3 #include <server/defs.qh>
5 #include <common/t_items.qh>
7 #include "mutators/events.qh"
9 #include <common/constants.qh>
10 #include <common/mapinfo.qh>
11 #include <common/turrets/all.qh>
14 #define cvar_string_normal builtin_cvar_string
15 #define cvar_normal builtin_cvar
17 string cvar_string_normal(string n)
19 if (!(cvar_type(n) & CVAR_TYPEFLAG_EXISTS))
20 backtrace(strcat("Attempt to access undefined cvar: ", n));
21 return builtin_cvar_string(n);
24 float cvar_normal(string n)
26 return stof(cvar_string_normal(n));
29 #define cvar_set_normal builtin_cvar_set
31 .vector dropped_origin;
34 entity eliminatedPlayers;
35 void EliminatedPlayers_Init(float(entity) isEliminated_func);
37 void write_recordmarker(entity pl, float tstart, float dt);
39 void play2all(string samp);
41 void play2team(float t, string filename);
43 void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
45 float spamsound(entity e, float chan, Sound samp, float vol, float _atten);
47 void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
49 void precache_all_playermodels(string pattern);
51 void soundat(entity e, vector o, float chan, string samp, float vol, float _atten);
53 void InitializeEntitiesRun();
55 void stopsoundto(float _dest, entity e, float chan);
56 void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten);
58 void droptofloor(entity this);
60 void attach_sameorigin(entity e, entity to, string tag);
62 void crosshair_trace(entity pl);
64 void crosshair_trace_plusvisibletriggers(entity pl);
66 void detach_sameorigin(entity e);
68 void follow_sameorigin(entity e, entity to);
70 string formatmessage(entity this, string msg);
72 void GameLogEcho(string s);
78 void GetCvars(entity this, entity store, int f);
82 float isPushable(entity e);
84 float LostMovetypeFollow(entity ent);
86 string uid2name(string myuid);
88 float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
90 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
92 string NearestLocation(vector p);
94 void play2(entity e, string filename);
96 string playername(entity p, bool team_colorize);
100 void remove_safely(entity e);
102 void remove_unsafely(entity e);
104 void SetMovetypeFollow(entity ent, entity e);
106 void soundto(float dest, entity e, float chan, string samp, float vol, float atten);
108 void stopsound(entity e, float chan);
110 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
112 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
114 void WarpZone_crosshair_trace(entity pl);
116 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
118 #define IS_DEAD(s) ((s).deadflag != DEAD_NO)
121 #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
122 #define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER.m_id) || ((dt) == DEATH_SLIME.m_id) || ((dt) == DEATH_LAVA.m_id) || ((dt) == DEATH_SWAMP.m_id))
124 #define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
126 #define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
128 // copies a string to a tempstring (so one can strunzone it)
129 string strcat1(string s) = #115; // FRIK_FILE
135 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
136 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
137 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
138 // BE CONSTANT OR strzoneD!
139 float strstrofs(string haystack, string needle, float offset)
143 len = strlen(needle);
144 endpos = strlen(haystack) - len;
145 while(offset <= endpos)
147 found = substring(haystack, offset, len);
156 const float NUM_NEAREST_ENTITIES = 4;
157 entity nearest_entity[NUM_NEAREST_ENTITIES];
158 float nearest_length[NUM_NEAREST_ENTITIES];
161 //#NO AUTOCVARS START
163 float g_pickup_shells_max;
164 float g_pickup_nails_max;
165 float g_pickup_rockets_max;
166 float g_pickup_cells_max;
167 float g_pickup_plasma_max;
168 float g_pickup_fuel_max;
169 float g_pickup_weapons_anyway;
171 WepSet g_weaponarena_weapons;
172 float g_weaponarena_random;
173 float g_weaponarena_random_with_blaster;
174 string g_weaponarena_list;
175 float g_weaponspeedfactor;
176 float g_weaponratefactor;
177 float g_weapondamagefactor;
178 float g_weaponforcefactor;
179 float g_weaponspreadfactor;
181 WepSet start_weapons;
182 WepSet start_weapons_default;
183 WepSet start_weapons_defaultmask;
185 float start_ammo_shells;
186 float start_ammo_nails;
187 float start_ammo_rockets;
188 float start_ammo_cells;
189 float start_ammo_plasma;
190 float start_ammo_fuel;
191 /// \brief Number of random start weapons to give to players.
192 int random_start_weapons_count;
193 /// \brief Holds a list of possible random start weapons.
