536                         result = strcat(result, ":didn't vote:", ftos(didntvote));\r
2537                         if(cvar("sv_eventlog"))\r
2538                                 GameLogEcho(result);\r
2539                 }\r
2540 \r
2541         return FALSE;\r
2542 }\r
2543 void MapVote_Tick()\r
2544 {\r
2545         float keeptwo;\r
2546         float totalvotes;\r
2547 \r
2548         keeptwo = mapvote_keeptwotime;\r
2549         MapVote_CheckRules_1(); // count\r
2550         if(MapVote_CheckRules_2()) // decide\r
2551                 return;\r
2552 \r
2553         totalvotes = 0;\r
2554         FOR_EACH_REALCLIENT(other)\r
2555         {\r
2556                 // hide scoreboard again\r
2557                 if(other.health != 2342)\r
2558                 {\r
2559                         other.health = 2342;\r
2560                         other.impulse = 0;\r
2561                         if(clienttype(other) == CLIENTTYPE_REAL)\r
2562                         {\r
2563                                 msg_entity = other;\r
2564                                 WriteByte(MSG_ONE, SVC_FINALE);\r
2565                                 WriteString(MSG_ONE, "");\r
2566                         }\r
2567                 }\r
2568 \r
2569                 // clear possibly invalid votes\r
2570                 if(mapvote_maps[other.mapvote - 1] == "")\r
2571                         other.mapvote = 0;\r
2572                 // use impulses as new vote\r
2573                 if(other.impulse >= 1 && other.impulse <= mapvote_count)\r
2574                         if(mapvote_maps[other.impulse - 1] != "")\r
2575                         {\r
2576                                 other.mapvote = other.impulse;\r
2577                                 MapVote_TouchVotes(other);\r
2578                         }\r
2579                 other.impulse = 0;\r
2580 \r
2581                 if(other.mapvote)\r
2582                         ++totalvotes;\r
2583         }\r
2584 \r
2585         MapVote_CheckRules_1(); // just count\r
2586 }\r
2587 void MapVote_Start()\r
2588 {\r
2589         if(mapvote_run)\r
2590                 return;\r
2591 \r
2592         MapInfo_Enumerate();\r
2593         if(MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1))\r
2594                 mapvote_run = TRUE;\r
2595 }\r
2596 void MapVote_Think()\r
2597 {\r
2598         if(!mapvote_run)\r
2599                 return;\r
2600 \r
2601         if(alreadychangedlevel)\r
2602                 return;\r
2603 \r
2604         if(time < mapvote_nextthink)\r
2605                 return;\r
2606         //dprint("tick\n");\r
2607 \r
2608         mapvote_nextthink = time + 0.5;\r
2609 \r
2610         if(!mapvote_initialized)\r
2611         {\r
2612                 if(cvar("rescan_pending") == 1)\r
2613                 {\r
2614                         cvar_set("rescan_pending", "2");\r
2615                         localcmd("fs_rescan\nrescan_pending 3\n");\r
2616                         return;\r
2617                 }\r
2618                 else if(cvar("rescan_pending") == 2)\r
2619                 {\r
2620                         return;\r
2621                 }\r
2622                 else if(cvar("rescan_pending") == 3)\r
2623                 {\r
2624                         // now build missing mapinfo files\r
2625                         if(!MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1))\r
2626                                 return;\r
2627 \r
2628                         // we're done, start the timer\r
2629                         cvar_set("rescan_pending", "0");\r
2630                 }\r
2631 \r
2632                 mapvote_initialized = TRUE;\r
2633                 if(DoNextMapOverride())\r
2634                         return;\r
2635                 if(!cvar("g_maplist_votable") || player_count <= 0)\r
2636                 {\r
2637                         GotoNextMap();\r
2638                         return;\r
2639                 }\r
2640                 MapVote_Init();\r
2641         }\r
2642 \r
2643         MapVote_Tick();\r
2644 };\r
2645 \r
2646 string GotoMap(string m)\r
2647 {\r
2648         if(!MapInfo_CheckMap(m))\r
2649                 return "The map you chose is not available on this server.";\r
2650         cvar_set("nextmap", m);\r
2651         cvar_set("timelimit", "-1");\r
2652         if(mapvote_initialized || alreadychangedlevel)\r
2653         {\r
2654                 if(DoNextMapOverride())\r
2655                         return "Map switch initiated.";\r
2656                 else\r
2657                         return "Hm... no. For some reason I like THIS map more.";\r
2658         }\r
2659         else\r
2660                 return "Map switch will happen after scoreboard.";\r
2661 }\r
2662 \r
2663 \r
2664 void EndFrame()\r
2665 {\r
2666         float altime;\r
2667         FOR_EACH_REALCLIENT(self)\r
2668         {\r
2669                 if(self.classname == "spectator")\r
2670                 {\r
