X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_world.qc;h=3039bc3ab33b9551fff7bd93ecebf4babb74aa0a;hb=db5f83fa5f9c4611f5c15def90d1326584707031;hp=15c1ae68deebc79c6ede8126f218c3f4febb7c59;hpb=688276421e89bb47394a765b2b242f81da1d4228;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_world.qc b/qcsrc/server/g_world.qc index 15c1ae68d..3039bc3ab 100644 --- a/qcsrc/server/g_world.qc +++ b/qcsrc/server/g_world.qc @@ -1,5 +1,4 @@ #include "g_world.qh" -#include "_all.qh" #include "anticheat.qh" #include "antilag.qh" @@ -14,23 +13,25 @@ #include "g_hook.qh" #include "ipban.qh" #include "mapvoting.qh" -#include "mutators/mutators_include.qh" +#include "mutators/all.qh" #include "race.qh" #include "scores.qh" #include "teamplay.qh" #include "weapons/weaponstats.qh" -#include "../common/buffs.qh" +#include "../common/buffs/all.qh" #include "../common/constants.qh" -#include "../common/deathtypes.qh" -#include "../common/effects.qh" +#include "../common/deathtypes/all.qh" #include "../common/mapinfo.qh" #include "../common/monsters/all.qh" #include "../common/monsters/sv_monsters.qh" #include "../common/vehicles/all.qh" #include "../common/notifications.qh" +#include "../common/physics.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/util.qh" #include "../common/items/all.qh" #include "../common/weapons/all.qh" @@ -41,7 +42,7 @@ const float LATENCY_THINKRATE = 10; .float latency_time; entity pingplreport; void PingPLReport_Think() -{ +{SELFPARAM(); float delta; entity e; @@ -117,7 +118,7 @@ void SetDefaultAlpha() } void GotoFirstMap() -{ +{SELFPARAM(); float n; if(autocvar__sv_init) { @@ -512,33 +513,29 @@ void detect_maptype() } entity randomseed; -float RandomSeed_Send(entity to, int sf) +bool RandomSeed_Send(entity this, entity to, int sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_RANDOMSEED); WriteShort(MSG_ENTITY, self.cnt); return true; } void RandomSeed_Think() -{ +{SELFPARAM(); self.cnt = bound(0, floor(random() * 65536), 65535); self.nextthink = time + 5; self.SendFlags |= 1; } void RandomSeed_Spawn() -{ +{SELFPARAM(); randomseed = spawn(); randomseed.think = RandomSeed_Think; Net_LinkEntity(randomseed, false, 0, RandomSeed_Send); - entity oldself; - oldself = self; - self = randomseed; - self.think(); // sets random seed and nextthink - self = oldself; + WITH(entity, self, randomseed, randomseed.think()); // sets random seed and nextthink } -void spawnfunc___init_dedicated_server(void) +spawnfunc(__init_dedicated_server) { // handler for _init/_init map (only for dedicated server initialization) @@ -561,9 +558,8 @@ void spawnfunc___init_dedicated_server(void) // needs to be done so early because of the constants they create static_init(); - CALL_ACCUMULATED_FUNCTION(RegisterTurrets); - CALL_ACCUMULATED_FUNCTION(RegisterNotifications); - CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes); + static_init_late(); + static_init_precache(); MapInfo_Enumerate(); MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0); @@ -576,7 +572,7 @@ void ClientInit_Spawn(); void WeaponStats_Init(); void WeaponStats_Shutdown(); void Physics_AddStats(); -void spawnfunc_worldspawn (void) +spawnfunc(worldspawn) { float fd, l, j, n; string s; @@ -608,11 +604,6 @@ void spawnfunc_worldspawn (void) // needs to be done so early because of the constants they create static_init(); - CALL_ACCUMULATED_FUNCTION(RegisterTurrets); - CALL_ACCUMULATED_FUNCTION(RegisterNotifications); - CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes); - - initialize_minigames(); ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid)); @@ -666,8 +657,9 @@ void spawnfunc_worldspawn (void) PlayerStats_GameReport_Init(); // we need this to be initiated before InitGameplayMode - precache_model ("null"); // we need this one before InitGameplayMode InitGameplayMode(); + static_init_late(); + static_init_precache(); readlevelcvars(); GrappleHookInit(); @@ -697,10 +689,6 @@ void