194 string autocvar_g_random_start_weapons;
195 /// \brief Entity that contains amount of ammo to give with random start
197 entity random_start_ammo;
199 float start_armorvalue;
200 WepSet warmup_start_weapons;
201 WepSet warmup_start_weapons_default;
202 WepSet warmup_start_weapons_defaultmask;
203 #define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
204 float warmup_start_ammo_shells;
205 float warmup_start_ammo_nails;
206 float warmup_start_ammo_rockets;
207 float warmup_start_ammo_cells;
208 float warmup_start_ammo_plasma;
209 float warmup_start_ammo_fuel;
210 float warmup_start_health;
211 float warmup_start_armorvalue;
214 float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
215 void readplayerstartcvars();
220 string GetGametype(); // g_world.qc
221 void readlevelcvars()
223 if(cvar("sv_allow_fullbright"))
224 serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
226 g_instagib = cvar("g_instagib");
228 sv_clones = cvar("sv_clones");
229 sv_foginterval = cvar("sv_foginterval");
230 g_footsteps = cvar("g_footsteps");
231 g_jetpack = cvar("g_jetpack");
232 sv_maxidle = cvar("sv_maxidle");
233 sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
234 sv_maxidle_slots = cvar("sv_maxidle_slots");
235 sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
236 sv_autotaunt = cvar("sv_autotaunt");
237 sv_taunt = cvar("sv_taunt");
238 sv_ready_restart = cvar("sv_ready_restart");
239 sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
240 sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
242 warmup_stage = cvar("g_warmup");
243 warmup_limit = cvar("g_warmup_limit");
244 g_warmup_allguns = cvar("g_warmup_allguns");
245 g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
247 if(cvar("g_campaign"))
248 warmup_stage = 0; // no warmup during campaign
250 g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
251 g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon");
252 g_pickup_respawntime_ammo = cvar("g_pickup_respawntime_ammo");
253 g_pickup_respawntime_short = cvar("g_pickup_respawntime_short");
254 g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium");
255 g_pickup_respawntime_long = cvar("g_pickup_respawntime_long");
256 g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup");
257 g_pickup_respawntimejitter_weapon = cvar("g_pickup_respawntimejitter_weapon");
258 g_pickup_respawntimejitter_superweapon = cvar("g_pickup_respawntimejitter_superweapon");
259 g_pickup_respawntimejitter_ammo = cvar("g_pickup_respawntimejitter_ammo");
260 g_pickup_respawntimejitter_short = cvar("g_pickup_respawntimejitter_short");
261 g_pickup_respawntimejitter_medium = cvar("g_pickup_respawntimejitter_medium");
262 g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long");
263 g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup");
265 g_weaponspeedfactor = cvar("g_weaponspeedfactor");
266 g_weaponratefactor = cvar("g_weaponratefactor");
267 g_weapondamagefactor = cvar("g_weapondamagefactor");
268 g_weaponforcefactor = cvar("g_weaponforcefactor");
269 g_weaponspreadfactor = cvar("g_weaponspreadfactor");
271 g_pickup_shells = cvar("g_pickup_shells");
272 g_pickup_shells_max = cvar("g_pickup_shells_max");
273 g_pickup_nails = cvar("g_pickup_nails");
274 g_pickup_nails_max = cvar("g_pickup_nails_max");
275 g_pickup_rockets = cvar("g_pickup_rockets");
276 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
277 g_pickup_cells = cvar("g_pickup_cells");
278 g_pickup_cells_max = cvar("g_pickup_cells_max");
279 g_pickup_plasma = cvar("g_pickup_plasma");
280 g_pickup_plasma_max = cvar("g_pickup_plasma_max");
281 g_pickup_fuel = cvar("g_pickup_fuel");
282 g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack");
283 g_pickup_fuel_max = cvar("g_pickup_fuel_max");
284 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
285 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
286 g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway");
287 g_pickup_armormedium = cvar("g_pickup_armormedium");
288 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
289 g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway");
290 g_pickup_armorbig = cvar("g_pickup_armorbig");
291 g_pickup_armorbig_max = cvar("g_pickup_armorbig_max");
292 g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway");
293 g_pickup_armormega = cvar("g_pickup_armormega");
294 g_pickup_armormega_max = cvar("g_pickup_armormega_max");
295 g_pickup_armormega_anyway = cvar("g_pickup_armormega_anyway");
296 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
297 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
298 g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway");
299 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
300 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
301 g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway");
302 g_pickup_healthbig = cvar("g_pickup_healthbig");
303 g_pickup_healthbig_max = cvar("g_pickup_healthbig_max");
304 g_pickup_healthbig_anyway = cvar("g_pickup_healthbig_anyway");
305 g_pickup_healthmega = cvar("g_pickup_healthmega");
306 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
307 g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway");
309 g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway");
310 g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway");
312 g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
314 g_weapon_stay = cvar("g_weapon_stay");
316 MUTATOR_CALLHOOK(ReadLevelCvars);
319 game_starttime = time + cvar("g_start_delay");
321 FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
323 readplayerstartcvars();
328 const float INITPRIO_FIRST = 0;
329 const float INITPRIO_GAMETYPE = 0;
330 const float INITPRIO_GAMETYPE_FALLBACK = 1;
331 const float INITPRIO_FINDTARGET = 10;
332 const float INITPRIO_DROPTOFLOOR = 20;
333 const float INITPRIO_SETLOCATION = 90;
334 const float INITPRIO_LINKDOORS = 91;
335 const float INITPRIO_LAST = 99;
337 .void(entity this) initialize_entity;
338 .float initialize_entity_order;
339 .entity initialize_entity_next;
340 entity initialize_entity_first;
346 float sound_allowed(float dest, entity e);
347 void InitializeEntity(entity e, void(entity this) func, float order);
349 IntrusiveList g_ctrace_changed;
350 STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }