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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         allowed_to_spawn = TRUE;\r
475 \r
476         local entity head;\r
477         head = nextent(world);\r
478         maxclients = 0;\r
479         while(head)\r
480         {\r
481                 ++maxclients;\r
482                 head = nextent(head);\r
483         }\r
484 \r
485         // needs to be done so early as they would still spawn\r
486         RegisterWeapons();\r
487 \r
488         ServerProgsDB = db_load("server.db");\r
489 \r
490         TemporaryDB = db_create();\r
491 \r
492         /*\r
493         TODO sound pack system\r
494         // initialize sound pack system\r
495         soundpack = cvar_string("g_soundpack");\r
496         if(soundpack != "")\r
497                 soundpack = strcat(soundpack, "/");\r
498         soundpack = strzone(soundpack);\r
499         */\r
500 \r
501         // 0 normal\r
502         lightstyle(0, "m");\r
503 \r
504         // 1 FLICKER (first variety)\r
505         lightstyle(1, "mmnmmommommnonmmonqnmmo");\r
506 \r
507         // 2 SLOW STRONG PULSE\r
508         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");\r
509 \r
510         // 3 CANDLE (first variety)\r
511         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");\r
512 \r
513         // 4 FAST STROBE\r
514         lightstyle(4, "mamamamamama");\r
515 \r
516         // 5 GENTLE PULSE 1\r
517         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");\r
518 \r
519         // 6 FLICKER (second variety)\r
520         lightstyle(6, "nmonqnmomnmomomno");\r
521 \r
522         // 7 CANDLE (second variety)\r
523         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");\r
524 \r
525         // 8 CANDLE (third variety)\r
526         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");\r
527 \r
528         // 9 SLOW STROBE (fourth variety)\r
529         lightstyle(9, "aaaaaaaazzzzzzzz");\r
530 \r
531         // 10 FLUORESCENT FLICKER\r
532         lightstyle(10, "mmamammmmammamamaaamammma");\r
533 \r
534         // 11 SLOW PULSE NOT FADE TO BLACK\r
535         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");\r
536 \r
537         // styles 32-62 are assigned by the spawnfunc_light program for switchable lights\r
538 \r
539         // 63 testing\r
540         lightstyle(63, "a");\r
541 \r
542         if(cvar("g_campaign"))\r
543                 CampaignPreInit();\r
544 \r
545         Map_MarkAsRecent(mapname);\r
546 \r
547         precache_model ("null"); // we need this one before InitGameplayMode\r
548         InitGameplayMode();\r
549         readlevelcvars();\r
550         GrabberInit();\r
551 \r
552         player_count = 0;\r
553         bot_waypoints_for_items = cvar("g_waypoints_for_items");\r
554         if(bot_waypoints_for_items == 1)\r
555                 if(self.spawnflags & SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS)\r
556                         bot_waypoints_for_items = 0;\r
557 \r
558         // for setting by mapinfo\r
559         q3acompat_machineshotgunswap = cvar("sv_q3acompat_machineshotgunswap");\r
560         cvar_set("sv_q3acompat_machineshotgunswap", "0");\r
561 \r
562         precache();\r
563 \r
564         WaypointSprite_Init();\r
565 \r
566         //if (g_domination)\r
567         //      dom_init();\r
568 \r
569         GameLogInit(); // prepare everything\r
570         if(cvar("sv_eventlog"))\r
571         {\r
572                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");\r
573                 s = strcat(s, ftos(random()));\r
574                 matchid = strzone(s);\r
575 \r
576                 GameLogEcho(strcat(":gamestart:", GetGametype(), "_", GetMapname(), ":", s));\r
577                 s = ":gameinfo:mutators:LIST";\r
578                 if(!cvar("g_use_ammunition"))\r
579                         s = strcat(s, ":no_use_ammunition");\r
580                 if(!cvar("g_pickup_items"))\r
581                         s = strcat(s, ":no_pickup_items");\r
582                 if(cvar("g_vampire"))\r
583                         s = strcat(s, ":vampire");\r
584                 if(cvar("g_norecoil"))\r
585                         s = strcat(s, ":norecoil");\r
586                 if(cvar("g_midair"))\r
587                         s = strcat(s, ":midair");\r
588                 GameLogEcho(s);\r
589                 GameLogEcho(":gameinfo:end");\r
590         }\r
591         else\r
592                 matchid = strzone(ftos(random()));\r
593 \r
594         cvar_set("nextmap", "");\r
595 \r
596         SetDefaultAlpha();\r
597 \r
598         if(cvar("g_campaign"))\r
599                 CampaignPostInit();\r
600 \r
601         fteqcc_testbugs();\r
602 \r
603         Ban_LoadBans();\r
604 \r
605         MapInfo_Enumerate();\r
606         MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1);\r
607 \r
608         if(whichpack(strcat("maps/", mapname, ".cfg")) != "")\r
609         {\r
610                 fd = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);\r
611                 if(fd != -1)\r
612                 {\r
613                         while((s = fgets(fd)))\r
614                         {\r
615                                 l = tokenize_console(s);\r
616                                 if(l < 2)\r
617                                         continue;\r
618                                 if(argv(0) == "cd")\r
619                                 {\r
620                                         print("Found ^1DEPRECATED^7 cd loop command in .cfg file; put this line in mapinfo instead:\n");\r
621                                         print("  cdtrack ", argv(2), "\n");\r
622                                 }\r
623                                 else if(argv(0) == "fog")\r
624                                 {\r
625                                         print("Found ^1DEPRECATED^7 fog command in .cfg file; put this line in worldspawn in the .map/.bsp/.ent file instead:\n");\r
626                                         print("  \"fog\" \"", s, "\"\n");\r
627                                 }\r
628                                 else if(argv(0) == "set")\r
629                                 {\r
630                                         print("Found ^1DEPRECATED^7 set command in .cfg file; put this line in mapinfo instead:\n");\r
631                                         print("  clientsettemp_for_type all ", argv(1), " ", argv(2), "\n");\r
632                                 }\r
633                                 else if(argv(0) != "//")\r
634                                 {\r
635                                         print("Found ^1DEPRECATED^7 set command in .cfg file; put this line in mapinfo instead:\n");\r
636                                         print("  clientsettemp_for_type all ", argv(0), " ", argv(1), "\n");\r
637                                 }\r
638                         }\r
639                         fclose(fd);\r
640                 }\r
641         }\r
642 \r
643         WeaponStats_Init();\r
644 \r
645         addstat(STAT_WEAPONS, AS_INT, weapons);\r
646         addstat(STAT_SWITCHWEAPON, AS_INT, switchweapon);\r
647         addstat(STAT_GAMESTARTTIME, AS_FLOAT, stat_game_starttime);\r
648         addstat(STAT_ALLOW_OLDNEXBEAM, AS_INT, stat_allow_oldnexbeam);\r
649         Nagger_Init();\r
650 \r
651         addstat(STAT_STRENGTH_FINISHED, AS_FLOAT, strength_finished);\r
652         addstat(STAT_INVINCIBLE_FINISHED, AS_FLOAT, invincible_finished);\r
653         addstat(STAT_PRESSED_KEYS, AS_FLOAT, pressedkeys);\r
654         addstat(STAT_FUEL, AS_INT, ammo_fuel);\r
655         addstat(STAT_DAMAGE_HITS, AS_INT, stat_hit);\r
656         addstat(STAT_DAMAGE_FIRED, AS_INT, stat_fired);\r
657         addstat(STAT_SHOTORG, AS_INT, stat_shotorg);\r
658         addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);\r
659         addstat(STAT_WEAPON_CLIPLOAD, AS_INT, clip_load);\r
660         addstat(STAT_WEAPON_CLIPSIZE, AS_INT, clip_size);\r
661         addstat(STAT_LAST_PICKUP, AS_FLOAT, last_pickup);\r
662         addstat(STAT_WINNING, AS_FLOAT, winning);\r
663         addstat(STAT_VORE_LOAD, AS_INT, stat_stomachload);\r
664         addstat(STAT_VORE_MAXLOAD, AS_INT, stat_stomachmaxload);\r
665         addstat(STAT_VORE_CANSWALLOW, AS_INT, stat_canswallow);\r
666         addstat(STAT_VORE_DIGESTING, AS_INT, stat_digesting);\r
667         addstat(STAT_VORE_EATEN, AS_INT, stat_eaten);\r
668         addstat(STAT_VORE_CANLEAVE, AS_INT, stat_canleave);\r
669         addstat(STAT_VORE_PROGRESS_PREY, AS_FLOAT, swallow_progress_prey);\r
670         addstat(STAT_VORE_PROGRESS_PRED, AS_FLOAT, swallow_progress_pred);\r
671         addstat(STAT_CROSSHAIR_STYLE, AS_INT, stat_crosshair_style);\r
672         addstat(STAT_SBRING1_TYPE, AS_INT, stat_sbring1_type);\r
673         addstat(STAT_SBRING1_CLIP, AS_FLOAT, stat_sbring1_clip);\r
674         addstat(STAT_SBRING2_TYPE, AS_INT, stat_sbring2_type);\r
675         addstat(STAT_SBRING2_CLIP, AS_FLOAT, stat_sbring2_clip);\r
676         addstat(STAT_RESPAWN_TIME, AS_FLOAT, stat_respawn_time);\r
677         next_pingtime = time + 5;\r
678         InitializeEntity(self, cvar_changes_init, INITPRIO_CVARS);\r
679 \r
680         detect_maptype();\r
681 \r
682         lsmaps_reply = "^7Maps available: ";\r
683         lsnewmaps_reply = "^7Maps without a record set: ";\r
684         for(i = 0, j = 0; i < MapInfo_count; ++i)\r
685         {\r
686                 if(MapInfo_Get_ByID(i))\r
687                         if not(MapInfo_Map_flags & (MAPINFO_FLAG_HIDDEN | MAPINFO_FLAG_FORBIDDEN))\r
688                         {\r
689                                 if(mod(i, 2))\r
690                                         col = "^2";\r
691                                 else\r
692                                         col = "^3";\r
693                                 ++j;\r
694                                 lsmaps_reply = strcat(lsmaps_reply, col, MapInfo_Map_bspname, " ");\r
695                                 if(g_race && !stof(db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, RACE_RECORD, "time"))))\r
696                                         lsnewmaps_reply = strcat(lsnewmaps_reply, col, MapInfo_Map_bspname, " ");\r
697                                 else if(g_cts && !stof(db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, CTS_RECORD, "time"))))\r
698                                         lsnewmaps_reply = strcat(lsnewmaps_reply, col, MapInfo_Map_bspname, " ");\r
699                         }\r
700         }\r
701         lsmaps_reply = strzone(strcat(lsmaps_reply, "\n"));\r
702         if (!g_race && !g_cts)\r
703                 lsnewmaps_reply = "Need to be playing race or CTS for lsnewmaps to work.";\r
704         lsnewmaps_reply = strzone(strcat(lsnewmaps_reply, "\n"));\r
705 \r
706         maplist_reply = "^7Maps in list: ";\r
707         n = tokenize_console(cvar_string("g_maplist"));\r
708         for(i = 0, j = 0; i < n; ++i)\r
709         {\r
710                 if(MapInfo_CheckMap(argv(i)))\r
711                 {\r
712                         if(mod(j, 2))\r
713                                 col = "^2";\r
714                         else\r
715                                 col = "^3";\r
716                         maplist_reply = strcat(maplist_reply, col, argv(i), " ");\r
717                         ++j;\r
718                 }\r
719         }\r
720         maplist_reply = strzone(strcat(maplist_reply, "\n"));\r
721         MapInfo_ClearTemps();\r
722 \r
723         for(i = 0; i < 10; ++i)\r
724         {\r
725                 records_reply[i] = strzone(getrecords(i));\r
726         }\r
727 \r
728         rankings_reply = strzone(getrankings());\r
729 \r
730         ClientInit_Spawn();\r
731         RandomSeed_Spawn();\r
732         PingPLReport_Spawn();\r
733         OtherPLReport_Spawn();\r
734 \r
735         CheatInit();\r
736 \r
737         localcmd("\n_sv_hook_gamestart ", GetGametype(), ";");\r
738         if(cvar("g_campaign"))\r
739                 localcmd("\n_sv_hook_campaign_gamestart ", GetGametype(), ";");\r
740 \r
741         world_initialized = 1;\r
742 }\r
743 \r
744 void spawnfunc_light (void)\r
745 {\r
746         //makestatic (self); // Who the f___ did that?\r
747         remove(self);\r
748 }\r
749 \r
750 float TryFile( string pFilename )\r
751 {\r
752         local float lHandle;\r
753         dprint("TryFile(\"", pFilename, "\")\n");\r
754         lHandle = fopen( pFilename, FILE_READ );\r
755         if( lHandle != -1 ) {\r
756                 fclose( lHandle );\r
757                 return TRUE;\r
758         } else {\r
759                 return FALSE;\r
760         }\r
761 };\r
762 \r
763 string GetGametype()\r
764 {\r
765         return GametypeNameFromType(game);\r
766 }\r
767 \r
768 string getmapname_stored;\r
769 string GetMapname()\r
770 {\r
771         return mapname;\r
772 }\r
773 \r
774 float Map_Count, Map_Current;\r
775 string Map_Current_Name;\r
776 \r
777 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count\r
778 float GetMaplistPosition()\r
779 {\r
780         float pos, idx;\r
781         string map;\r
782 \r
783         map = GetMapname();\r
784         idx = cvar("g_maplist_index");\r
785 \r
786         if(idx >= 0)\r
787                 if(idx < Map_Count)\r
788                         if(map == argv(idx))\r
789                                 return idx;\r
790 \r
791         for(pos = 0; pos < Map_Count; ++pos)\r
792                 if(map == argv(pos))\r
793                         return pos;\r
794 \r
795         // resume normal maplist rotation if current map is not in g_maplist\r
796         return idx;\r
797 }\r
798 \r
799 float MapHasRightSize(string map)\r
800 {\r
801         float fh;\r
802         if(currentbots || cvar("bot_number") || player_count < cvar("minplayers"))\r
803         if(cvar("g_maplist_check_waypoints"))\r
804         {\r
805                 dprint("checkwp "); dprint(map);\r
806                 fh = fopen(strcat("maps/", map, ".waypoints"), FILE_READ);\r
807                 if(fh < 0)\r
808                 {\r
809                         dprint(": no waypoints\n");\r
810                         return FALSE;\r
811                 }\r
812                 dprint(": has waypoints\n");\r
813                 fclose(fh);\r
814         }\r
815 \r
816         // open map size restriction file\r
817         dprint("opensize "); dprint(map);\r
818         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);\r
819         if(fh >= 0)\r
820         {\r
821                 float mapmin, mapmax;\r
822                 dprint(": ok, ");\r
823                 mapmin = stof(fgets(fh));\r
824                 mapmax = stof(fgets(fh));\r
825                 fclose(fh);\r
826                 if(player_count < mapmin)\r
827                 {\r
828                         dprint("not enough\n");\r
829                         return FALSE;\r
830                 }\r
831                 if(player_count > mapmax)\r
832                 {\r
833                         dprint("too many\n");\r
834                         return FALSE;\r
835                 }\r
836                 dprint("right size\n");\r
837                 return TRUE;\r
838         }\r
839         dprint(": not found\n");\r
840         return TRUE;\r
841 }\r
842 \r
843 string Map_Filename(float position)\r
844 {\r
845         return strcat("maps/", argv(position), ".bsp");\r
846 }\r
847 \r
848 string strwords(string s, float w)\r
849 {\r
850         float endpos;\r
851         for(endpos = 0; w && endpos >= 0; --w)\r
852                 endpos = strstrofs(s, " ", endpos + 1);\r
853         if(endpos < 0)\r
854                 return s;\r
855         else\r
856                 return substring(s, 0, endpos);\r
857 }\r
858 \r
859 float strhasword(string s, string w)\r
860 {\r
861         return strstrofs(strcat(" ", s, " "), strcat(" ", w, " "), 0) >= 0;\r
862 }\r
863 \r
864 void Map_MarkAsRecent(string m)\r
865 {\r
866         cvar_set("g_maplist_mostrecent", strwords(strcat(m, " ", cvar_string("g_maplist_mostrecent")), max(0, cvar("g_maplist_mostrecent_count"))));\r
867 }\r
868 \r
869 float Map_IsRecent(string m)\r
870 {\r
871         return strhasword(cvar_string("g_maplist_mostrecent"), m);\r
872 }\r
873 \r
874 float Map_Check(float position, float pass)\r
875 {\r
876         string filename;\r
877         string map_next;\r
878         map_next = argv(position);\r
879         if(pass <= 1)\r
880         {\r
881                 if(Map_IsRecent(map_next))\r
882                         return 0;\r
883         }\r
884         filename = Map_Filename(position);\r
885         if(MapInfo_CheckMap(map_next))\r
886         {\r
887                 if(pass == 2)\r
888                         return 1;\r
889                 if(MapHasRightSize(map_next))\r
890                         return 1;\r
891                 return 0;\r
892         }\r
893         else\r
894                 dprint( "Couldn't select '", filename, "'..\n" );\r
895 \r
896         return 0;\r
897 }\r
898 \r
899 void Map_Goto_SetStr(string nextmapname)\r
900 {\r
901         if(getmapname_stored != "")\r
902                 strunzone(getmapname_stored);\r
903         if(nextmapname == "")\r
904                 getmapname_stored = "";\r
905         else\r
906                 getmapname_stored = strzone(nextmapname);\r
907 }\r
908 \r
909 void Map_Goto_SetFloat(float position)\r
910 {\r
911         cvar_set("g_maplist_index", ftos(position));\r
912         Map_Goto_SetStr(argv(position));\r
913 }\r
914 \r
915 void GameResetCfg()\r
916 {\r
917         // settings persist, except...\r
918         localcmd("\nsettemp_restore\n");\r
919 };\r
920 \r
921 void Map_Goto()\r
922 {\r
923         GameResetCfg();\r
924         MapInfo_LoadMap(getmapname_stored);\r
925 }\r
926 \r
927 // return codes of map selectors:\r
928 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)\r
929 //   -2 = permanent failure\r
930 float() MaplistMethod_Iterate = // usual method\r
931 {\r
932         float pass, i;\r
933 \r
934         for(pass = 1; pass <= 2; ++pass)\r
935         {\r
936                 for(i = 1; i < Map_Count; ++i)\r
937                 {\r
938                         float mapindex;\r
939                         mapindex = mod(i + Map_Current, Map_Count);\r
940                         if(Map_Check(mapindex, pass))\r
941                                 return mapindex;\r
942                 }\r
943         }\r
944         return -1;\r
945 }\r
946 \r
947 float() MaplistMethod_Repeat = // fallback method\r
948 {\r
949         if(Map_Check(Map_Current, 2))\r
950                 return Map_Current;\r
951         return -2;\r
952 }\r
953 \r
954 float() MaplistMethod_Random = // random map selection\r
955 {\r
956         float i, imax;\r
957 \r
958         imax = 42;\r
959 \r
960         for(i = 0; i <= imax; ++i)\r
961         {\r
962                 float mapindex;\r
963                 mapindex = mod(Map_Current + floor(random() * (Map_Count - 1) + 1), Map_Count); // any OTHER map\r
964                 if(Map_Check(mapindex, 1))\r
965                         return mapindex;\r
966         }\r
967         return -1;\r
968 }\r
969 \r
970 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling\r
971 // the exponent sets a bias on the map selection:\r
972 // the higher the exponent, the less likely "shortly repeated" same maps are\r
973 {\r
974         float i, j, imax, insertpos;\r
975 \r
976         imax = 42;\r
977 \r
978         for(i = 0; i <= imax; ++i)\r
979         {\r
980                 string newlist;\r
981 \r
982                 // now reinsert this at another position\r
983                 insertpos = pow(random(), 1 / exponent);       // ]0, 1]\r
984                 insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]\r
985                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}\r
986                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");\r
987 \r
988                 // insert the current map there\r
989                 newlist = "";\r
990                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above\r
991                         newlist = strcat(newlist, " ", argv(j));\r
992                 newlist = strcat(newlist, " ", argv(0));       // now insert the just selected map\r
993                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last\r
994                         newlist = strcat(newlist, " ", argv(j));\r
995                 newlist = substring(newlist, 1, strlen(newlist) - 1);\r
996                 cvar_set("g_maplist", newlist);\r
997                 Map_Count = tokenizebyseparator(cvar_string("g_maplist"), " ");\r
998 \r
999                 // NOTE: the selected map has just been inserted at (insertpos-1)th position\r
1000                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working\r
1001                 if(Map_Check(Map_Current, 1))\r
1002                         return Map_Current;\r
1003         }\r
1004         return -1;\r
1005 }\r
1006 \r
1007 void Maplist_Init()\r
1008 {\r
1009         Map_Count = tokenizebyseparator(cvar_string("g_maplist"), " ");\r
1010         if(Map_Count == 0)\r
1011         {\r
1012                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );\r
1013                 cvar_set("g_maplist", MapInfo_ListAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));\r
1014                 if(cvar("g_maplist_shuffle"))\r
1015                         ShuffleMaplist();\r
1016                 localcmd("\nmenu_cmd sync\n");\r
1017                 Map_Count = tokenizebyseparator(cvar_string("g_maplist"), " ");\r
1018         }\r
1019         if(Map_Count == 0)\r
1020                 error("empty maplist, cannot select a new map");\r
1021         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);\r
1022 \r
1023         if(Map_Current_Name)\r
1024                 strunzone(Map_Current_Name);\r
1025         Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP\r
1026         // this may or may not be correct, but who cares, in the worst case a map\r
1027         // isn't chosen in the first pass that should have been\r
1028 }\r
1029 \r
1030 string GetNextMap()\r
1031 {\r
1032         float nextMap;\r
1033 \r
1034         Maplist_Init();\r
1035         nextMap = -1;\r
1036 \r
1037         if(nextMap == -1)\r
1038                 if(cvar("g_maplist_shuffle") > 0)\r
1039                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);\r
1040 \r
1041         if(nextMap == -1)\r
1042                 if(cvar("g_maplist_selectrandom"))\r
1043                         nextMap = MaplistMethod_Random();\r
1044 \r
1045         if(nextMap == -1)\r
1046                 nextMap = MaplistMethod_Iterate();\r
1047 \r
1048         if(nextMap == -1)\r
1049                 nextMap = MaplistMethod_Repeat();\r
1050 \r
1051         if(nextMap >= 0)\r
1052         {\r
1053                 Map_Goto_SetFloat(nextMap);\r
1054                 return getmapname_stored;\r
1055         }\r
1056 \r
1057         return "";\r
1058 };\r
1059 \r
1060 float DoNextMapOverride()\r
1061 {\r
1062         if(cvar("g_campaign"))\r
1063         {\r
1064                 if(cvar("g_campaign_changelevel"))\r
1065                 {\r
1066                         CampaignPostIntermission();\r
1067                         alreadychangedlevel = TRUE;\r
1068                         return TRUE;\r
1069                 }\r