spawnfunc_worldspawn (void) MUTATOR_CALLHOOK(BuildMutatorsString, s); s = ret_string; - // simple, probably not good in the mutator system - if(autocvar_g_grappling_hook) - s = strcat(s, ":grappling_hook"); - // initialiation stuff, not good in the mutator system if(!autocvar_g_use_ammunition) s = strcat(s, ":no_use_ammunition"); @@ -925,7 +913,7 @@ void spawnfunc_worldspawn (void) world_initialized = 1; } -void spawnfunc_light (void) +spawnfunc(light) { //makestatic (self); // Who the f___ did that? remove(self); @@ -1013,22 +1001,6 @@ string Map_Filename(float position) return strcat("maps/", argv(position), ".bsp"); } -string strwords(string s, float w) -{ - float endpos; - for(endpos = 0; w && endpos >= 0; --w) - endpos = strstrofs(s, " ", endpos + 1); - if(endpos < 0) - return s; - else - return substring(s, 0, endpos); -} - -float strhasword(string s, string w) -{ - return strstrofs(strcat(" ", s, " "), strcat(" ", w, " "), 0) >= 0; -} - void Map_MarkAsRecent(string m) { cvar_set("g_maplist_mostrecent", strwords(strcat(m, " ", autocvar_g_maplist_mostrecent), max(0, autocvar_g_maplist_mostrecent_count))); @@ -1318,7 +1290,7 @@ When the player presses attack or jump, change to the next level */ .float autoscreenshot; void IntermissionThink() -{ +{SELFPARAM(); FixIntermissionClient(self); float server_screenshot = (autocvar_sv_autoscreenshot && self.cvar_cl_autoscreenshot); @@ -1456,7 +1428,7 @@ void DumpStats(float final) { s = strcat(":player:see-labels:", GetPlayerScoreString(other, 0), ":"); s = strcat(s, ftos(rint(time - other.jointime)), ":"); - if(IS_PLAYER(other) || other.caplayer == 1 || g_lms) + if(IS_PLAYER(other) || MUTATOR_CALLHOOK(GetPlayerStatus, other, s)) s = strcat(s, ftos(other.team), ":"); else s = strcat(s, "spectator:"); @@ -1515,11 +1487,15 @@ void FixIntermissionClient(entity e) e.solid = SOLID_NOT; e.movetype = MOVETYPE_NONE; e.takedamage = DAMAGE_NO; - if(e.weaponentity) + for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - e.weaponentity.effects = EF_NODRAW; - if (e.weaponentity.weaponentity) - e.weaponentity.weaponentity.effects = EF_NODRAW; + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity)) + { + e.(weaponentity).effects = EF_NODRAW; + if (e.(weaponentity).(weaponentity)) + e.(weaponentity).(weaponentity).effects = EF_NODRAW; + } } if(IS_REAL_CLIENT(e)) { @@ -1579,6 +1555,10 @@ void NextLevel() bprint(other.netname, " ^7wins.\n"); } + entity oldself = self; + target_music_kill(); + self = oldself; + if(autocvar_g_campaign) CampaignPreIntermission(); @@ -1595,7 +1575,7 @@ Exit deathmatch games upon conditions ============ */ void CheckRules_Player() -{ +{SELFPARAM(); if (gameover) // someone else quit the game already return; @@ -1694,7 +1674,7 @@ void ClearWinners(void) // they win. Otherwise the defending team wins once the timelimit passes. void assault_new_round(); float WinningCondition_Assault() -{ +{SELFPARAM(); float status; WinningConditionHelper(); // set worldstatus @@ -1727,11 +1707,7 @@ float WinningCondition_Assault() } else { - entity oldself; - oldself = self; - self = ent; - assault_new_round(); - self = oldself; + WITH(entity, self, ent, assault_new_round()); } } } @@ -1739,85 +1715,6 @@ float WinningCondition_Assault() return status; } -// LMS winning condition: game terminates if and only if there's at most one -// one player who's living lives. Top two scores being equal cancels the time -// limit. -float WinningCondition_LMS() -{ - entity head, head2; - float have_player; - float have_players; - float l; - - have_player = false; - have_players = false; - l = LMS_NewPlayerLives(); - - head = find(world, classname, "player"); - if(head) - have_player = true; - head2 = find(head, classname, "player"); - if(head2) - have_players = true; - - if(have_player) - { - // we have at least one player - if(have_players) - { - // two or more active players - continue with the game - } - else - { - // exactly one player? - - ClearWinners(); - SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out - - if(l) - { - // game still running (that is, nobody got removed from the game by a frag yet)? then continue - return WINNING_NO; - } - else - { - // a winner! - // and assign him his first place - PlayerScore_Add(head, SP_LMS_RANK, 1); - return WINNING_YES; - } - } - } - else - { - // nobody is playing at all... - if(l) - { - // wait for players... - } - else - { - // SNAFU (maybe a draw game?) - ClearWinners(); - LOG_TRACE("No players, ending game.