2671                         if(self.enemy.typehitsound)\r
2672                                 play2(self, "misc/typehit.wav");\r
2673                         else if(self.enemy.hitsound && self.cvar_cl_hitsound)\r
2674                                 play2(self, "misc/hit.wav");\r
2675                 }\r
2676                 else\r
2677                 {\r
2678                         if(self.typehitsound)\r
2679                                 play2(self, "misc/typehit.wav");\r
2680                         else if(self.hitsound && self.cvar_cl_hitsound)\r
2681                                 play2(self, "misc/hit.wav");\r
2682                 }\r
2683         }\r
2684         altime = time + frametime * (1 + cvar("g_antilag_nudge"));\r
2685         // add 1 frametime because after this, engine SV_Physics\r
2686         // increases time by a frametime and then networks the frame\r
2687         // add another frametime because client shows everything with\r
2688         // 1 frame of lag (cl_nolerp 0). The last +1 however should not be\r
2689         // needed!\r
2690         FOR_EACH_CLIENT(self)\r
2691         {\r
2692                 self.hitsound = FALSE;\r
2693                 self.typehitsound = FALSE;\r
2694                 antilag_record(self, altime);\r
2695         }\r
2696 }\r
2697 \r
2698 \r
2699 /*\r
2700  * RedirectionThink:\r
2701  * returns TRUE if redirecting\r
2702  */\r
2703 float redirection_timeout;\r
2704 float redirection_nextthink;\r
2705 float RedirectionThink()\r
2706 {\r
2707         float clients_found;\r
2708 \r
2709         if(redirection_target == "")\r
2710                 return FALSE;\r
2711 \r
2712         if(!redirection_timeout)\r
2713         {\r
2714                 cvar_set("sv_public", "-2");\r
2715                 redirection_timeout = time + 0.6; // this will only try twice... should be able to keep more clients\r
2716                 if(redirection_target == "self")\r
2717                         bprint("^3SERVER NOTICE:^7 restarting the server\n");\r
2718                 else\r
2719                         bprint("^3SERVER NOTICE:^7 redirecting everyone to ", redirection_target, "\n");\r
2720         }\r
2721 \r
2722         if(time < redirection_nextthink)\r
2723                 return TRUE;\r
2724 \r
2725         redirection_nextthink = time + 1;\r
2726 \r
2727         clients_found = 0;\r
2728         FOR_EACH_REALCLIENT(self)\r
2729         {\r
2730                 print("Redirecting: sending connect command to ", self.netname, "\n");\r
2731                 if(redirection_target == "self")\r
2732                         stuffcmd(self, "\ndisconnect; reconnect\n");\r
2733                 else\r
2734                         stuffcmd(self, strcat("\ndisconnect; connect ", redirection_target, "\n"));\r
2735                 ++clients_found;\r
2736         }\r
2737 \r
2738         print("Redirecting: ", ftos(clients_found), " clients left.\n");\r
2739 \r
2740         if(time > redirection_timeout || clients_found == 0)\r
2741                 localcmd("\nwait; wait; wait; quit\n");\r
2742 \r
2743         return TRUE;\r
2744 }\r
2745 \r
2746 void TargetMusic_RestoreGame();\r
2747 void RestoreGame()\r
2748 {\r
2749         // Loaded from a save game\r
2750         // some things then break, so let's work around them...\r
2751 \r
2752         // Progs DB (capture records)\r
2753         ServerProgsDB = db_load("server.db");\r
2754 \r
2755         // Mapinfo\r
2756         MapInfo_Shutdown();\r
2757         MapInfo_Enumerate();\r
2758         MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1);\r
2759         WeaponStats_Init();\r
2760 \r
2761         TargetMusic_RestoreGame();\r
2762 }\r
2763 \r
2764 void SV_Shutdown()\r
2765 {\r
2766         if(gameover > 1) // shutting down already?\r
2767                 return;\r
2768 \r
2769         gameover = 2; // 2 = server shutting down\r
2770 \r
2771         if(world_initialized > 0)\r
2772         {\r
2773                 world_initialized = 0;\r
2774                 print("Saving persistent data...\n");\r
2775                 Ban_SaveBans();\r
2776                 if(!cheatcount_total)\r
2777                         db_save(ServerProgsDB, "server.db");\r
2778                 if(cvar("developer"))\r
2779                         db_save(TemporaryDB, "server-temp.db");\r
2780                 CheatShutdown(); // must be after cheatcount check\r
2781                 db_close(ServerProgsDB);\r
2782                 db_close(TemporaryDB);\r
2783                 print("done!\n");\r
2784                 // tell the bot system the game is ending now\r
2785                 bot_endgame();\r
2786 \r
2787                 WeaponStats_Shutdown();\r
2788                 MapInfo_Shutdown();\r
2789         }\r
2790         else if(world_initialized == 0)\r
2791         {\r
2792                 print("NOTE: crashed before even initializing the world, not saving persistent data\n");\r
2793         }\r
2794 }\r