#include "g_hook.qh"
#include "ipban.qh"
#include "mapvoting.qh"
-#include "mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
#include "race.qh"
#include "scores.qh"
+#include "scores_rules.qh"
#include "teamplay.qh"
#include "weapons/weaponstats.qh"
#include "../common/constants.qh"
#include <common/net_linked.qh>
#include "../common/deathtypes/all.qh"
+#include "../common/gamemodes/sv_rules.qh"
#include "../common/mapinfo.qh"
#include "../common/monsters/_mod.qh"
#include "../common/monsters/sv_monsters.qh"
#include "../common/playerstats.qh"
#include "../common/stats.qh"
#include "../common/teams.qh"
-#include "../common/triggers/trigger/secret.qh"
-#include "../common/triggers/target/music.qh"
+#include "../common/mapobjects/trigger/secret.qh"
+#include "../common/mapobjects/target/music.qh"
#include "../common/util.qh"
#include "../common/items/_mod.qh"
#include <common/weapons/_all.qh>
string redirection_target;
float world_initialized;
-string GetGametype();
-void ShuffleMaplist();
-
void SetDefaultAlpha()
{
if (!MUTATOR_CALLHOOK(SetDefaultAlpha))
string k, v, d;
float n, i, adding, pureadding;
- if(cvar_changes)
- strunzone(cvar_changes);
- cvar_changes = string_null;
- if(cvar_purechanges)
- strunzone(cvar_purechanges);
- cvar_purechanges = string_null;
+ strfree(cvar_changes);
+ strfree(cvar_purechanges);
cvar_purechanges_count = 0;
h = buf_create();
// these can contain player IDs, so better hide
BADPREFIX("g_forced_team_");
BADCVAR("sv_muteban_list");
+ BADCVAR("sv_voteban_list");
BADCVAR("sv_allow_customplayermodels_idlist");
BADCVAR("sv_allow_customplayermodels_speciallist");
BADCVAR("sv_stepheight");
BADCVAR("sv_timeout");
BADCVAR("sv_weapons_modeloverride");
+ BADCVAR("w_prop_interval");
BADPREFIX("crypto_");
BADPREFIX("gameversion_");
BADPREFIX("g_chat_");
BADPREFIX("g_ctf_captimerecord_");
+ BADPREFIX("g_hats_");
BADPREFIX("g_maplist_");
BADPREFIX("g_mod_");
BADPREFIX("g_respawn_");
cvar_purechanges = strzone(cvar_purechanges);
}
-void detect_maptype()
-{
-#if 0
- vector o, v;
- float i;
-
- for (;;)
- {
- o = world.mins;
- o.x += random() * (world.maxs.x - world.mins.x);
- o.y += random() * (world.maxs.y - world.mins.y);
- o.z += random() * (world.maxs.z - world.mins.z);
-
- tracebox(o, STAT(PL_MIN), STAT(PL_MAX), o - '0 0 32768', MOVE_WORLDONLY, NULL);
- if(trace_fraction == 1)
- continue;
-
- v = trace_endpos;
-
- for(i = 0; i < 64; i += 4)
- {
- tracebox(o, '-1 -1 -1' * i, '1 1 1' * i, o - '0 0 32768', MOVE_WORLDONLY, NULL);
- if(trace_fraction == 1)
- continue;
- LOG_INFO(ftos(i), " -> ", vtos(trace_endpos));
- }
-
- break;
- }
-#endif
-}
-
entity randomseed;
bool RandomSeed_Send(entity this, entity to, int sf)
{
}
}
+void default_delayedinit(entity this)
+{
+ if(!scores_initialized)
+ ScoreRules_generic();
+}
+
+void InitGameplayMode()
+{
+ VoteReset();
+
+ // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
+ get_mi_min_max(1);
+ // assign reflectively to avoid "assignment to world" warning
+ int done = 0; for (int i = 0, n = numentityfields(); i < n; ++i) {
+ string k = entityfieldname(i); vector v = (k == "mins") ? mi_min : (k == "maxs") ? mi_max : '0 0 0';
+ if (v) {
+ putentityfieldstring(i, world, sprintf("%v", v));
+ if (++done == 2) break;
+ }
+ }
+ // currently, NetRadiant's limit is 131072 qu for each side
+ // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
+ // set the distance according to map size but don't go over the limit to avoid issues with float precision