\n"); - return WINNING_YES; - } - } - - // When we get here, we have at least two players who are actually LIVING, - // now check if the top two players have equal score. - WinningConditionHelper(); - - ClearWinners(); - if(WinningConditionHelper_winner) - WinningConditionHelper_winner.winning = true; - if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore) - return WINNING_NEVER; - - // Top two have different scores? Way to go for our beloved TIMELIMIT! - return WINNING_NO; -} - void ShuffleMaplist() { cvar_set("g_maplist", shufflewords(autocvar_g_maplist)); @@ -2119,35 +2016,13 @@ void CheckRules_World() return; } - float checkrules_status; - checkrules_status = WinningCondition_RanOutOfSpawns(); + int checkrules_status = WinningCondition_RanOutOfSpawns(); if(checkrules_status == WINNING_YES) - { bprint("Hey! Someone ran out of spawns!\n"); - } - else if(g_race && !g_race_qualifying && timelimit >= 0) - { - checkrules_status = WinningCondition_Race(fraglimit); - //print("WC_RACE yields ", ftos(checkrules_status), "\n"); - } - else if(g_race && g_race_qualifying == 2 && timelimit >= 0) - { - checkrules_status = WinningCondition_QualifyingThenRace(fraglimit); - //print("WC_QUALIFYING_THEN_RACE yields ", ftos(checkrules_status), "\n"); - } - else if(g_assault) - { - checkrules_status = WinningCondition_Assault(); // TODO remove this? - } - else if(g_lms) - { - checkrules_status = WinningCondition_LMS(); - } + else if(MUTATOR_CALLHOOK(CheckRules_World, checkrules_status, timelimit, fraglimit)) + checkrules_status = ret_float; else - { checkrules_status = WinningCondition_Scores(fraglimit, leadlimit); - //print("WC_SCORES yields ", ftos(checkrules_status), "\n"); - } if(checkrules_status == WINNING_STARTSUDDENDEATHOVERTIME) { @@ -2202,19 +2077,20 @@ string GotoMap(string m) void EndFrame() -{ +{SELFPARAM(); anticheat_endframe(); float altime; - FOR_EACH_REALCLIENT(self) + entity e_; + FOR_EACH_REALCLIENT(e_) { - entity e = IS_SPEC(self) ? self.enemy : self; + entity e = IS_SPEC(e_) ? e_.enemy : e_; if(e.typehitsound) - self.typehit_time = time; + e_.typehit_time = time; else if(e.damage_dealt) { - self.hit_time = time; - self.damage_dealt_total += ceil(e.damage_dealt); + e_.hit_time = time; + e_.damage_dealt_total += ceil(e.damage_dealt); } } altime = time + frametime * (1 + autocvar_g_antilag_nudge); @@ -2223,14 +2099,18 @@ void EndFrame() // add another frametime because client shows everything with // 1 frame of lag (cl_nolerp 0). The last +1 however should not be // needed! - FOR_EACH_CLIENT(self) + FOR_EACH_CLIENT(e_) { - self.typehitsound = false; - self.damage_dealt = 0; - antilag_record(self, altime); + e_.typehitsound = false; + e_.damage_dealt = 0; + setself(e_); + antilag_record(e_, altime); + } + FOR_EACH_MONSTER(e_) + { + setself(e_); + antilag_record(e_, altime); } - FOR_EACH_MONSTER(self) - antilag_record(self, altime); } @@ -2241,7 +2121,7 @@ void EndFrame() float redirection_timeout; float redirection_nextthink; float RedirectionThink() -{ +{SELFPARAM(); float clients_found; if(redirection_target == "") @@ -2263,8 +2143,10 @@ float RedirectionThink() redirection_nextthink = time + 1; clients_found = 0; - FOR_EACH_REALCLIENT(self) + entity e; + FOR_EACH_REALCLIENT(e) { + setself(e); // TODO add timer LOG_INFO("Redirecting: sending connect command to ", self.netname, "\n"); if(redirection_target == "self")