1070                 else\r
1071                         localcmd("togglemenu 1\n");\r
1072         }\r
1073         if(cvar("quit_when_empty"))\r
1074         {\r
1075                 if(player_count <= currentbots)\r
1076                 {\r
1077                         localcmd("quit\n");\r
1078                         alreadychangedlevel = TRUE;\r
1079                         return TRUE;\r
1080                 }\r
1081         }\r
1082         if(cvar_string("quit_and_redirect") != "")\r
1083         {\r
1084                 redirection_target = strzone(cvar_string("quit_and_redirect"));\r
1085                 alreadychangedlevel = TRUE;\r
1086                 return TRUE;\r
1087         }\r
1088         if (cvar("samelevel")) // if samelevel is set, stay on same level\r
1089         {\r
1090                 // 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
1091                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));\r
1092                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)\r
1093                 localcmd("restart\n");\r
1094                 //changelevel (mapname);\r
1095                 alreadychangedlevel = TRUE;\r
1096                 return TRUE;\r
1097         }\r
1098         if(cvar_string("nextmap") != "")\r
1099                 if(MapInfo_CheckMap(cvar_string("nextmap")))\r
1100                 {\r
1101                         Map_Goto_SetStr(cvar_string("nextmap"));\r
1102                         Map_Goto();\r
1103                         alreadychangedlevel = TRUE;\r
1104                         return TRUE;\r
1105                 }\r
1106         if(cvar("lastlevel"))\r
1107         {\r
1108                 GameResetCfg();\r
1109                 localcmd("set lastlevel 0\ntogglemenu\n");\r
1110                 alreadychangedlevel = TRUE;\r
1111                 return TRUE;\r
1112         }\r
1113         return FALSE;\r
1114 };\r
1115 \r
1116 void GotoNextMap()\r
1117 {\r
1118         //local string nextmap;\r
1119         //local float n, nummaps;\r
1120         //local string s;\r
1121         if (alreadychangedlevel)\r
1122                 return;\r
1123         alreadychangedlevel = TRUE;\r
1124 \r
1125         {\r
1126                 string nextMap;\r
1127                 float allowReset;\r
1128 \r
1129                 for(allowReset = 1; allowReset >= 0; --allowReset)\r
1130                 {\r
1131                         nextMap = GetNextMap();\r
1132                         if(nextMap != "")\r
1133                                 break;\r
1134 \r
1135                         if(allowReset)\r
1136                         {\r
1137                                 bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );\r
1138                                 cvar_set("g_maplist", MapInfo_ListAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));\r
1139                                 if(cvar("g_maplist_shuffle"))\r
1140                                         ShuffleMaplist();\r
1141                                 localcmd("\nmenu_cmd sync\n");\r
1142                         }\r
1143                         else\r
1144                         {\r
1145                                 error("Everything is broken - not even the default map list works. Please report this to the developers.");\r
1146                         }\r
1147                 }\r
1148                 Map_Goto();\r
1149         }\r
1150 };\r
1151 \r
1152 \r
1153 /*\r
1154 ============\r
1155 IntermissionThink\r
1156 \r
1157 When the player presses attack or jump, change to the next level\r
1158 ============\r
1159 */\r
1160 .float autoscreenshot;\r
1161 void() MapVote_Start;\r
1162 void() MapVote_Think;\r
1163 float mapvote_initialized;\r
1164 void IntermissionThink()\r
1165 {\r
1166         FixIntermissionClient(self);\r
1167 \r
1168         if(cvar("sv_autoscreenshot"))\r
1169         if(self.autoscreenshot > 0)\r
1170         if(time > self.autoscreenshot)\r
1171         {\r
1172                 self.autoscreenshot = -1;\r
1173                 if(clienttype(self) == CLIENTTYPE_REAL)\r
1174                         stuffcmd(self, "\nscreenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");\r
1175                 return;\r
1176         }\r
1177 \r
1178         if (time < intermission_exittime)\r
1179                 return;\r
1180 \r
1181         if(!mapvote_initialized)\r
1182                 if (time < intermission_exittime + 10 && !self.BUTTON_ATCK && !self.BUTTON_JUMP && !self.BUTTON_ATCK2 && !self.BUTTON_JETPACK && !self.BUTTON_USE)\r
1183                         return;\r
1184 \r
1185         MapVote_Start();\r
1186 };\r
1187 \r
1188 /*\r
1189 ============\r
1190 FindIntermission\r
1191 \r
1192 Returns the entity to view from\r
1193 ============\r
1194 */\r
1195 /*\r
1196 entity FindIntermission()\r
1197 {\r
1198         local   entity spot;\r
1199         local   float cyc;\r
1200 \r
1201 // look for info_intermission first\r
1202         spot = find (world, classname, "info_intermission");\r
1203         if (spot)\r
1204         {       // pick a random one\r
1205                 cyc = random() * 4;\r
1206                 while (cyc > 1)\r
1207                 {\r
1208                         spot = find (spot, classname, "info_intermission");\r
1209                         if (!spot)\r
1210                                 spot = find (spot, classname, "info_intermission");\r
1211                         cyc = cyc - 1;\r
1212                 }\r
1213                 return spot;\r
1214         }\r
1215 \r
1216 // then look for the start position\r
1217         spot = find (world, classname, "info_player_start");\r
1218         if (spot)\r
1219                 return spot;\r
1220 \r
1221 // testinfo_player_start is only found in regioned levels\r
1222         spot = find (world, classname, "testplayerstart");\r
1223         if (spot)\r
1224                 return spot;\r
1225 \r
1226 // then look for the start position\r
1227         spot = find (world, classname, "info_player_deathmatch");\r
1228         if (spot)\r
1229                 return spot;\r
1230 \r
1231         //objerror ("FindIntermission: no spot");\r
1232         return world;\r
1233 };\r
1234 */\r
1235 \r
1236 /*\r
1237 ===============================================================================\r
1238 \r
1239 RULES\r
1240 \r
1241 ===============================================================================\r
1242 */\r
1243 \r
1244 void DumpStats(float final)\r
1245 {\r
1246         local float file;\r
1247         local string s;\r
1248         local float to_console;\r
1249         local float to_eventlog;\r
1250         local float to_file;\r
1251         local float i;\r
1252 \r
1253         to_console = cvar("sv_logscores_console");\r
1254         to_eventlog = cvar("sv_eventlog");\r
1255         to_file = cvar("sv_logscores_file");\r
1256 \r
1257         if(!final)\r
1258         {\r
1259                 to_console = TRUE; // always print printstats replies\r
1260                 to_eventlog = FALSE; // but never print them to the event log\r
1261         }\r
1262 \r
1263         if(to_eventlog)\r
1264                 if(cvar("sv_eventlog_console"))\r
1265                         to_console = FALSE; // otherwise we get the output twice\r
1266 \r
1267         if(final)\r
1268                 s = ":scores:";\r
1269         else\r
1270                 s = ":status:";\r
1271         s = strcat(s, GetGametype(), "_", GetMapname(), ":", ftos(rint(time)));\r
1272 \r
1273         if(to_console)\r
1274                 print(s, "\n");\r
1275         if(to_eventlog)\r
1276                 GameLogEcho(s);\r
1277         if(to_file)\r
1278         {\r
1279                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);\r
1280                 if(file == -1)\r
1281                         to_file = FALSE;\r
1282                 else\r
1283                         fputs(file, strcat(s, "\n"));\r
1284         }\r
1285 \r
1286         s = strcat(":labels:player:", GetPlayerScoreString(world, 0));\r
1287         if(to_console)\r
1288                 print(s, "\n");\r
1289         if(to_eventlog)\r
1290                 GameLogEcho(s);\r
1291         if(to_file)\r
1292                 fputs(file, strcat(s, "\n"));\r
1293 \r
1294         FOR_EACH_CLIENT(other)\r
1295         {\r
1296                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))\r
1297                 {\r
1298                         s = strcat(":player:see-labels:", GetPlayerScoreString(other, 0), ":");\r
1299                         s = strcat(s, ftos(rint(time - other.jointime)), ":");\r
1300                         if(other.classname == "player" || g_arena || g_ca || g_lms)\r
1301                                 s = strcat(s, ftos(other.team), ":");\r
1302                         else\r
1303                                 s = strcat(s, "spectator:");\r
1304 \r
1305                         if(to_console)\r
1306                                 print(s, other.netname, "\n");\r
1307                         if(to_eventlog)\r
1308                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname));\r
1309                         if(to_file)\r
1310                                 fputs(file, strcat(s, other.netname, "\n"));\r
1311                 }\r
1312         }\r
1313 \r
1314         if(teams_matter)\r
1315         {\r
1316                 s = strcat(":labels:teamscores:", GetTeamScoreString(0, 0));\r
1317                 if(to_console)\r
1318                         print(s, "\n");\r
1319                 if(to_eventlog)\r
1320                         GameLogEcho(s);\r
1321                 if(to_file)\r
1322                         fputs(file, strcat(s, "\n"));\r
1323 \r
1324                 for(i = 1; i < 16; ++i)\r
1325                 {\r
1326                         s = strcat(":teamscores:see-labels:", GetTeamScoreString(i, 0));\r
1327                         s = strcat(s, ":", ftos(i));\r
1328                         if(to_console)\r
1329                                 print(s, "\n");\r
1330                         if(to_eventlog)\r
1331                                 GameLogEcho(s);\r
1332                         if(to_file)\r
1333                                 fputs(file, strcat(s, "\n"));\r
1334                 }\r
1335         }\r
1336 \r
1337         if(to_console)\r
1338                 print(":end\n");\r
1339         if(to_eventlog)\r
1340                 GameLogEcho(":end");\r
1341         if(to_file)\r
1342         {\r
1343                 fputs(file, ":end\n");\r
1344                 fclose(file);\r
1345         }\r
1346 }\r
1347 \r
1348 void FixIntermissionClient(entity e)\r
1349 {\r
1350         if(!e.autoscreenshot) // initial call\r
1351         {\r
1352                 e.angles = e.v_angle;\r
1353                 e.angles_x = -e.angles_x;\r
1354                 e.autoscreenshot = time + 0.8;  // used for autoscreenshot\r
1355                 e.health = -2342;\r
1356                 // first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)\r
1357                 e.solid = SOLID_NOT;\r
1358                 e.movetype = MOVETYPE_NONE;\r
1359                 e.takedamage = DAMAGE_NO;\r
1360                 if(e.weaponentity)\r
1361                 {\r
1362                         e.weaponentity.effects = EF_NODRAW;\r
1363                         if (e.weaponentity.weaponentity)\r
1364                                 e.weaponentity.weaponentity.effects = EF_NODRAW;\r
1365                 }\r
1366                 if(clienttype(e) == CLIENTTYPE_REAL)\r
1367                 {\r
1368                         stuffcmd(e, "\nscr_printspeed 1000000\n");\r
1369                         msg_entity = e;\r
1370                         WriteByte(MSG_ONE, SVC_INTERMISSION);\r
1371                 }\r
1372         }\r
1373 \r
1374         //e.velocity = '0 0 0';\r
1375         //e.fixangle = TRUE;\r
1376 \r
1377         // TODO halt weapon animation\r
1378 }\r
1379 \r
1380 \r
1381 /*\r
1382 go to the next level for deathmatch\r
1383 only called if a time or frag limit has expired\r
1384 */\r
1385 void NextLevel()\r
1386 {\r
1387         float i;\r
1388 \r
1389         gameover = TRUE;\r
1390 \r
1391         intermission_running = 1;\r
1392 \r
1393 // enforce a wait time before allowing changelevel\r
1394         if(player_count > 0)\r
1395                 intermission_exittime = time + cvar("sv_mapchange_delay");\r
1396         else\r
1397                 intermission_exittime = -1;\r
1398 \r
1399         /*\r
1400         WriteByte (MSG_ALL, SVC_CDTRACK);\r
1401         WriteByte (MSG_ALL, 3);\r
1402         WriteByte (MSG_ALL, 3);\r
1403         // done in FixIntermission\r
1404         */\r
1405 \r
1406         //pos = FindIntermission ();\r
1407 \r
1408         VoteReset();\r
1409 \r
1410         DumpStats(TRUE);\r
1411 \r
1412         if(cvar("sv_eventlog"))\r
1413                 GameLogEcho(":gameover");\r
1414 \r
1415         GameLogClose();\r
1416 \r
1417 // TO DO\r
1418 \r
1419 // save the stats to a text file on the client\r
1420 // stuffcmd(other, log_stats "stats/file_name");\r
1421 // bprint stats\r
1422 // stuffcmd(other, log_stats "");\r
1423 // use a filename similar to the demo name\r
1424         // string file_name;\r
1425         // file_name = strcat("\nlog_file \"stats/", strftime(TRUE, "%Y-%m-%d_%H-%M"), "_", mapname, ".txt\"");  // open the log file\r
1426 \r
1427 // write a stats parser for the menu\r
1428 \r
1429         if(cvar("sv_accuracy_data_send")) {\r
1430                 string stats_to_send;\r
1431 \r
1432                 FOR_EACH_CLIENT(other) {  // make the string to send\r
1433                         FixIntermissionClient(other);\r
1434 \r
1435                         if(other.cvar_cl_accuracy_data_share) {\r
1436                                 stats_to_send = strcat(stats_to_send, ":hits:", other.netname);\r
1437 \r
1438                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
1439                                         stats_to_send = strcat(stats_to_send, ":", ftos(other.stats_hit[i-1]));\r
1440 \r
1441                                 stats_to_send = strcat(stats_to_send, "\n:fired:", other.netname);\r
1442 \r
1443                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
1444                                         stats_to_send = strcat(stats_to_send, ":", ftos(other.stats_fired[i-1]));\r
1445 \r
1446                                 stats_to_send = strcat(stats_to_send, "\n");\r
1447                         }\r
1448                 }\r
1449 \r
1450                 FOR_EACH_REALCLIENT(other) {  // only spam humans\r
1451                         Score_NicePrint(other);  // print the score\r
1452 \r
1453                         if(other.cvar_cl_accuracy_data_receive)  // send the stats string to all the willing clients\r
1454                                 bprint(stats_to_send);\r
1455                 }\r
1456         } else { // ye olde message\r
1457                 FOR_EACH_PLAYER(other) {\r
1458                         FixIntermissionClient(other);\r
1459 \r
1460                         if(other.winning)\r
1461                                 bprint(other.netname, " ^7wins.\n");\r
1462                 }\r
1463         }\r
1464 \r
1465         if(cvar("g_campaign"))\r
1466                 CampaignPreIntermission();\r
1467 \r
1468         localcmd("\nsv_hook_gameend;");\r
1469         if(cvar("g_campaign"))\r
1470                 localcmd("\nsv_hook_campaign_gameend;");\r
1471 }\r
1472 \r
1473 /*\r
1474 ============\r
1475 CheckRules_Player\r
1476 \r
1477 Exit deathmatch games upon conditions\r
1478 ============\r
1479 */\r
1480 void CheckRules_Player()\r
1481 {\r
1482         if (gameover)   // someone else quit the game already\r
1483                 return;\r
1484 \r
1485         if(self.deadflag == DEAD_NO)\r
1486                 self.play_time += frametime;\r
1487 \r
1488         // fixme: don't check players; instead check spawnfunc_dom_team and spawnfunc_ctf_team entities\r
1489         //   (div0: and that in CheckRules_World please)\r
1490 };\r
1491 \r
1492 float checkrules_equality;\r
1493 float checkrules_suddendeathwarning;\r
1494 float checkrules_suddendeathend;\r
1495 float checkrules_overtimesadded; //how many overtimes have been already added\r
1496 \r
1497 float WINNING_NO = 0; // no winner, but time limits may terminate the game\r
1498 float WINNING_YES = 1; // winner found\r
1499 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached\r
1500 float WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW\r
1501 \r
1502 float InitiateSuddenDeath()\r
1503 {\r
1504         // Check first whether normal overtimes could be added before initiating suddendeath mode\r
1505         // - for this timelimit_overtime needs to be >0 of course\r
1506         // - also check the winning condition calculated in the previous frame and only add normal overtime\r
1507         //   again, if at the point at which timelimit would be extended again, still no winner was found\r
1508         if ((checkrules_overtimesadded >= 0) && (checkrules_overtimesadded < cvar("timelimit_overtimes")) && cvar("timelimit_overtime") && !(g_race && !g_race_qualifying))\r
1509         {\r
1510                 return 1; // need to call InitiateOvertime later\r
1511         }\r
1512         else\r
1513         {\r
1514                 if(!checkrules_suddendeathend)\r
1515                 {\r
1516                         checkrules_suddendeathend = time + 60 * cvar("timelimit_suddendeath");\r
1517                         if(g_race && !g_race_qualifying)\r
1518                                 race_StartCompleting();\r
1519                 }\r
1520                 return 0;\r
1521         }\r
1522 }\r
1523 \r
1524 void InitiateOvertime() // ONLY call this if InitiateSuddenDeath returned true\r
1525 {\r
1526         ++checkrules_overtimesadded;\r
1527         //add one more overtime by simply extending the timelimit\r
1528         float tl;\r
1529         tl = cvar("timelimit");\r
1530         tl += cvar("timelimit_overtime");\r
1531         cvar_set("timelimit", ftos(tl));\r
1532         string minutesPlural;\r
1533         if (cvar("timelimit_overtime") == 1)\r
1534                 minutesPlural = " ^3minute";\r
1535         else\r
1536                 minutesPlural = " ^3minutes";\r
1537 \r
1538         bcenterprint(\r
1539                 strcat(\r
1540                         "^3Now playing ^1OVERTIME^3!\n\n^3Added ^1",\r
1541                         ftos(cvar("timelimit_overtime")),\r
1542                         minutesPlural,\r
1543                         " to the game!"\r
1544                 )\r
1545         );\r
1546 }\r
1547 \r
1548 float GetWinningCode(float fraglimitreached, float equality)\r
1549 {\r
1550         if(equality)\r
1551                 if(fraglimitreached)\r
1552                         return WINNING_STARTSUDDENDEATHOVERTIME;\r
1553                 else\r
1554                         return WINNING_NEVER;\r
1555         else\r
1556                 if(fraglimitreached)\r
1557                         return WINNING_YES;\r
1558                 else\r
1559                         return WINNING_NO;\r
1560 }\r
1561 \r
1562 // set the .winning flag for exactly those players with a given field value\r
1563 void SetWinners(.float field, float value)\r
1564 {\r
1565         entity head;\r
1566         FOR_EACH_PLAYER(head)\r
1567                 head.winning = (head.field == value);\r
1568 }\r
1569 \r
1570 // set the .winning flag for those players with a given field value\r
1571 void AddWinners(.float field, float value)\r
1572 {\r
1573         entity head;\r
1574         FOR_EACH_PLAYER(head)\r
1575                 if(head.field == value)\r
1576                         head.winning = 1;\r
1577 }\r
1578 \r
1579 // clear the .winning flags\r
1580 void ClearWinners(void)\r
1581 {\r
1582         entity head;\r
1583         FOR_EACH_PLAYER(head)\r
1584                 head.winning = 0;\r
1585 }\r
1586 \r
1587 // Onslaught winning condition:\r
1588 // game terminates if only one team has a working generator (or none)\r
1589 float WinningCondition_Onslaught()\r
1590 {\r
1591         entity head;\r
1592         local float t1, t2, t3, t4;\r
1593 \r
1594         WinningConditionHelper(); // set worldstatus\r
1595 \r
1596         if(inWarmupStage)\r
1597                 return WINNING_NO;\r
1598 \r
1599         // first check if the game has ended\r
1600         t1 = t2 = t3 = t4 = 0;\r
1601         head = find(world, classname, "onslaught_generator");\r
1602         while (head)\r
1603         {\r
1604                 if (head.health > 0)\r
1605                 {\r
1606                         if (head.team == COLOR_TEAM1) t1 = 1;\r
1607                         if (head.team == COLOR_TEAM2) t2 = 1;\r
1608                         if (head.team == COLOR_TEAM3) t3 = 1;\r
1609                         if (head.team == COLOR_TEAM4) t4 = 1;\r
1610                 }\r
1611                 head = find(head, classname, "onslaught_generator");\r
1612         }\r
1613         if (t1 + t2 + t3 + t4 < 2)\r
1614         {\r
1615                 // game over, only one team remains (or none)\r
1616                 ClearWinners();\r
1617                 if (t1) SetWinners(team, COLOR_TEAM1);\r
1618                 if (t2) SetWinners(team, COLOR_TEAM2);\r
1619                 if (t3) SetWinners(team, COLOR_TEAM3);\r
1620                 if (t4) SetWinners(team, COLOR_TEAM4);\r
1621                 dprint("Have a winner, ending game.\n");\r
1622                 return WINNING_YES;\r
1623         }\r
1624 \r
1625         // Two or more teams remain\r
1626         return WINNING_NO;\r
1627 }\r
1628 \r
1629 float LMS_NewPlayerLives()\r
1630 {\r
1631         float fl;\r
1632         fl = cvar("fraglimit");\r
1633         if(fl == 0)\r
1634                 fl = 999;\r
1635 \r
1636         // first player has left the game for dying too much? Nobody else can get in.\r
1637         if(lms_lowest_lives < 1)\r
1638                 return 0;\r
1639 \r
1640         if(!cvar("g_lms_join_anytime"))\r
1641                 if(lms_lowest_lives < fl - cvar("g_lms_last_join"))\r
1642                         return 0;\r
1643 \r
1644         return bound(1, lms_lowest_lives, fl);\r
1645 }\r
1646 \r
1647 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)\r
1648 // they win. Otherwise the defending team wins once the timelimit passes.\r
1649 void assault_new_round();\r
1650 float WinningCondition_Assault()\r
1651 {\r
1652         local float status;\r
1653 \r
1654         WinningConditionHelper(); // set worldstatus\r
1655 \r
1656         status = WINNING_NO;\r
1657         // as the timelimit has not yet passed just assume the defending team will win\r
1658         if(assault_attacker_team == COLOR_TEAM1)\r
1659         {\r
1660                 SetWinners(team, COLOR_TEAM2);\r
1661         }\r
1662         else\r
1663         {\r
1664                 SetWinners(team, COLOR_TEAM1);\r
1665         }\r
1666 \r
1667         local entity ent;\r
1668         ent = find(world, classname, "target_assault_roundend");\r
1669         if(ent)\r
1670         {\r
1671                 if(ent.winning) // round end has been triggered by attacking team\r
1672                 {\r
1673                         bprint("ASSAULT: round completed...\n");\r
1674                         SetWinners(team, assault_attacker_team);\r
1675 \r
1676                         TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));\r
1677 \r
1678                         if(ent.cnt == 1) // this was the second round\r
1679                         {\r
1680                                 status = WINNING_YES;\r
1681                         }\r
1682                         else\r
1683                         {\r
1684                                 local entity oldself;\r
1685                                 oldself = self;\r
1686                                 self = ent;\r
1687                                 assault_new_round();\r
1688                                 self = oldself;\r
1689                         }\r
1690                 }\r
1691         }\r
1692 \r
1693         return status;\r
1694 }\r
1695 \r
1696 // LMS winning condition: game terminates if and only if there's at most one\r
1697 // one player who's living lives. Top two scores being equal cancels the time\r
1698 // limit.\r
1699 float WinningCondition_LMS()\r
1700 {\r
1701         entity head, head2;\r
1702         float have_player;\r
1703         float have_players;\r
1704         float l;\r
1705 \r
1706         have_player = FALSE;\r
1707         have_players = FALSE;\r
1708         l = LMS_NewPlayerLives();\r
1709 \r
1710         head = find(world, classname, "player");\r
1711         if(head)\r
1712                 have_player = TRUE;\r
1713         head2 = find(head, classname, "player");\r
1714         if(head2)\r
1715                 have_players = TRUE;\r
1716 \r
1717         if(have_player)\r
1718         {\r
1719                 // we have at least one player\r
1720                 if(have_players)\r
1721                 {\r
1722                         // two or more active players - continue with the game\r
1723                 }\r
1724                 else\r
1725                 {\r
1726                         // exactly one player?\r
1727 \r
1728                         ClearWinners();\r
1729                         SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out\r
1730 \r
1731                         if(l)\r
1732                         {\r
1733                                 // game still running (that is, nobody got removed from the game by a frag yet)? then continue\r
1734                                 return WINNING_NO;\r
1735                         }\r
1736                         else\r
1737                         {\r
1738                                 // a winner!\r
1739                                 // and assign him his first place\r
1740                                 PlayerScore_Add(head, SP_LMS_RANK, 1);\r
1741                                 return WINNING_YES;\r
1742                         }\r
1743                 }\r
1744         }\r
1745         else\r
1746         {\r
1747                 // nobody is playing at all...\r
1748                 if(l)\r
1749                 {\r
1750                         // wait for players...\r
1751                 }\r
1752                 else\r
1753                 {\r
1754                         // SNAFU (maybe a draw game?)\r
1755                         ClearWinners();\r
1756                         dprint("No players, ending game.\n");\r
1757                         return WINNING_YES;\r
1758                 }\r
1759         }\r
1760 \r
1761         // When we get here, we have at least two players who are actually LIVING,\r
1762         // now check if the top two players have equal score.\r
1763         WinningConditionHelper();\r
1764 \r
1765         ClearWinners();\r
1766         if(WinningConditionHelper_winner)\r
1767                 WinningConditionHelper_winner.winning = TRUE;\r
1768         if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)\r
1769                 return WINNING_NEVER;\r
1770 \r
1771         // Top two have different scores? Way to go for our beloved TIMELIMIT!\r
1772         return WINNING_NO;\r
1773 }\r
1774 \r
1775 void ShuffleMaplist()\r
1776 {\r
1777         cvar_set("g_maplist", shufflewords(cvar_string("g_maplist")));\r
1778 }\r
1779 \r
1780 float leaderfrags;\r
1781 float WinningCondition_Scores(float limit, float leadlimit)\r
1782 {\r
1783         // TODO make everything use THIS winning condition (except LMS)\r
1784         WinningConditionHelper();\r
1785 \r
1786         if(teams_matter)\r
1787         {\r
1788                 team1_score = TeamScore_GetCompareValue(COLOR_TEAM1);\r
1789                 team2_score = TeamScore_GetCompareValue(COLOR_TEAM2);\r
1790                 team3_score = TeamScore_GetCompareValue(COLOR_TEAM3);\r
1791                 team4_score = TeamScore_GetCompareValue(COLOR_TEAM4);\r
1792         }\r
1793 \r
1794         ClearWinners();\r
1795         if(WinningConditionHelper_winner)\r
1796                 WinningConditionHelper_winner.winning = 1;\r
1797         if(WinningConditionHelper_winnerteam >= 0)\r
1798                 SetWinners(team, WinningConditionHelper_winnerteam);\r
1799 \r
1800         if(WinningConditionHelper_lowerisbetter)\r
1801         {\r
1802                 WinningConditionHelper_topscore = -WinningConditionHelper_topscore;\r
1803                 WinningConditionHelper_secondscore = -WinningConditionHelper_secondscore;\r
1804                 limit = -limit;\r
1805         }\r
1806 \r
1807         if(WinningConditionHelper_zeroisworst)\r
1808                 leadlimit = 0; // not supported in this mode\r
1809 \r
1810         if(g_dm || g_tdm || g_arena || g_ca || (g_race && !g_race_qualifying))\r
1811         // these modes always score in increments of 1, thus this makes sense\r
1812         {\r
1813                 if(leaderfrags != WinningConditionHelper_topscore)\r
1814                 {\r
1815                         leaderfrags = WinningConditionHelper_topscore;\r
1816 \r
1817                         if (limit)\r
1818                         if (leaderfrags == limit - 1)\r
1819                                 Announce("1fragleft");\r
1820                         else if (leaderfrags == limit - 2)\r
1821                                 Announce("2fragsleft");\r
1822                         else if (leaderfrags == limit - 3)\r
1823                                 Announce("3fragsleft");\r
1824                 }\r
1825         }\r
1826 \r
1827         return GetWinningCode(\r
1828                 WinningConditionHelper_topscore &&\r
1829                 (\r
1830                         (limit && (WinningConditionHelper_topscore >= limit))\r
1831                         ||\r
1832                         (leadlimit && (WinningConditionHelper_topscore - WinningConditionHelper_secondscore >= leadlimit))\r
1833                 ),\r
1834                 WinningConditionHelper_equality\r
1835         );\r
1836 }\r
1837 \r
1838 float WinningCondition_Race(float fraglimit)\r
1839 {\r
1840         float wc;\r
1841         entity p;\r
1842         float n, c;\r
1843 \r
1844         n = 0;\r
1845         c = 0;\r
1846         FOR_EACH_PLAYER(p)\r
1847         {\r
1848                 ++n;\r
1849                 if(p.race_completed)\r
1850                         ++c;\r
1851         }\r
1852         if(n && (n == c))\r
1853                 return WINNING_YES;\r
1854         wc = WinningCondition_Scores(fraglimit, 0);\r
1855 \r
1856         // ALWAYS initiate overtime, unless EVERYONE has finished the race!\r
1857         if(wc == WINNING_YES || wc == WINNING_STARTSUDDENDEATHOVERTIME)\r
1858         // do NOT support equality when the laps are all raced!\r
1859                 return WINNING_STARTSUDDENDEATHOVERTIME;\r
1860         else\r
1861                 return WINNING_NEVER;\r
1862         return wc;\r
1863 }\r
1864 \r
1865 void ReadyRestart();\r
1866 float WinningCondition_QualifyingThenRace(float limit)\r
1867 {\r
1868         float wc;\r
1869         wc = WinningCondition_Scores(limit, 0);\r
1870 \r
1871         // NEVER initiate overtime\r
1872         if(wc == WINNING_YES || wc == WINNING_STARTSUDDENDEATHOVERTIME)\r
1873         {\r
1874                 return WINNING_YES;\r
1875         }\r
1876 \r
1877         return wc;\r
1878 }\r
1879 \r
1880 float WinningCondition_RanOutOfSpawns()\r
1881 {\r
1882         entity head;\r
1883 \r
1884         if(have_team_spawns <= 0)\r
1885                 return WINNING_NO;\r
1886 \r
1887         if(!some_spawn_has_been_used)\r
1888                 return WINNING_NO;\r
1889 \r
1890         team1_score = team2_score = team3_score = team4_score = 0;\r
1891 \r
1892         FOR_EACH_PLAYER(head) if(head.deadflag == DEAD_NO)\r
1893         {\r
1894                 if(head.team == COLOR_TEAM1)\r
1895                         team1_score = 1;\r
1896                 else if(head.team == COLOR_TEAM2)\r
1897                         team2_score = 1;\r
1898                 else if(head.team == COLOR_TEAM3)\r
1899                         team3_score = 1;\r
1900                 else if(head.team == COLOR_TEAM4)\r
1901                         team4_score = 1;\r
1902         }\r
1903 \r
1904         for(head = world; (head = find(head, classname, "info_player_deathmatch")) != world; )\r
1905         {\r
1906                 if(head.team == COLOR_TEAM1)\r
1907                         team1_score = 1;\r
1908                 else if(head.team == COLOR_TEAM2)\r
1909                         team2_score = 1;\r
1910                 else if(head.team == COLOR_TEAM3)\r
1911                         team3_score = 1;\r
1912                 else if(head.team == COLOR_TEAM4)\r
1913                         team4_score = 1;\r
1914         }\r
1915 \r
1916         ClearWinners();\r
1917         if(team1_score + team2_score + team3_score + team4_score == 0)\r
1918         {\r
1919                 checkrules_equality = TRUE;\r
1920                 return WINNING_YES;\r
1921         }\r
1922         else if(team1_score + team2_score + team3_score + team4_score == 1)\r
1923         {\r
1924                 float t, i;\r
1925                 if(team1_score) t = COLOR_TEAM1;\r
1926                 if(team2_score) t = COLOR_TEAM2;\r
1927                 if(team3_score) t = COLOR_TEAM3;\r
1928                 if(team4_score) t = COLOR_TEAM4;\r
1929                 CheckAllowedTeams(world);\r
1930                 for(i = 0; i < MAX_TEAMSCORE; ++i)\r
1931                 {\r
1932                         if(t != COLOR_TEAM1) if(c1 >= 0) TeamScore_AddToTeam(COLOR_TEAM1, i, -1000);\r
1933                         if(t != COLOR_TEAM2) if(c2 >= 0) TeamScore_AddToTeam(COLOR_TEAM2, i, -1000);\r
1934                         if(t != COLOR_TEAM3) if(c3 >= 0) TeamScore_AddToTeam(COLOR_TEAM3, i, -1000);\r
1935                         if(t != COLOR_TEAM4) if(c4 >= 0) TeamScore_AddToTeam(COLOR_TEAM4, i, -1000);\r
1936                 }\r
1937 \r
1938                 AddWinners(team, t);\r
1939                 return WINNING_YES;\r
1940         }\r
1941         else\r
1942                 return WINNING_NO;\r
1943 }\r
1944 \r
1945 /*\r
1946 ============\r
1947 CheckRules_World\r
1948 \r
1949 Exit deathmatch games upon conditions\r
1950 ============\r
1951 */\r
1952 void CheckRules_World()\r
1953 {\r
1954         float timelimit;\r
1955         float fraglimit;\r
1956         float leadlimit;\r
1957 \r
1958         VoteThink();\r
1959         MapVote_Think();\r
1960 \r
1961         SetDefaultAlpha();\r
1962 \r
1963         /*\r
1964         MapVote_Think should now do that part\r
1965         if (intermission_running)\r
1966                 if (time >= intermission_exittime + 60)\r
1967                 {\r
1968                         if(!DoNextMapOverride())\r
1969                                 GotoNextMap();\r
1970                         return;\r
1971                 }\r
1972         */\r
1973 \r
1974         if (gameover)   // someone else quit the game already\r
1975         {\r
1976                 if(player_count == 0) // Nobody there? Then let's go to the next map\r
1977                         MapVote_Start();\r
1978                         // this will actually check the player count in the next frame\r
1979                         // again, but this shouldn't hurt\r
1980                 return;\r
1981         }\r
1982 \r
1983         timelimit = cvar("timelimit") * 60;\r
1984         fraglimit = cvar("fraglimit");\r
1985         leadlimit = cvar("leadlimit");\r
1986 \r
1987         if(inWarmupStage || time <= game_starttime) // NOTE: this is <= to prevent problems in the very tic where the game starts\r
1988         {\r
1989                 if(timelimit > 0)\r
1990                         timelimit = 0; // timelimit is not made for warmup\r
1991                 if(fraglimit > 0)\r
1992                         fraglimit = 0; // no fraglimit for now\r
1993                 leadlimit = 0; // no leadlimit for now\r
1994         }\r
1995 \r
1996         if(g_onslaught)\r
1997                 timelimit = 0; // ONS has its own overtime rule\r
1998 \r
1999         if(timelimit > 0)\r
2000         {\r
2001                 timelimit += game_starttime;\r
2002         }\r
2003         else if (timelimit < 0)\r
2004         {\r
2005                 // endmatch\r
2006                 NextLevel();\r
2007                 return;\r
2008         }\r
2009 \r
2010         float wantovertime;\r
2011         wantovertime = 0;\r
2012 \r
2013         if(checkrules_suddendeathend)\r
2014         {\r
2015                 if(!checkrules_suddendeathwarning)\r
2016                 {\r
2017                         checkrules_suddendeathwarning = TRUE;\r
2018                         if(g_race && !g_race_qualifying)\r
2019                                 bcenterprint("^3Everyone, finish your lap! The race is over!");\r
2020                         else\r
2021                                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");\r
2022                 }\r
2023         }\r
2024         else\r
2025         {\r
2026                 if (timelimit && time >= timelimit)\r
2027                 {\r
2028                         if(g_race && (g_race_qualifying == 2) && timelimit > 0)\r
2029                         {\r
2030                                 float totalplayers;\r
2031                                 float playerswithlaps;\r
2032                                 float readyplayers;\r
2033                                 entity head;\r
2034                                 totalplayers = playerswithlaps = readyplayers = 0;\r
2035                                 FOR_EACH_PLAYER(head)\r
2036                                 {\r
2037                                         ++totalplayers;\r
2038                                         if(PlayerScore_Add(head, SP_RACE_FASTEST, 0))\r
2039                                                 ++playerswithlaps;\r
2040                                         if(head.ready)\r
2041                                                 ++readyplayers;\r
2042                                 }\r
2043 \r
2044                                 // at least 2 of the players have completed a lap: start the RACE\r
2045                                 // otherwise, the players should end the qualifying on their own\r
2046                                 if(readyplayers || playerswithlaps >= 2)\r
2047                                 {\r
2048                                         checkrules_suddendeathend = 0;\r
2049                                         ReadyRestart(); // go to race\r
2050                                         return;\r
2051                                 }\r
2052                                 else\r
2053                                         wantovertime |= InitiateSuddenDeath();\r
2054                         }\r
2055                         else\r
2056                                 wantovertime |= InitiateSuddenDeath();\r
2057                 }\r
2058         }\r
2059 \r
2060         if (checkrules_suddendeathend && time >= checkrules_suddendeathend)\r
2061         {\r
2062                 NextLevel();\r
2063                 return;\r
2064         }\r
2065 \r
2066         float checkrules_status;\r
2067         checkrules_status = WinningCondition_RanOutOfSpawns();\r
2068         if(checkrules_status == WINNING_YES)\r
2069         {\r
2070                 bprint("Hey! Someone ran out of spawns!\n");\r
2071         }\r
2072         else if(g_race && !g_race_qualifying && timelimit >= 0)\r
2073         {\r
2074                 checkrules_status = WinningCondition_Race(fraglimit);\r
2075                 //print("WC_RACE yields ", ftos(checkrules_status), "\n");\r
2076         }\r
2077         else if(g_race && g_race_qualifying == 2 && timelimit >= 0)\r
2078         {\r
2079                 checkrules_status = WinningCondition_QualifyingThenRace(fraglimit);\r
2080                 //print("WC_QUALIFYING_THEN_RACE yields ", ftos(checkrules_status), "\n");\r
2081         }\r
2082         else if(g_assault)\r
2083         {\r
2084                 checkrules_status = WinningCondition_Assault(); // TODO remove this?\r
2085         }\r
2086         else if(g_lms)\r
2087         {\r
2088                 checkrules_status = WinningCondition_LMS();\r
2089         }\r
2090         else if (g_onslaught)\r
2091         {\r
2092                 checkrules_status = WinningCondition_Onslaught(); // TODO remove this?\r
2093         }\r
2094         else\r
2095         {\r
2096                 checkrules_status = WinningCondition_Scores(fraglimit, leadlimit);\r
2097                 //print("WC_SCORES yields ", ftos(checkrules_status), "\n");\r
2098         }\r
2099 \r
2100         if(checkrules_status == WINNING_STARTSUDDENDEATHOVERTIME)\r
2101         {\r
2102                 checkrules_status = WINNING_NEVER;\r
2103                 checkrules_overtimesadded = -1;\r
2104                 wantovertime |= InitiateSuddenDeath();\r
2105         }\r
2106 \r
2107         if(checkrules_status == WINNING_NEVER)\r
2108                 // equality cases! Nobody wins if the overtime ends in a draw.\r
2109                 ClearWinners();\r
2110 \r
2111         if(wantovertime)\r
2112         {\r
2113                 if(checkrules_status == WINNING_NEVER)\r
2114                         InitiateOvertime();\r
2115                 else\r
2116                         checkrules_status = WINNING_YES;\r
2117         }\r
2118 \r
2119         if(checkrules_suddendeathend)\r
2120                 if(checkrules_status != WINNING_NEVER || time >= checkrules_suddendeathend)\r
2121                         checkrules_status = WINNING_YES;\r
2122 \r
2123         if(checkrules_status == WINNING_YES)\r
2124         {\r
2125                 //print("WINNING\n");\r
2126                 NextLevel();\r
2127         }\r
2128 };\r
2129 \r
2130 float mapvote_nextthink;\r
2131 float mapvote_initialized;\r
2132 float mapvote_keeptwotime;\r
2133 float mapvote_timeout;\r
2134 string mapvote_message;\r
2135 #define MAPVOTE_SCREENSHOT_DIRS_COUNT 4\r
2136 string mapvote_screenshot_dirs[MAPVOTE_SCREENSHOT_DIRS_COUNT];\r
2137 float mapvote_screenshot_dirs_count;\r
2138 \r
2139 float mapvote_count;\r
2140 float mapvote_count_real;\r
2141 string mapvote_maps[MAPVOTE_COUNT];\r
2142 float mapvote_maps_screenshot_dir[MAPVOTE_COUNT];\r
2143 string mapvote_maps_pakfile[MAPVOTE_COUNT];\r
2144 float mapvote_maps_suggested[MAPVOTE_COUNT];\r
2145 string mapvote_suggestions[MAPVOTE_COUNT];\r
2146 float mapvote_suggestion_ptr;\r
2147 float mapvote_maxlen;\r
2148 float mapvote_voters;\r
2149 float mapvote_votes[MAPVOTE_COUNT];\r
2150 float mapvote_run;\r
2151 float mapvote_detail;\r
2152 float mapvote_abstain;\r
2153 .float mapvote;\r
2154 \r
2155 void MapVote_ClearAllVotes()\r
2156 {\r
2157         FOR_EACH_CLIENT(other)\r
2158                 other.mapvote = 0;\r
2159 }\r
2160 \r
2161 string MapVote_Suggest(string m)\r
2162 {\r
2163         float i;\r
2164         if(m == "")\r
2165                 return "That's not how to use this command.";\r
2166         if(!cvar("g_maplist_votable_suggestions"))\r
2167                 return "Suggestions are not accepted on this server.";\r
2168         if(mapvote_initialized)\r
2169                 return "Can't suggest - voting is already in progress!";\r
2170         m = MapInfo_FixName(m);\r
2171         if(!m)\r
2172                 return "The map you suggested is not available on this server.";\r
2173         if(!cvar("g_maplist_votable_suggestions_override_mostrecent"))\r
2174                 if(Map_IsRecent(m))\r
2175                         return "This server does not allow for recent maps to be played again. Please be patient for some rounds.";\r
2176 \r
2177         if(!MapInfo_CheckMap(m))\r
2178                 return "The map you suggested does not support the current game mode.";\r
2179         for(i = 0; i < mapvote_suggestion_ptr; ++i)\r
2180                 if(mapvote_suggestions[i] == m)\r
2181                         return "This map was already suggested.";\r
2182         if(mapvote_suggestion_ptr >= MAPVOTE_COUNT)\r
2183         {\r
2184                 i = floor(random() * mapvote_suggestion_ptr);\r
2185         }\r
2186         else\r
2187         {\r
2188                 i = mapvote_suggestion_ptr;\r
2189                 mapvote_suggestion_ptr += 1;\r
2190         }\r
2191         if(mapvote_suggestions[i] != "")\r
2192                 strunzone(mapvote_suggestions[i]);\r
2193         mapvote_suggestions[i] = strzone(m);\r
2194         if(cvar("sv_eventlog"))\r
2195                 GameLogEcho(strcat(":vote:suggested:", m, ":", ftos(self.playerid)));\r
2196         return strcat("Suggestion of ", m, " accepted.");\r
2197 }\r
2198 \r
2199 void MapVote_AddVotable(string nextMap, float isSuggestion)\r
2200 {\r
2201         float j, i, o;\r
2202         string pakfile, mapfile;\r
2203 \r
2204         if(nextMap == "")\r
2205                 return;\r
2206         for(j = 0; j < mapvote_count; ++j)\r
2207                 if(mapvote_maps[j] == nextMap)\r
2208                         return;\r
2209         if(strlen(nextMap) > mapvote_maxlen)\r
2210                 mapvote_maxlen = strlen(nextMap);\r
2211         mapvote_maps[mapvote_count] = strzone(nextMap);\r
2212         mapvote_maps_suggested[mapvote_count] = isSuggestion;\r
2213 \r
2214         for(i = 0; i < mapvote_screenshot_dirs_count; ++i)\r
2215         {\r
2216                 mapfile = strcat(mapvote_screenshot_dirs[i], "/", mapvote_maps[i]);\r
2217                 pakfile = whichpack(strcat(mapfile, ".tga"));\r
2218                 if(pakfile == "")\r
2219                         pakfile = whichpack(strcat(mapfile, ".jpg"));\r
2220                 if(pakfile == "")\r
2221                         pakfile = whichpack(strcat(mapfile, ".png"));\r
2222                 if(pakfile != "")\r
2223                         break;\r
2224         }\r
2225         if(i >= mapvote_screenshot_dirs_count)\r
2226                 i = 0; // FIXME maybe network this error case, as that means there is no mapshot on the server?\r
2227         for(o = strstr(pakfile, "/", 0)+1; o > 0; o = strstr(pakfile, "/", 0)+1)\r
2228                 pakfile = substring(pakfile, o, -1);\r
2229 \r
2230         mapvote_maps_screenshot_dir[mapvote_count] = i;\r
2231         mapvote_maps_pakfile[mapvote_count] = strzone(pakfile);\r
2232 \r
2233         mapvote_count += 1;\r
2234 }\r
2235 \r
2236 void MapVote_Spawn();\r
2237 void MapVote_Init()\r
2238 {\r
2239         float i;\r
2240         float nmax, smax;\r
2241 \r
2242         if(cvar("g_campaign"))\r
2243                 return;\r
2244 \r
2245         MapVote_ClearAllVotes();\r
2246 \r
2247         mapvote_count = 0;\r
2248         mapvote_detail = !cvar("g_maplist_votable_nodetail");\r
2249         mapvote_abstain = cvar("g_maplist_votable_abstain");\r
2250 \r
2251         if(mapvote_abstain)\r
2252                 nmax = min(MAPVOTE_COUNT - 1, cvar("g_maplist_votable"));\r
2253         else\r
2254                 nmax = min(MAPVOTE_COUNT, cvar("g_maplist_votable"));\r
2255         smax = min3(nmax, cvar("g_maplist_votable_suggestions"), mapvote_suggestion_ptr);\r
2256 \r
2257         // we need this for AddVotable, as that cycles through the screenshot dirs\r
2258         mapvote_screenshot_dirs_count = tokenize_console(cvar_string("g_maplist_votable_screenshot_dir"));\r
2259         if(mapvote_screenshot_dirs_count == 0)\r
2260                 mapvote_screenshot_dirs_count = tokenize_console("maps levelshots");\r
2261         mapvote_screenshot_dirs_count = min(mapvote_screenshot_dirs_count, MAPVOTE_SCREENSHOT_DIRS_COUNT);\r
2262         for(i = 0; i < mapvote_screenshot_dirs_count; ++i)\r
2263                 mapvote_screenshot_dirs[i] = strzone(argv(i));\r
2264 \r
2265         if(mapvote_suggestion_ptr)\r
2266                 for(i = 0; i < 100 && mapvote_count < smax; ++i)\r
2267                         MapVote_AddVotable(mapvote_suggestions[floor(random() * mapvote_suggestion_ptr)], TRUE);\r
2268 \r
2269         for(i = 0; i < 100 && mapvote_count < nmax; ++i)\r
2270                 MapVote_AddVotable(GetNextMap(), FALSE);\r
2271 \r
2272         if(mapvote_count == 0)\r
2273         {\r
2274                 bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );\r
2275                 cvar_set("g_maplist", MapInfo_ListAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));\r
2276                 if(cvar("g_maplist_shuffle"))\r
2277                         ShuffleMaplist();\r
2278                 localcmd("\nmenu_cmd sync\n");\r
2279                 for(i = 0; i < 100 && mapvote_count < nmax; ++i)\r
2280                         MapVote_AddVotable(GetNextMap(), FALSE);\r
2281         }\r
2282 \r
2283         mapvote_count_real = mapvote_count;\r
2284         if(mapvote_abstain)\r
2285                 MapVote_AddVotable("don't care", 0);\r
2286 \r
2287         //dprint("mapvote count is ", ftos(mapvote_count), "\n");\r
2288 \r
2289         mapvote_keeptwotime = time + cvar("g_maplist_votable_keeptwotime");\r
2290         mapvote_timeout = time + cvar("g_maplist_votable_timeout");\r
2291         if(mapvote_count_real < 3 || mapvote_keeptwotime <= time)\r
2292                 mapvote_keeptwotime = 0;\r
2293         mapvote_message = "Choose a map and press its key!";\r
2294 \r
2295         MapVote_Spawn();\r
2296 }\r
2297 \r
2298 void MapVote_SendPicture(float id)\r
2299 {\r
2300         msg_entity = self;\r
2301         WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
2302         WriteByte(MSG_ONE, TE_CSQC_PICTURE);\r
2303         WriteByte(MSG_ONE, id);\r
2304         WritePicture(MSG_ONE, strcat(mapvote_screenshot_dirs[mapvote_maps_screenshot_dir[id]], "/", mapvote_maps[id]), 3072);\r
2305 }\r
2306 \r
2307 float GameCommand_MapVote(string cmd)\r
2308 {\r
2309         if(!intermission_running)\r
2310                 return FALSE;\r
2311 \r
2312         if(cmd == "mv_getpic")\r
2313         {\r
2314                 MapVote_SendPicture(stof(argv(1)));\r
2315                 return TRUE;\r
2316         }\r
2317 \r
2318         return FALSE;\r
2319 }\r
2320 \r
2321 float MapVote_GetMapMask()\r
2322 {\r
2323         float mask, i, power;\r
2324         mask = 0;\r
2325         for(i = 0, power = 1; i < mapvote_count; ++i, power *= 2)\r
2326                 if(mapvote_maps[i] != "")\r
2327                         mask |= power;\r
2328         return mask;\r
2329 }\r
2330 \r
2331 entity mapvote_ent;\r
2332 float MapVote_SendEntity(entity to, float sf)\r
2333 {\r
2334         float i;\r
2335 \r
2336         if(sf & 1)\r
2337                 sf &~= 2; // if we send 1, we don't need to also send 2\r
2338 \r
2339         WriteByte(MSG_ENTITY, ENT_CLIENT_MAPVOTE);\r
2340         WriteByte(MSG_ENTITY, sf);\r
2341 \r
2342         if(sf & 1)\r
2343         {\r
2344                 // flag 1 == initialization\r
2345                 for(i = 0; i < mapvote_screenshot_dirs_count; ++i)\r
2346                         WriteString(MSG_ENTITY, mapvote_screenshot_dirs[i]);\r
2347                 WriteString(MSG_ENTITY, "");\r
2348                 WriteByte(MSG_ENTITY, mapvote_count);\r
2349                 WriteByte(MSG_ENTITY, mapvote_abstain);\r
2350                 WriteByte(MSG_ENTITY, mapvote_detail);\r
2351                 WriteCoord(MSG_ENTITY, mapvote_timeout);\r
2352                 if(mapvote_count <= 8)\r
2353                         WriteByte(MSG_ENTITY, MapVote_GetMapMask());\r
2354                 else\r
2355                         WriteShort(MSG_ENTITY, MapVote_GetMapMask());\r
2356                 for(i = 0; i < mapvote_count; ++i)\r
2357                         if(mapvote_maps[i] != "")\r
2358                         {\r
2359                                 if(mapvote_abstain && i == mapvote_count - 1)\r
2360                                 {\r
2361                                         WriteString(MSG_ENTITY, ""); // abstain needs no text\r
2362                                         WriteString(MSG_ENTITY, ""); // abstain needs no pack\r
2363                                         WriteByte(MSG_ENTITY, 0); // abstain needs no screenshot dir\r
2364                                 }\r
2365                                 else\r
2366                                 {\r
2367                                         WriteString(MSG_ENTITY, mapvote_maps[i]);\r
2368                                         WriteString(MSG_ENTITY, mapvote_maps_pakfile[i]);\r
2369                                         WriteByte(MSG_ENTITY, mapvote_maps_screenshot_dir[i]);\r
2370                                 }\r
2371                         }\r
2372         }\r
2373 \r
2374         if(sf & 2)\r
2375         {\r
2376                 // flag 2 == update of mask\r
2377                 if(mapvote_count <= 8)\r
2378                         WriteByte(MSG_ENTITY, MapVote_GetMapMask());\r
2379                 else\r
2380                         WriteShort(MSG_ENTITY, MapVote_GetMapMask());\r
2381         }\r
2382 \r
2383         if(sf & 4)\r
2384         {\r
2385                 if(mapvote_detail)\r
2386                         for(i = 0; i < mapvote_count; ++i)\r
2387                                 if(mapvote_maps[i] != "")\r
2388                                         WriteByte(MSG_ENTITY, mapvote_votes[i]);\r
2389 \r
2390                 WriteByte(MSG_ENTITY, to.mapvote);\r
2391         }\r
2392 \r
2393         return TRUE;\r
2394 }\r
2395 \r
2396 void MapVote_Spawn()\r
2397 {\r
2398         Net_LinkEntity(mapvote_ent = spawn(), FALSE, 0, MapVote_SendEntity);\r
2399 }\r
2400 \r
2401 void MapVote_TouchMask()\r
2402 {\r
2403         mapvote_ent.SendFlags |= 2;\r
2404 }\r
2405 \r
2406 void MapVote_TouchVotes(entity voter)\r
2407 {\r
2408         mapvote_ent.SendFlags |= 4;\r
2409 }\r
2410 \r
2411 float MapVote_Finished(float mappos)\r
2412 {\r
2413         string result;\r
2414         float i;\r
2415         float didntvote;\r
2416 \r
2417         if(cvar("sv_eventlog"))\r
2418         {\r
2419                 result = strcat(":vote:finished:", mapvote_maps[mappos]);\r
2420                 result = strcat(result, ":", ftos(mapvote_votes[mappos]), "::");\r
2421                 didntvote = mapvote_voters;\r
2422                 for(i = 0; i < mapvote_count; ++i)\r
2423                         if(mapvote_maps[i] != "")\r
2424                         {\r
2425                                 didntvote -= mapvote_votes[i];\r
2426                                 if(i != mappos)\r
2427                                 {\r
2428                                         result = strcat(result, ":", mapvote_maps[i]);\r
2429                                         result = strcat(result, ":", ftos(mapvote_votes[i]));\r
2430                                 }\r
2431                         }\r
2432                 result = strcat(result, ":didn't vote:", ftos(didntvote));\r
2433 \r
2434                 GameLogEcho(result);\r
2435                 if(mapvote_maps_suggested[mappos])\r
2436                         GameLogEcho(strcat(":vote:suggestion_accepted:", mapvote_maps[mappos]));\r
2437         }\r
2438 \r
2439         FOR_EACH_REALCLIENT(other)\r
2440                 FixClientCvars(other);\r
2441 \r
2442         Map_Goto_SetStr(mapvote_maps[mappos]);\r
2443         Map_Goto();\r
2444         alreadychangedlevel = TRUE;\r
2445         return TRUE;\r
2446 }\r
2447 void MapVote_CheckRules_1()\r
2448 {\r
2449         float i;\r
2450 \r
2451         for(i = 0; i < mapvote_count; ++i) if(mapvote_maps[i] != "")\r
2452         {\r
2453                 //dprint("Map ", ftos(i), ": "); dprint(mapvote_maps[i], "\n");\r
2454                 mapvote_votes[i] = 0;\r
2455         }\r
2456 \r
2457         mapvote_voters = 0;\r
2458         FOR_EACH_REALCLIENT(other)\r
2459         {\r
2460                 ++mapvote_voters;\r
2461                 if(other.mapvote)\r
2462                 {\r
2463                         i = other.mapvote - 1;\r
2464                         //dprint("Player ", other.netname, " vote = ", ftos(other.mapvote - 1), "\n");\r
2465                         mapvote_votes[i] = mapvote_votes[i] + 1;\r
2466                 }\r
2467         }\r
2468 }\r
2469 \r
2470 float MapVote_CheckRules_2()\r
2471 {\r
2472         float i;\r
2473         float firstPlace, secondPlace;\r
2474         float firstPlaceVotes, secondPlaceVotes;\r
2475         float mapvote_voters_real;\r
2476         string result;\r
2477 \r
2478         if(mapvote_count_real == 1)\r
2479                 return MapVote_Finished(0);\r
2480 \r
2481         mapvote_voters_real = mapvote_voters;\r
2482         if(mapvote_abstain)\r
2483                 mapvote_voters_real -= mapvote_votes[mapvote_count - 1];\r
2484 \r
2485         RandomSelection_Init();\r
2486         for(i = 0; i < mapvote_count_real; ++i) if(mapvote_maps[i] != "")\r
2487                 RandomSelection_Add(world, i, string_null, 1, mapvote_votes[i]);\r
2488         firstPlace = RandomSelection_chosen_float;\r
2489         firstPlaceVotes = RandomSelection_best_priority;\r
2490         //dprint("First place: ", ftos(firstPlace), "\n");\r
2491         //dprint("First place votes: ", ftos(firstPlaceVotes), "\n");\r
2492 \r
2493         RandomSelection_Init();\r
2494         for(i = 0; i < mapvote_count_real; ++i) if(mapvote_maps[i] != "")\r
2495                 if(i != firstPlace)\r
2496                         RandomSelection_Add(world, i, string_null, 1, mapvote_votes[i]);\r
2497         secondPlace = RandomSelection_chosen_float;\r
2498         secondPlaceVotes = RandomSelection_best_priority;\r
2499         //dprint("Second place: ", ftos(secondPlace), "\n");\r
2500         //dprint("Second place votes: ", ftos(secondPlaceVotes), "\n");\r
2501 \r
2502         if(firstPlace == -1)\r
2503                 error("No first place in map vote... WTF?");\r
2504 \r
2505         if(secondPlace == -1 || time > mapvote_timeout || (mapvote_voters_real - firstPlaceVotes) < firstPlaceVotes)\r
2506                 return MapVote_Finished(firstPlace);\r
2507 \r
2508         if(mapvote_keeptwotime)\r
2509                 if(time > mapvote_keeptwotime || (mapvote_voters_real - firstPlaceVotes - secondPlaceVotes) < secondPlaceVotes)\r
2510                 {\r
2511                         float didntvote;\r
2512                         MapVote_TouchMask();\r
2513                         mapvote_message = "Now decide between the TOP TWO!";\r
2514                         mapvote_keeptwotime = 0;\r
2515                         result = strcat(":vote:keeptwo:", mapvote_maps[firstPlace]);\r
2516                         result = strcat(result, ":", ftos(firstPlaceVotes));\r
2517                         result = strcat(result, ":", mapvote_maps[secondPlace]);\r
2518                         result = strcat(result, ":", ftos(secondPlaceVotes), "::");\r
2519                         didntvote = mapvote_voters;\r
2520                         for(i = 0; i < mapvote_count; ++i)\r
2521                                 if(mapvote_maps[i] != "")\r
2522                                 {\r
2523                                         didntvote -= mapvote_votes[i];\r
2524                                         if(i != firstPlace)\r
2525                                                 if(i != secondPlace)\r
2526                                                 {\r
2527                                                         result = strcat(result, ":", mapvote_maps[i]);\r
2528                                                         result = strcat(result, ":", ftos(mapvote_votes[i]));\r
2529                                                         if(i < mapvote_count_real)\r
2530                                                         {\r
2531                                                                 strunzone(mapvote_maps[i]);\r
2532                                                                 mapvote_maps[i] = "";\r
2533                                                                 strunzone(mapvote_maps_pakfile[i]);\r
2534                                                                 mapvote_maps_pakfile[i] = "";\r
2535                                                         }\r
2536                                                 }\r
2537                                 }\r
2538                         result = strcat(result, ":didn't vote:", ftos(didntvote));\r
2539                         if(cvar("sv_eventlog"))\r
2540                                 GameLogEcho(result);\r
2541                 }\r
2542 \r
2543         return FALSE;\r
2544 }\r
2545 void MapVote_Tick()\r
2546 {\r
2547         float keeptwo;\r
2548         float totalvotes;\r
2549 \r
2550         keeptwo = mapvote_keeptwotime;\r
2551         MapVote_CheckRules_1(); // count\r
2552         if(MapVote_CheckRules_2()) // decide\r
2553                 return;\r
2554 \r
2555         totalvotes = 0;\r
2556         FOR_EACH_REALCLIENT(other)\r
2557         {\r
2558                 // hide scoreboard again\r
2559                 if(other.health != 2342)\r
2560                 {\r
2561                         other.health = 2342;\r
2562                         other.impulse = 0;\r
2563                         if(clienttype(other) == CLIENTTYPE_REAL)\r
2564                         {\r
2565                                 msg_entity = other;\r
2566                                 WriteByte(MSG_ONE, SVC_FINALE);\r
2567                                 WriteString(MSG_ONE, "");\r
2568                         }\r
2569                 }\r
2570 \r
2571                 // clear possibly invalid votes\r
2572                 if(mapvote_maps[other.mapvote - 1] == "")\r
2573                         other.mapvote = 0;\r
2574                 // use impulses as new vote\r
2575                 if(other.impulse >= 1 && other.impulse <= mapvote_count)\r
2576                         if(mapvote_maps[other.impulse - 1] != "")\r
2577                         {\r
2578                                 other.mapvote = other.impulse;\r
2579                                 MapVote_TouchVotes(other);\r
2580                         }\r
2581                 other.impulse = 0;\r
2582 \r
2583                 if(other.mapvote)\r
2584                         ++totalvotes;\r
2585         }\r
2586 \r
2587         MapVote_CheckRules_1(); // just count\r
2588 }\r
2589 void MapVote_Start()\r
2590 {\r
2591         if(mapvote_run)\r
2592                 return;\r
2593 \r
2594         MapInfo_Enumerate();\r
2595         if(MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1))\r
2596                 mapvote_run = TRUE;\r
2597 }\r
2598 void MapVote_Think()\r
2599 {\r
2600         if(!mapvote_run)\r
2601                 return;\r
2602 \r
2603         if(alreadychangedlevel)\r
2604                 return;\r
2605 \r
2606         if(time < mapvote_nextthink)\r
2607                 return;\r
2608         //dprint("tick\n");\r
2609 \r
2610         mapvote_nextthink = time + 0.5;\r
2611 \r
2612         if(!mapvote_initialized)\r
2613         {\r
2614                 if(cvar("rescan_pending") == 1)\r
2615                 {\r
2616                         cvar_set("rescan_pending", "2");\r
2617                         localcmd("fs_rescan\nrescan_pending 3\n");\r
2618                         return;\r
2619                 }\r
2620                 else if(cvar("rescan_pending") == 2)\r
2621                 {\r
2622                         return;\r
2623                 }\r
2624                 else if(cvar("rescan_pending") == 3)\r
2625                 {\r
2626                         // now build missing mapinfo files\r
2627                         if(!MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1))\r
2628                                 return;\r
2629 \r
2630                         // we're done, start the timer\r
2631                         cvar_set("rescan_pending", "0");\r
2632                 }\r
2633 \r
2634                 mapvote_initialized = TRUE;\r
2635                 if(DoNextMapOverride())\r
2636                         return;\r
2637                 if(!cvar("g_maplist_votable") || player_count <= 0)\r
2638                 {\r
2639                         GotoNextMap();\r
2640                         return;\r
2641                 }\r
2642                 MapVote_Init();\r
2643         }\r
2644 \r
2645         MapVote_Tick();\r
2646 };\r
2647 \r
2648 string GotoMap(string m)\r
2649 {\r
2650         if(!MapInfo_CheckMap(m))\r
2651                 return "The map you chose is not available on this server.";\r
2652         cvar_set("nextmap", m);\r
2653         cvar_set("timelimit", "-1");\r
2654         if(mapvote_initialized || alreadychangedlevel)\r
2655         {\r
2656                 if(DoNextMapOverride())\r
2657                         return "Map switch initiated.";\r
2658                 else\r
2659                         return "Hm... no. For some reason I like THIS map more.";\r
2660         }\r
2661         else\r
2662                 return "Map switch will happen after scoreboard.";\r
2663 }\r
2664 \r
2665 \r
2666 void EndFrame()\r
2667 {\r
2668         float altime;\r
2669         FOR_EACH_REALCLIENT(self)\r
2670         {\r
2671                 if(self.classname == "spectator")\r
2672                 {\r
2673                         if(self.enemy.typehitsound)\r
2674                                 play2(self, "misc/typehit.wav");\r
2675                         else if(self.enemy.hitsound && self.cvar_cl_hitsound)\r
2676                                 play2(self, "misc/hit.wav");\r
2677                 }\r
2678                 else\r
2679                 {\r
2680                         if(self.typehitsound)\r
2681                                 play2(self, "misc/typehit.wav");\r
2682                         else if(self.hitsound && self.cvar_cl_hitsound)\r
2683                                 play2(self, "misc/hit.wav");\r
2684                 }\r
2685         }\r
2686         altime = time + frametime * (1 + cvar("g_antilag_nudge"));\r
2687         // add 1 frametime because after this, engine SV_Physics\r
2688         // increases time by a frametime and then networks the frame\r
2689         // add another frametime because client shows everything with\r
2690         // 1 frame of lag (cl_nolerp 0). The last +1 however should not be\r
2691         // needed!\r
2692         FOR_EACH_CLIENT(self)\r
2693         {\r
2694                 self.hitsound = FALSE;\r
2695                 self.typehitsound = FALSE;\r
2696                 antilag_record(self, altime);\r
2697         }\r
2698 }\r
2699 \r
2700 \r
2701 /*\r
2702  * RedirectionThink:\r
2703  * returns TRUE if redirecting\r
2704  */\r
2705 float redirection_timeout;\r
2706 float redirection_nextthink;\r
2707 float RedirectionThink()\r
2708 {\r
2709         float clients_found;\r
2710 \r
2711         if(redirection_target == "")\r
2712                 return FALSE;\r
2713 \r
2714         if(!redirection_timeout)\r
2715         {\r
2716                 cvar_set("sv_public", "-2");\r
2717                 redirection_timeout = time + 0.6; // this will only try twice... should be able to keep more clients\r
2718                 if(redirection_target == "self")\r
2719                         bprint("^3SERVER NOTICE:^7 restarting the server\n");\r
2720                 else\r
2721                         bprint("^3SERVER NOTICE:^7 redirecting everyone to ", redirection_target, "\n");\r
2722         }\r
2723 \r
2724         if(time < redirection_nextthink)\r
2725                 return TRUE;\r
2726 \r
2727         redirection_nextthink = time + 1;\r
2728 \r
2729         clients_found = 0;\r
2730         FOR_EACH_REALCLIENT(self)\r
2731         {\r
2732                 print("Redirecting: sending connect command to ", self.netname, "\n");\r
2733                 if(redirection_target == "self")\r
2734                         stuffcmd(self, "\ndisconnect; reconnect\n");\r
2735                 else\r
2736                         stuffcmd(self, strcat("\ndisconnect; connect ", redirection_target, "\n"));\r
2737                 ++clients_found;\r
2738         }\r
2739 \r
2740         print("Redirecting: ", ftos(clients_found), " clients left.\n");\r
2741 \r
2742         if(time > redirection_timeout || clients_found == 0)\r
2743                 localcmd("\nwait; wait; wait; quit\n");\r
2744 \r
2745         return TRUE;\r
2746 }\r
2747 \r
2748 void TargetMusic_RestoreGame();\r
2749 void RestoreGame()\r
2750 {\r
2751         // Loaded from a save game\r
2752         // some things then break, so let's work around them...\r
2753 \r
2754         // Progs DB (capture records)\r
2755         ServerProgsDB = db_load("server.db");\r
2756 \r
2757         // Mapinfo\r
2758         MapInfo_Shutdown();\r
2759         MapInfo_Enumerate();\r
2760         MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1);\r
2761         WeaponStats_Init();\r
2762 \r
2763         TargetMusic_RestoreGame();\r
2764 }\r
2765 \r
2766 void SV_Shutdown()\r
2767 {\r
2768         if(gameover > 1) // shutting down already?\r
2769                 return;\r
2770 \r
2771         gameover = 2; // 2 = server shutting down\r
2772 \r
2773         if(world_initialized > 0)\r
2774         {\r
2775                 world_initialized = 0;\r
2776                 print("Saving persistent data...\n");\r
2777                 Ban_SaveBans();\r
2778                 if(!cheatcount_total)\r
2779                         db_save(ServerProgsDB, "server.db");\r
2780                 if(cvar("developer"))\r
2781                         db_save(TemporaryDB, "server-temp.db");\r
2782                 CheatShutdown(); // must be after cheatcount check\r
2783                 db_close(ServerProgsDB);\r
2784                 db_close(TemporaryDB);\r
2785                 print("done!\n");\r
2786                 // tell the bot system the game is ending now\r
2787                 bot_endgame();\r
2788 \r
2789                 WeaponStats_Shutdown();\r
2790                 MapInfo_Shutdown();\r
2791         }\r
2792         else if(world_initialized == 0)\r
2793         {\r
2794                 print("NOTE: crashed before even initializing the world, not saving persistent data\n");\r
2795         }\r
2796 }\r