+ // in case somebody makes extremely large maps
+ max_shot_distance = min(230000, vlen(world.maxs - world.mins));
+
+ MapInfo_LoadMapSettings(mapname);
+ GameRules_teams(false);
+
+ if (!cvar_value_issafe(world.fog))
+ {
+ LOG_INFO("The current map contains a potentially harmful fog setting, ignored");
+ world.fog = string_null;
+ }
+ if(MapInfo_Map_fog != "")
+ if(MapInfo_Map_fog == "none")
+ world.fog = string_null;
+ else
+ world.fog = strzone(MapInfo_Map_fog);
+ clientstuff = strzone(MapInfo_Map_clientstuff);
+
+ MapInfo_ClearTemps();
+
+ gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
+
+ cache_mutatormsg = strzone("");
+ cache_lastmutatormsg = strzone("");
+
+ InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
+}
+
void Map_MarkAsRecent(string m);
float world_already_spawned;
-void Nagger_Init();
-void ClientInit_Spawn();
-void WeaponStats_Init();
-void WeaponStats_Shutdown();
spawnfunc(worldspawn)
{
server_is_dedicated = boolean(stof(cvar_defstring("is_dedicated")));
next_pingtime = time + 5;
- detect_maptype();
-
// set up information replies for clients and server to use
maplist_reply = strzone(getmaplist());
lsmaps_reply = strzone(getlsmaps());
// return codes of map selectors:
// -1 = temporary failure (that is, try some method that is guaranteed to succeed)
// -2 = permanent failure
-float() MaplistMethod_Iterate = // usual method
+float MaplistMethod_Iterate() // usual method
{
float pass, i;
return -1;
}
-float() MaplistMethod_Repeat = // fallback method
+float MaplistMethod_Repeat() // fallback method
{
LOG_TRACE("Trying MaplistMethod_Repeat");
return -2;
}
-float() MaplistMethod_Random = // random map selection
+float MaplistMethod_Random() // random map selection
{
float i, imax;
return -1;
}
-float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
+float MaplistMethod_Shuffle(float exponent) // more clever shuffling
// the exponent sets a bias on the map selection:
// the higher the exponent, the less likely "shortly repeated" same maps are
{
error("empty maplist, cannot select a new map");
Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
- if(Map_Current_Name)
- strunzone(Map_Current_Name);
- Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP
+ strcpy(Map_Current_Name, argv(Map_Current)); // will be automatically freed on exit thanks to DP
// this may or may not be correct, but who cares, in the worst case a map
// isn't chosen in the first pass that should have been
}
if(!e.autoscreenshot) // initial call
{
e.autoscreenshot = time + 0.8; // used for autoscreenshot
- e.health = -2342;
+ SetResourceAmountExplicit(e, RESOURCE_HEALTH, -2342);
// first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
for (int i = 1; i < 5; ++i)
{
Team_SetTeamScore(Team_GetTeamFromIndex(i),
- TeamScore_GetCompareValue(Team_NumberToTeam(i)));
+ TeamScore_GetCompareValue(Team_IndexToTeam(i)));
}
}
t = 3;
else // if(team4_score)
t = 4;
- CheckAllowedTeams(NULL);
+ entity balance = TeamBalance_CheckAllowedTeams(NULL);
for(i = 0; i < MAX_TEAMSCORE; ++i)
{
- for (int j = 1; j < 5; ++j)
+ for (int j = 1; j <= NUM_TEAMS; ++j)
{
if (t == j)
{
continue;
}
- if (!Team_IsAllowed(Team_GetTeamFromIndex(j)))
+ if (!TeamBalance_IsTeamAllowed(balance, j))
{
continue;
}
- TeamScore_AddToTeam(Team_NumberToTeam(j), i, -1000);
+ TeamScore_AddToTeam(Team_IndexToTeam(j), i, -1000);
}
}
return true;
}
-void TargetMusic_RestoreGame();
void RestoreGame()
{
// Loaded from a save game