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