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