waeponarena {all,most}_available
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / miscfunctions.qc
1 #include "miscfunctions.qh"
2
3 #include "antilag.qh"
4 #include "command/common.qh"
5 #include "constants.qh"
6 #include "g_hook.qh"
7 #include "ipban.qh"
8 #include <server/mutators/_mod.qh>
9 #include "../common/t_items.qh"
10 #include "resources.qh"
11 #include "items.qh"
12 #include "player.qh"
13 #include "weapons/accuracy.qh"
14 #include "weapons/csqcprojectile.qh"
15 #include "weapons/selection.qh"
16 #include "../common/command/_mod.qh"
17 #include "../common/constants.qh"
18 #include <common/net_linked.qh>
19 #include <common/weapons/weapon/crylink.qh>
20 #include "../common/deathtypes/all.qh"
21 #include "../common/mapinfo.qh"
22 #include "../common/notifications/all.qh"
23 #include "../common/playerstats.qh"
24 #include "../common/teams.qh"
25 #include "../common/mapobjects/subs.qh"
26 #include "../common/util.qh"
27 #include "../common/turrets/sv_turrets.qh"
28 #include <common/weapons/_all.qh>
29 #include "../common/vehicles/sv_vehicles.qh"
30 #include "../common/vehicles/vehicle.qh"
31 #include "../common/items/_mod.qh"
32 #include "../common/state.qh"
33 #include "../common/effects/qc/globalsound.qh"
34 #include "../common/wepent.qh"
35 #include "../lib/csqcmodel/sv_model.qh"
36 #include "../lib/warpzone/anglestransform.qh"
37 #include "../lib/warpzone/server.qh"
38
39 void crosshair_trace(entity pl)
40 {
41         traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
42 }
43
44 void crosshair_trace_plusvisibletriggers(entity pl)
45 {
46         crosshair_trace_plusvisibletriggers__is_wz(pl, false);
47 }
48
49 void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
50 {
51         crosshair_trace_plusvisibletriggers__is_wz(pl, true);
52 }
53
54 void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
55 {
56         FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
57         {
58                 if(it.model != "")
59                 {
60                         it.solid = SOLID_BSP;
61                         IL_PUSH(g_ctrace_changed, it);
62                 }
63         });
64
65         if (is_wz)
66                 WarpZone_crosshair_trace(pl);
67         else
68                 crosshair_trace(pl);
69
70         IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
71
72         IL_CLEAR(g_ctrace_changed);
73 }
74
75 void WarpZone_crosshair_trace(entity pl)
76 {
77         WarpZone_traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
78 }
79
80 void dedicated_print(string input)
81 {
82         if (server_is_dedicated) print(input);
83 }
84
85 void GameLogEcho(string s)
86 {
87     string fn;
88     int matches;
89
90     if (autocvar_sv_eventlog_files)
91     {
92         if (!logfile_open)
93         {
94             logfile_open = true;
95             matches = autocvar_sv_eventlog_files_counter + 1;
96             cvar_set("sv_eventlog_files_counter", itos(matches));
97             fn = ftos(matches);
98             if (strlen(fn) < 8)
99                 fn = strcat(substring("00000000", 0, 8 - strlen(fn)), fn);
100             fn = strcat(autocvar_sv_eventlog_files_nameprefix, fn, autocvar_sv_eventlog_files_namesuffix);
101             logfile = fopen(fn, FILE_APPEND);
102             fputs(logfile, ":logversion:3\n");
103         }
104         if (logfile >= 0)
105         {
106             if (autocvar_sv_eventlog_files_timestamps)
107                 fputs(logfile, strcat(":time:", strftime(true, "%Y-%m-%d %H:%M:%S", "\n", s, "\n")));
108             else
109                 fputs(logfile, strcat(s, "\n"));
110         }
111     }
112     if (autocvar_sv_eventlog_console)
113     {
114         dedicated_print(strcat(s, "\n"));
115     }
116 }
117
118 void GameLogInit()
119 {
120     logfile_open = 0;
121     // will be opened later
122 }
123
124 void GameLogClose()
125 {
126     if (logfile_open && logfile >= 0)
127     {
128         fclose(logfile);
129         logfile = -1;
130     }
131 }
132
133 entity findnearest(vector point, bool checkitems, vector axismod)
134 {
135     vector dist;
136     int num_nearest = 0;
137
138     IL_EACH(((checkitems) ? g_items : g_locations), ((checkitems) ? (it.target == "###item###") : (it.classname == "target_location")),
139     {
140         if ((it.items == IT_KEY1 || it.items == IT_KEY2) && it.target == "###item###")
141             dist = it.oldorigin;
142         else
143             dist = it.origin;
144         dist = dist - point;
145         dist = dist.x * axismod.x * '1 0 0' + dist.y * axismod.y * '0 1 0' + dist.z * axismod.z * '0 0 1';
146         float len = vlen2(dist);
147
148         int l;
149         for (l = 0; l < num_nearest; ++l)
150         {
151             if (len < nearest_length[l])
152                 break;
153         }
154
155         // now i tells us where to insert at
156         //   INSERTION SORT! YOU'VE SEEN IT! RUN!
157         if (l < NUM_NEAREST_ENTITIES)
158         {
159             for (int j = NUM_NEAREST_ENTITIES - 1; j >= l; --j)
160             {
161                 nearest_length[j + 1] = nearest_length[j];
162                 nearest_entity[j + 1] = nearest_entity[j];
163             }
164             nearest_length[l] = len;
165             nearest_entity[l] = it;
166             if (num_nearest < NUM_NEAREST_ENTITIES)
167                 num_nearest = num_nearest + 1;
168         }
169     });
170
171     // now use the first one from our list that we can see
172     for (int j = 0; j < num_nearest; ++j)
173     {
174         traceline(point, nearest_entity[j].origin, true, NULL);
175         if (trace_fraction == 1)
176         {
177             if (j != 0)
178                 LOG_TRACEF("Nearest point (%s) is not visible, using a visible one.", nearest_entity[0].netname);
179             return nearest_entity[j];
180         }
181     }
182
183     if (num_nearest == 0)
184         return NULL;
185
186     LOG_TRACE("Not seeing any location point, using nearest as fallback.");
187     /* DEBUGGING CODE:
188     dprint("Candidates were: ");
189     for(j = 0; j < num_nearest; ++j)
190     {
191         if(j != 0)
192                 dprint(", ");
193         dprint(nearest_entity[j].netname);
194     }
195     dprint("\n");
196     */
197
198     return nearest_entity[0];
199 }
200
201 string NearestLocation(vector p)
202 {
203     string ret = "somewhere";
204     entity loc = findnearest(p, false, '1 1 1');
205     if (loc)
206         ret = loc.message;
207     else
208     {
209         loc = findnearest(p, true, '1 1 4');
210         if (loc)
211             ret = loc.netname;
212     }
213     return ret;
214 }
215
216 string AmmoNameFromWeaponentity(Weapon wep)
217 {
218         string ammoitems = "batteries";
219         switch (wep.ammo_type)
220         {
221                 case RES_SHELLS:  ammoitems = ITEM_Shells.m_name;      break;
222                 case RES_BULLETS: ammoitems = ITEM_Bullets.m_name;     break;
223                 case RES_ROCKETS: ammoitems = ITEM_Rockets.m_name;     break;
224                 case RES_CELLS:   ammoitems = ITEM_Cells.m_name;       break;
225                 case RES_PLASMA:  ammoitems = ITEM_Plasma.m_name;      break;
226                 case RES_FUEL:    ammoitems = ITEM_JetpackFuel.m_name; break;
227         }
228         return ammoitems;
229 }
230
231 string formatmessage(entity this, string msg)
232 {
233         float p, p1, p2;
234         float n;
235         vector cursor = '0 0 0';
236         entity cursor_ent = NULL;
237         string escape;
238         string replacement;
239         p = 0;
240         n = 7;
241         bool traced = false;
242
243         MUTATOR_CALLHOOK(PreFormatMessage, this, msg);
244         msg = M_ARGV(1, string);
245
246         while (1) {
247                 if (n < 1)
248                         break; // too many replacements
249
250                 n = n - 1;
251                 p1 = strstrofs(msg, "%", p); // NOTE: this destroys msg as it's a tempstring!
252                 p2 = strstrofs(msg, "\\", p); // NOTE: this destroys msg as it's a tempstring!
253
254                 if (p1 < 0)
255                         p1 = p2;
256
257                 if (p2 < 0)
258                         p2 = p1;
259
260                 p = min(p1, p2);
261
262                 if (p < 0)
263                         break;
264
265                 if(!traced)
266                 {
267                         WarpZone_crosshair_trace_plusvisibletriggers(this);
268                         cursor = trace_endpos;
269                         cursor_ent = trace_ent;
270                         traced = true;
271                 }
272
273                 replacement = substring(msg, p, 2);
274                 escape = substring(msg, p + 1, 1);
275
276                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
277
278                 switch(escape)
279                 {
280                         case "%": replacement = "%"; break;
281                         case "\\":replacement = "\\"; break;
282                         case "n": replacement = "\n"; break;
283                         case "a": replacement = ftos(floor(GetResource(this, RES_ARMOR))); break;
284                         case "h": replacement = ftos(floor(GetResource(this, RES_HEALTH))); break;
285                         case "l": replacement = NearestLocation(this.origin); break;
286                         case "y": replacement = NearestLocation(cursor); break;
287                         case "d": replacement = NearestLocation(this.death_origin); break;
288                         case "w": replacement = ((this.(weaponentity).m_weapon == WEP_Null) ? ((this.(weaponentity).m_switchweapon == WEP_Null) ? Weapons_from(this.(weaponentity).cnt) : this.(weaponentity).m_switchweapon) : this.(weaponentity).m_weapon).m_name; break;
289                         case "W": replacement = AmmoNameFromWeaponentity(this.(weaponentity).m_weapon); break;
290                         case "x": replacement = ((cursor_ent.netname == "" || !cursor_ent) ? "nothing" : cursor_ent.netname); break;
291                         case "s": replacement = ftos(vlen(this.velocity - this.velocity_z * '0 0 1')); break;
292                         case "S": replacement = ftos(vlen(this.velocity)); break;
293                         case "t": replacement = seconds_tostring(ceil(max(0, autocvar_timelimit * 60 + game_starttime - time))); break;
294                         case "T": replacement = seconds_tostring(floor(time - game_starttime)); break;
295                         default:
296                         {
297                                 MUTATOR_CALLHOOK(FormatMessage, this, escape, replacement, msg);
298                                 replacement = M_ARGV(2, string);
299                                 break;
300                         }
301                 }
302
303                 msg = strcat(substring(msg, 0, p), replacement, substring(msg, p+2, strlen(msg) - (p+2)));
304                 p = p + strlen(replacement);
305         }
306         return msg;
307 }
308
309 /*
310 =============
311 GetCvars
312 =============
313 Called with:
314   0:  sends the request
315   >0: receives a cvar from name=argv(f) value=argv(f+1)
316 */
317 void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name)
318 {
319         if (f < 0)
320         {
321                 strfree(store.(field));
322         }
323         else if (f > 0)
324         {
325                 if (thisname == name)
326                 {
327                         strcpy(store.(field), argv(f + 1));
328                 }
329         }
330         else
331                 stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
332 }
333 void GetCvars_handleString_Fixup(entity this, entity store, string thisname, float f, .string field, string name, string(entity, string) func)
334 {
335         GetCvars_handleString(this, store, thisname, f, field, name);
336         if (f >= 0) // also initialize to the fitting value for "" when sending cvars out
337                 if (thisname == name)
338                 {
339                         string s = func(this, strcat1(store.(field)));
340                         if (s != store.(field))
341                         {
342                                 strcpy(store.(field), s);
343                         }
344                 }
345 }
346 void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name)
347 {
348         if (f < 0)
349         {
350         }
351         else if (f > 0)
352         {
353                 if (thisname == name)
354                         store.(field) = stof(argv(f + 1));
355         }
356         else
357                 stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
358 }
359 void GetCvars_handleFloatOnce(entity this, entity store, string thisname, float f, .float field, string name)
360 {
361         if (f < 0)
362         {
363         }
364         else if (f > 0)
365         {
366                 if (thisname == name)
367                 {
368                         if (!store.(field))
369                         {
370                                 store.(field) = stof(argv(f + 1));
371                                 if (!store.(field))
372                                         store.(field) = -1;
373                         }
374                 }
375         }
376         else
377         {
378                 if (!store.(field))
379                         stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
380         }
381 }
382 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
383 {
384         string o = W_FixWeaponOrder_ForceComplete(wo);
385         strcpy(CS(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
386         return o;
387 }
388
389 REPLICATE(autoswitch, bool, "cl_autoswitch");
390
391 REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
392
393 REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
394
395 REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
396
397 REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
398
399 REPLICATE(cvar_cl_handicap, float, "cl_handicap");
400
401 REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
402
403 REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
404
405 REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
406
407 REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
408
409 REPLICATE(cvar_cl_physics, string, "cl_physics");
410
411 REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
412
413 REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
414
415 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
416
417 REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
418
419 REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
420
421 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
422
423 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
424
425 /**
426  * @param f -1: cleanup, 0: request, 1: receive
427  */
428 void GetCvars(entity this, entity store, int f)
429 {
430         string s = string_null;
431
432         if (f > 0)
433                 s = strcat1(argv(f));
434
435         get_cvars_f = f;
436         get_cvars_s = s;
437         MUTATOR_CALLHOOK(GetCvars);
438
439         Notification_GetCvars(this);
440
441         ReplicateVars(this, store, s, f);
442
443         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
444         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
445         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
446         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
447         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
448         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
449         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
450         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
451         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
452         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
453         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
454
455         GetCvars_handleFloat(this, store, s, f, cvar_cl_allow_uidtracking, "cl_allow_uidtracking");
456
457         // fixup of switchweapon (needed for LMS or when spectating is disabled, as PutClientInServer comes too early)
458         if (f > 0)
459         {
460                 if (s == "cl_weaponpriority")
461                 {
462                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
463                         {
464                                 .entity weaponentity = weaponentities[slot];
465                                 if (this.(weaponentity) && (this.(weaponentity).m_weapon != WEP_Null || slot == 0))
466                                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
467                         }
468                 }
469                 if (s == "cl_allow_uidtracking")
470                         PlayerStats_GameReport_AddPlayer(this);
471         }
472 }
473
474 // decolorizes and team colors the player name when needed
475 string playername(entity p, bool team_colorize)
476 {
477     string t;
478     if (team_colorize && teamplay && !intermission_running && IS_PLAYER(p))
479     {
480         t = Team_ColorCode(p.team);
481         return strcat(t, strdecolorize(p.netname));
482     }
483     else
484         return p.netname;
485 }
486
487 float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still needs done?
488 {
489         int i = weaponinfo.m_id;
490         int d = 0;
491         bool allow_mutatorblocked = false;
492
493         if(!i)
494                 return 0;
495
496         bool mutator_returnvalue = MUTATOR_CALLHOOK(WantWeapon, weaponinfo, d, allguns, allow_mutatorblocked);
497         d = M_ARGV(1, float);
498         allguns = M_ARGV(2, bool);
499         allow_mutatorblocked = M_ARGV(3, bool);
500
501         if(allguns)
502                 d = boolean((weaponinfo.spawnflags & WEP_FLAG_NORMAL) && !(weaponinfo.spawnflags & WEP_FLAG_HIDDEN));
503         else if(!mutator_returnvalue)
504                 d = !(!weaponinfo.weaponstart);
505
506         if(!allow_mutatorblocked && (weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED)) // never default mutator blocked guns
507                 d = 0;
508
509         float t = weaponinfo.weaponstartoverride;
510
511         //LOG_INFOF("want_weapon: %s - d: %d t: %d\n", weaponinfo.netname, d, t);
512
513         // bit order in t:
514         // 1: want or not
515         // 2: is default?
516         // 4: is set by default?
517         if(t < 0)
518                 t = 4 | (3 * d);
519         else
520                 t |= (2 * d);
521
522         return t;
523 }
524
525 /// Weapons the player normally starts with outside weapon arena.
526 WepSet weapons_start()
527 {
528         WepSet ret = '0 0 0';
529         FOREACH(Weapons, it != WEP_Null, {
530                 int w = want_weapon(it, false); // TODO too complicated? see my MR, test CTS/courtfun - ballstealer
531                 if(w & 1)
532                         ret |= it.m_wepset;
533         });
534         return ret;
535 }
536
537 WepSet weapons_all()
538 {
539         WepSet ret = '0 0 0';
540         FOREACH(Weapons, it != WEP_Null, {
541                 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
542                         ret |= it.m_wepset;
543         });
544         return ret;
545 }
546
547 WepSet weapons_devall()
548 {
549         WepSet ret = '0 0 0';
550         FOREACH(Weapons, it != WEP_Null,
551         {
552                 ret |= it.m_wepset;
553         });
554         return ret;
555 }
556
557 WepSet weapons_most()
558 {
559         WepSet ret = '0 0 0';
560         FOREACH(Weapons, it != WEP_Null, {
561                 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && (it.spawnflags & WEP_FLAG_NORMAL) && !(it.spawnflags & WEP_FLAG_HIDDEN))
562                         ret |= it.m_wepset;
563         });
564         return ret;
565 }
566
567 void weaponarena_available_all_update(entity this)
568 {
569         LOG_INFOF("weaponarena_available_all_update %v\n", weaponsInMapAll);
570
571         if (weaponsInMapAll)
572         {
573                 start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_start() | (weaponsInMapAll & weapons_all());
574         }
575         else
576         {
577                 // if no weapons are available on the map, just fall back to all weapons arena
578                 start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_all();
579         }
580 }
581
582 void weaponarena_available_devall_update(entity this)
583 {
584         LOG_INFOF("weaponarena_available_devall_update %v\n", weaponsInMapAll);
585
586         if (weaponsInMapAll)
587         {
588                 start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_start() | weaponsInMapAll;
589         }
590         else
591         {
592                 // if no weapons are available on the map, just fall back to devall weapons arena
593                 start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_devall();
594         }
595 }
596
597 void weaponarena_available_most_update(entity this) // TODO cleanup
598 {
599         LOG_INFOF("weaponarena_available_most_update %v\n", weaponsInMapAll);
600
601         if (weaponsInMapAll)
602         {
603                 start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_start() | (weaponsInMapAll & weapons_most());
604         }
605         else
606         {
607                 // if no weapons are available on the map, just fall back to most weapons arena
608                 start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_most();
609         }
610 }
611
612 void readplayerstartcvars()
613 {
614         LOG_INFOF("readplayerstartcvars\n");
615         float i, t;
616
617         // initialize starting values for players
618         start_weapons = '0 0 0';
619         start_weapons_default = '0 0 0';
620         start_weapons_defaultmask = '0 0 0';
621         start_items = 0;
622         start_ammo_shells = 0;
623         start_ammo_nails = 0;
624         start_ammo_rockets = 0;
625         start_ammo_cells = 0;
626         start_ammo_plasma = 0;
627         if (random_start_ammo == NULL)
628         {
629                 random_start_ammo = spawn();
630         }
631         start_health = cvar("g_balance_health_start");
632         start_armorvalue = cvar("g_balance_armor_start");
633
634         g_weaponarena = 0;
635         g_weaponarena_weapons = '0 0 0';
636
637         string s = cvar_string("g_weaponarena");
638
639         MUTATOR_CALLHOOK(SetWeaponArena, s);
640         s = M_ARGV(0, string);
641         LOG_INFOF("arena: %s", s);
642
643         if (s == "0" || s == "")
644         {
645                 // no arena
646         }
647         else if (s == "off") // TODO remove? CA and others don't respect this
648         {
649                 // forcibly turn off weaponarena
650         }
651         else if (s == "all" || s == "1")
652         {
653                 g_weaponarena = 1;
654                 g_weaponarena_list = "All Weapons";
655                 g_weaponarena_weapons = weapons_all();
656         }
657         else if (s == "devall")
658         {
659                 g_weaponarena = 1;
660                 g_weaponarena_list = "Dev All Weapons";
661                 g_weaponarena_weapons = weapons_devall();
662         }
663         else if (s == "most")
664         {
665                 g_weaponarena = 1;
666                 g_weaponarena_list = "Most Weapons";
667                 g_weaponarena_weapons = weapons_most();
668         }
669         else if (s == "all_available")
670         {
671                 g_weaponarena = 1;
672                 g_weaponarena_list = "All Available Weapons";
673
674                 // this needs to run after weaponsInMapAll is initialized
675                 InitializeEntity(NULL, weaponarena_available_all_update, INITPRIO_FINDTARGET);
676         }
677         else if (s == "devall_available")
678         {
679                 g_weaponarena = 1;
680                 g_weaponarena_list = "Dev All Available Weapons";
681
682                 // this needs to run after weaponsInMapAll is initialized
683                 InitializeEntity(NULL, weaponarena_available_devall_update, INITPRIO_FINDTARGET);
684         }
685         else if (s == "most_available")
686         {
687                 g_weaponarena = 1;
688                 g_weaponarena_list = "Most Available Weapons";
689
690                 // this needs to run after weaponsInMapAll is initialized
691                 InitializeEntity(NULL, weaponarena_available_most_update, INITPRIO_FINDTARGET);
692         }
693         else if (s == "none")
694         {
695                 g_weaponarena = 1;
696                 g_weaponarena_list = "No Weapons";
697         }
698         else
699         {
700                 g_weaponarena = 1;
701                 t = tokenize_console(s);
702                 g_weaponarena_list = "";
703                 for (i = 0; i < t; ++i)
704                 {
705                         s = argv(i);
706                         Weapon wep = Weapons_fromstr(s);
707                         if(wep != WEP_Null)
708                         {
709                                 g_weaponarena_weapons |= (wep.m_wepset);
710                                 g_weaponarena_list = strcat(g_weaponarena_list, wep.m_name, " & ");
711                         }
712                 }
713                 g_weaponarena_list = strzone(substring(g_weaponarena_list, 0, strlen(g_weaponarena_list) - 3));
714         }
715
716         if (g_weaponarena)
717         {
718                 g_weapon_stay = 0; // incompatible
719                 start_weapons = g_weaponarena_weapons;
720                 start_items |= IT_UNLIMITED_AMMO;
721         }
722         else
723         {
724                 FOREACH(Weapons, it != WEP_Null, {
725                         int w = want_weapon(it, false);
726                         WepSet s = it.m_wepset;
727                         if(w & 1)
728                                 start_weapons |= s;
729                         if(w & 2)
730                                 start_weapons_default |= s;
731                         if(w & 4)
732                                 start_weapons_defaultmask |= s;
733                 });
734         }
735
736         if(cvar("g_balance_superweapons_time") < 0)
737                 start_items |= IT_UNLIMITED_SUPERWEAPONS;
738
739         if(!cvar("g_use_ammunition"))
740                 start_items |= IT_UNLIMITED_AMMO;
741
742         if(start_items & IT_UNLIMITED_WEAPON_AMMO)
743         {
744                 start_ammo_shells = 999;
745                 start_ammo_nails = 999;
746                 start_ammo_rockets = 999;
747                 start_ammo_cells = 999;
748                 start_ammo_plasma = 999;
749                 start_ammo_fuel = 999;
750         }
751         else
752         {
753                 start_ammo_shells = cvar("g_start_ammo_shells");
754                 start_ammo_nails = cvar("g_start_ammo_nails");
755                 start_ammo_rockets = cvar("g_start_ammo_rockets");
756                 start_ammo_cells = cvar("g_start_ammo_cells");
757                 start_ammo_plasma = cvar("g_start_ammo_plasma");
758                 start_ammo_fuel = cvar("g_start_ammo_fuel");
759                 random_start_weapons_count = cvar("g_random_start_weapons_count");
760                 SetResource(random_start_ammo, RES_SHELLS, cvar(
761                         "g_random_start_shells"));
762                 SetResource(random_start_ammo, RES_BULLETS, cvar(
763                         "g_random_start_bullets"));
764                 SetResource(random_start_ammo, RES_ROCKETS,
765                         cvar("g_random_start_rockets"));
766                 SetResource(random_start_ammo, RES_CELLS, cvar(
767                         "g_random_start_cells"));
768                 SetResource(random_start_ammo, RES_PLASMA, cvar(
769                         "g_random_start_plasma"));
770         }
771
772         if (warmup_stage && !g_ca && !g_freezetag) // TODO remove?
773         {
774                 warmup_start_ammo_shells = start_ammo_shells;
775                 warmup_start_ammo_nails = start_ammo_nails;
776                 warmup_start_ammo_rockets = start_ammo_rockets;
777                 warmup_start_ammo_cells = start_ammo_cells;
778                 warmup_start_ammo_plasma = start_ammo_plasma;
779                 warmup_start_ammo_fuel = start_ammo_fuel;
780                 warmup_start_health = start_health;
781                 warmup_start_armorvalue = start_armorvalue;
782                 warmup_start_weapons = start_weapons;
783                 warmup_start_weapons_default = start_weapons_default;
784                 warmup_start_weapons_defaultmask = start_weapons_defaultmask;
785
786                 if (!g_weaponarena)
787                 {
788                         warmup_start_ammo_shells = cvar("g_warmup_start_ammo_shells");
789                         warmup_start_ammo_nails = cvar("g_warmup_start_ammo_nails");
790                         warmup_start_ammo_rockets = cvar("g_warmup_start_ammo_rockets");
791                         warmup_start_ammo_cells = cvar("g_warmup_start_ammo_cells");
792                         warmup_start_ammo_plasma = cvar("g_warmup_start_ammo_plasma");
793                         warmup_start_ammo_fuel = cvar("g_warmup_start_ammo_fuel");
794                         warmup_start_health = cvar("g_warmup_start_health");
795                         warmup_start_armorvalue = cvar("g_warmup_start_armor");
796                         warmup_start_weapons = '0 0 0';
797                         warmup_start_weapons_default = '0 0 0';
798                         warmup_start_weapons_defaultmask = '0 0 0';
799                         FOREACH(Weapons, it != WEP_Null, {
800                                 int w = want_weapon(it, g_warmup_allguns);
801                                 WepSet s = (it.m_wepset);
802                                 if(w & 1)
803                                         warmup_start_weapons |= s;
804                                 if(w & 2)
805                                         warmup_start_weapons_default |= s;
806                                 if(w & 4)
807                                         warmup_start_weapons_defaultmask |= s;
808                         });
809                 }
810         }
811
812         if (g_jetpack)
813                 start_items |= ITEM_Jetpack.m_itemid;
814
815         MUTATOR_CALLHOOK(SetStartItems);
816
817         if (start_items & ITEM_Jetpack.m_itemid)
818         {
819                 start_items |= ITEM_JetpackRegen.m_itemid;
820                 start_ammo_fuel = max(start_ammo_fuel, cvar("g_balance_fuel_rotstable"));
821                 warmup_start_ammo_fuel = max(warmup_start_ammo_fuel, cvar("g_balance_fuel_rotstable"));
822         }
823
824         start_ammo_shells = max(0, start_ammo_shells);
825         start_ammo_nails = max(0, start_ammo_nails);
826         start_ammo_rockets = max(0, start_ammo_rockets);
827         start_ammo_cells = max(0, start_ammo_cells);
828         start_ammo_plasma = max(0, start_ammo_plasma);
829         start_ammo_fuel = max(0, start_ammo_fuel);
830         SetResource(random_start_ammo, RES_SHELLS, max(0,
831                 GetResource(random_start_ammo, RES_SHELLS)));
832         SetResource(random_start_ammo, RES_BULLETS, max(0,
833                 GetResource(random_start_ammo, RES_BULLETS)));
834         SetResource(random_start_ammo, RES_ROCKETS, max(0,
835                 GetResource(random_start_ammo, RES_ROCKETS)));
836         SetResource(random_start_ammo, RES_CELLS, max(0,
837                 GetResource(random_start_ammo, RES_CELLS)));
838         SetResource(random_start_ammo, RES_PLASMA, max(0,
839                 GetResource(random_start_ammo, RES_PLASMA)));
840
841         warmup_start_ammo_shells = max(0, warmup_start_ammo_shells);
842         warmup_start_ammo_nails = max(0, warmup_start_ammo_nails);
843         warmup_start_ammo_rockets = max(0, warmup_start_ammo_rockets);
844         warmup_start_ammo_cells = max(0, warmup_start_ammo_cells);
845         warmup_start_ammo_plasma = max(0, warmup_start_ammo_plasma);
846         warmup_start_ammo_fuel = max(0, warmup_start_ammo_fuel);
847 }
848
849 void precache_playermodel(string m)
850 {
851         float globhandle, i, n;
852         string f;
853
854         if(substring(m, -9, 5) == "_lod1")
855                 return;
856         if(substring(m, -9, 5) == "_lod2")
857                 return;
858         precache_model(m);
859         f = strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1));
860         if(fexists(f))
861                 precache_model(f);
862         f = strcat(substring(m, 0, -5), "_lod2", substring(m, -4, -1));
863         if(fexists(f))
864                 precache_model(f);
865
866         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
867         if (globhandle < 0)
868                 return;
869         n = search_getsize(globhandle);
870         for (i = 0; i < n; ++i)
871         {
872                 //print(search_getfilename(globhandle, i), "\n");
873                 f = search_getfilename(globhandle, i);
874                 PrecachePlayerSounds(f);
875         }
876         search_end(globhandle);
877 }
878 void precache_all_playermodels(string pattern)
879 {
880         int globhandle = search_begin(pattern, true, false);
881         if (globhandle < 0) return;
882         int n = search_getsize(globhandle);
883         for (int i = 0; i < n; ++i)
884         {
885                 string s = search_getfilename(globhandle, i);
886                 precache_playermodel(s);
887         }
888         search_end(globhandle);
889 }
890
891 void precache_playermodels(string s)
892 {
893         FOREACH_WORD(s, true, { precache_playermodel(it); });
894 }
895
896 void precache()
897 {
898     // gamemode related things
899
900     // Precache all player models if desired
901     if (autocvar_sv_precacheplayermodels)
902     {
903         PrecachePlayerSounds("sound/player/default.sounds");
904         precache_all_playermodels("models/player/*.zym");
905         precache_all_playermodels("models/player/*.dpm");
906         precache_all_playermodels("models/player/*.md3");
907         precache_all_playermodels("models/player/*.psk");
908         precache_all_playermodels("models/player/*.iqm");
909     }
910
911     if (autocvar_sv_defaultcharacter)
912     {
913                 precache_playermodels(autocvar_sv_defaultplayermodel_red);
914                 precache_playermodels(autocvar_sv_defaultplayermodel_blue);
915                 precache_playermodels(autocvar_sv_defaultplayermodel_yellow);
916                 precache_playermodels(autocvar_sv_defaultplayermodel_pink);
917                 precache_playermodels(autocvar_sv_defaultplayermodel);
918     }
919
920 #if 0
921     // Disabled this code because it simply does not work (e.g. ignores bgmvolume, overlaps with "cd loop" controlled tracks).
922
923     if (!this.noise && this.music) // quake 3 uses the music field
924         this.noise = this.music;
925
926     // plays music for the level if there is any
927     if (this.noise)
928     {
929         precache_sound (this.noise);
930         ambientsound ('0 0 0', this.noise, VOL_BASE, ATTEN_NONE);
931     }
932 #endif
933 }
934
935
936 void make_safe_for_remove(entity e)
937 {
938     if (e.initialize_entity)
939     {
940         entity ent, prev = NULL;
941         for (ent = initialize_entity_first; ent; )
942         {
943             if ((ent == e) || ((ent.classname == "initialize_entity") && (ent.enemy == e)))
944             {
945                 //print("make_safe_for_remove: getting rid of initializer ", etos(ent), "\n");
946                 // skip it in linked list
947                 if (prev)
948                 {
949                     prev.initialize_entity_next = ent.initialize_entity_next;
950                     ent = prev.initialize_entity_next;
951                 }
952                 else
953                 {
954                     initialize_entity_first = ent.initialize_entity_next;
955                     ent = initialize_entity_first;
956                 }
957             }
958             else
959             {
960                 prev = ent;
961                 ent = ent.initialize_entity_next;
962             }
963         }
964     }
965 }
966
967 .float remove_except_protected_forbidden;
968 void remove_except_protected(entity e)
969 {
970         if(e.remove_except_protected_forbidden)
971                 error("not allowed to remove this at this point");
972         builtin_remove(e);
973 }
974
975 void remove_unsafely(entity e)
976 {
977     if(e.classname == "spike")
978         error("Removing spikes is forbidden (crylink bug), please report");
979     builtin_remove(e);
980 }
981
982 void remove_safely(entity e)
983 {
984     make_safe_for_remove(e);
985     builtin_remove(e);
986 }
987
988 void InitializeEntity(entity e, void(entity this) func, int order)
989 {
990     entity prev, cur;
991
992     if (!e || e.initialize_entity)
993     {
994         // make a proxy initializer entity
995         entity e_old = e;
996         e = new(initialize_entity);
997         e.enemy = e_old;
998     }
999
1000     e.initialize_entity = func;
1001     e.initialize_entity_order = order;
1002
1003     cur = initialize_entity_first;
1004     prev = NULL;
1005     for (;;)
1006     {
1007         if (!cur || cur.initialize_entity_order > order)
1008         {
1009             // insert between prev and cur
1010             if (prev)
1011                 prev.initialize_entity_next = e;
1012             else
1013                 initialize_entity_first = e;
1014             e.initialize_entity_next = cur;
1015             return;
1016         }
1017         prev = cur;
1018         cur = cur.initialize_entity_next;
1019     }
1020 }
1021 void InitializeEntitiesRun()
1022 {
1023     entity startoflist = initialize_entity_first;
1024     initialize_entity_first = NULL;
1025     delete_fn = remove_except_protected;
1026     for (entity e = startoflist; e; e = e.initialize_entity_next)
1027     {
1028                 e.remove_except_protected_forbidden = 1;
1029     }
1030     for (entity e = startoflist; e; )
1031     {
1032                 e.remove_except_protected_forbidden = 0;
1033         e.initialize_entity_order = 0;
1034         entity next = e.initialize_entity_next;
1035         e.initialize_entity_next = NULL;
1036         var void(entity this) func = e.initialize_entity;
1037         e.initialize_entity = func_null;
1038         if (e.classname == "initialize_entity")
1039         {
1040             entity wrappee = e.enemy;
1041             builtin_remove(e);
1042             e = wrappee;
1043         }
1044         //dprint("Delayed initialization: ", e.classname, "\n");
1045         if (func)
1046         {
1047                 func(e);
1048         }
1049         else
1050         {
1051             eprint(e);
1052             backtrace(strcat("Null function in: ", e.classname, "\n"));
1053         }
1054         e = next;
1055     }
1056     delete_fn = remove_unsafely;
1057 }
1058
1059 .float(entity) isEliminated;
1060 bool EliminatedPlayers_SendEntity(entity this, entity to, float sendflags)
1061 {
1062         Stream out = MSG_ENTITY;
1063         WriteHeader(out, ENT_CLIENT_ELIMINATEDPLAYERS);
1064         serialize(byte, out, sendflags);
1065         if (sendflags & 1) {
1066                 for (int i = 1; i <= maxclients; i += 8) {
1067                         int f = 0;
1068                         entity e = edict_num(i);
1069                         for (int b = 0; b < 8; ++b, e = nextent(e)) {
1070                                 if (eliminatedPlayers.isEliminated(e)) {
1071                                         f |= BIT(b);
1072                                 }
1073                         }
1074                         serialize(byte, out, f);
1075                 }
1076         }
1077         return true;
1078 }
1079
1080 void EliminatedPlayers_Init(float(entity) isEliminated_func)
1081 {
1082         if(eliminatedPlayers)
1083         {
1084                 backtrace("Can't spawn eliminatedPlayers again!");
1085                 return;
1086         }
1087         Net_LinkEntity(eliminatedPlayers = spawn(), false, 0, EliminatedPlayers_SendEntity);
1088         eliminatedPlayers.isEliminated = isEliminated_func;
1089 }
1090
1091
1092
1093
1094 void adaptor_think2use_hittype_splash(entity this) // for timed projectile detonation
1095 {
1096         if(!(IS_ONGROUND(this))) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
1097                 this.projectiledeathtype |= HITTYPE_SPLASH;
1098         adaptor_think2use(this);
1099 }
1100
1101 // deferred dropping
1102 void DropToFloor_Handler(entity this)
1103 {
1104     WITHSELF(this, builtin_droptofloor());
1105     this.dropped_origin = this.origin;
1106 }
1107
1108 void droptofloor(entity this)
1109 {
1110     InitializeEntity(this, DropToFloor_Handler, INITPRIO_DROPTOFLOOR);
1111 }
1112
1113
1114
1115 float trace_hits_box_a0, trace_hits_box_a1;
1116
1117 float trace_hits_box_1d(float end, float thmi, float thma)
1118 {
1119     if (end == 0)
1120     {
1121         // just check if x is in range
1122         if (0 < thmi)
1123             return false;
1124         if (0 > thma)
1125             return false;
1126     }
1127     else
1128     {
1129         // do the trace with respect to x
1130         // 0 -> end has to stay in thmi -> thma
1131         trace_hits_box_a0 = max(trace_hits_box_a0, min(thmi / end, thma / end));
1132         trace_hits_box_a1 = min(trace_hits_box_a1, max(thmi / end, thma / end));
1133         if (trace_hits_box_a0 > trace_hits_box_a1)
1134             return false;
1135     }
1136     return true;
1137 }
1138
1139 float trace_hits_box(vector start, vector end, vector thmi, vector thma)
1140 {
1141     end -= start;
1142     thmi -= start;
1143     thma -= start;
1144     // now it is a trace from 0 to end
1145
1146     trace_hits_box_a0 = 0;
1147     trace_hits_box_a1 = 1;
1148
1149     if (!trace_hits_box_1d(end.x, thmi.x, thma.x))
1150         return false;
1151     if (!trace_hits_box_1d(end.y, thmi.y, thma.y))
1152         return false;
1153     if (!trace_hits_box_1d(end.z, thmi.z, thma.z))
1154         return false;
1155
1156     return true;
1157 }
1158
1159 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma)
1160 {
1161     return trace_hits_box(start, end, thmi - ma, thma - mi);
1162 }
1163
1164 bool SUB_NoImpactCheck(entity this, entity toucher)
1165 {
1166         // zero hitcontents = this is not the real impact, but either the
1167         // mirror-impact of something hitting the projectile instead of the
1168         // projectile hitting the something, or a touchareagrid one. Neither of
1169         // these stop the projectile from moving, so...
1170         if(trace_dphitcontents == 0)
1171         {
1172                 LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct. (edict: %i, classname: %s, origin: %v)", this, this.classname, this.origin);
1173                 checkclient(this); // TODO: .health is checked in the engine with this, possibly replace with a QC function?
1174         }
1175     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
1176         return true;
1177     if (toucher == NULL && this.size != '0 0 0')
1178     {
1179         vector tic;
1180         tic = this.velocity * sys_frametime;
1181         tic = tic + normalize(tic) * vlen(this.maxs - this.mins);
1182         traceline(this.origin - tic, this.origin + tic, MOVE_NORMAL, this);
1183         if (trace_fraction >= 1)
1184         {
1185             LOG_TRACE("Odd... did not hit...?");
1186         }
1187         else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
1188         {
1189             LOG_TRACE("Detected and prevented the sky-grapple bug.");
1190             return true;
1191         }
1192     }
1193
1194     return false;
1195 }
1196
1197 #define SUB_OwnerCheck(ent,oth) ((oth) && ((oth) == (ent).owner))
1198
1199 bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
1200 {
1201         if(SUB_OwnerCheck(this, toucher))
1202                 return true;
1203         if(SUB_NoImpactCheck(this, toucher))
1204         {
1205                 if(this.classname == "nade")
1206                         return false; // no checks here
1207                 else if(this.classname == "grapplinghook")
1208                         RemoveHook(this);
1209                 else if(this.classname == "spike")
1210                 {
1211                         W_Crylink_Dequeue(this);
1212                         delete(this);
1213                 }
1214                 else
1215                         delete(this);
1216                 return true;
1217         }
1218         if(trace_ent && trace_ent.solid > SOLID_TRIGGER)
1219                 UpdateCSQCProjectile(this);
1220         return false;
1221 }
1222
1223 /** engine callback */
1224 void URI_Get_Callback(float id, float status, string data)
1225 {
1226         if(url_URI_Get_Callback(id, status, data))
1227         {
1228                 // handled
1229         }
1230         else if (id == URI_GET_DISCARD)
1231         {
1232                 // discard
1233         }
1234         else if (id >= URI_GET_CURL && id <= URI_GET_CURL_END)
1235         {
1236                 // sv_cmd curl
1237                 Curl_URI_Get_Callback(id, status, data);
1238         }
1239         else if (id >= URI_GET_IPBAN && id <= URI_GET_IPBAN_END)
1240         {
1241                 // online ban list
1242                 OnlineBanList_URI_Get_Callback(id, status, data);
1243         }
1244         else if (MUTATOR_CALLHOOK(URI_GetCallback, id, status, data))
1245         {
1246                 // handled by a mutator
1247         }
1248         else
1249         {
1250                 LOG_INFO("Received HTTP request data for an invalid id ", ftos(id), ".");
1251         }
1252 }
1253
1254 string uid2name(string myuid) {
1255         string s;
1256         s = db_get(ServerProgsDB, strcat("/uid2name/", myuid));
1257
1258         // FIXME remove this later after 0.6 release
1259         // convert old style broken records to correct style
1260         if(s == "")
1261         {
1262                 s = db_get(ServerProgsDB, strcat("uid2name", myuid));
1263                 if(s != "")
1264                 {
1265                         db_put(ServerProgsDB, strcat("/uid2name/", myuid), s);
1266                         db_remove(ServerProgsDB, strcat("uid2name", myuid));
1267                 }
1268         }
1269
1270         if(s == "")
1271                 s = "^1Unregistered Player";
1272         return s;
1273 }
1274
1275 float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
1276 {
1277     float m, i;
1278     vector start, org, delta, end, enddown, mstart;
1279
1280     m = e.dphitcontentsmask;
1281     e.dphitcontentsmask = goodcontents | badcontents;
1282
1283     org = boundmin;
1284     delta = boundmax - boundmin;
1285
1286     start = end = org;
1287
1288     for (i = 0; i < attempts; ++i)
1289     {
1290         start.x = org.x + random() * delta.x;
1291         start.y = org.y + random() * delta.y;
1292         start.z = org.z + random() * delta.z;
1293
1294         // rule 1: start inside world bounds, and outside
1295         // solid, and don't start from somewhere where you can
1296         // fall down to evil
1297         tracebox(start, e.mins, e.maxs, start - '0 0 1' * delta.z, MOVE_NORMAL, e);
1298         if (trace_fraction >= 1)
1299             continue;
1300         if (trace_startsolid)
1301             continue;
1302         if (trace_dphitcontents & badcontents)
1303             continue;
1304         if (trace_dphitq3surfaceflags & badsurfaceflags)
1305             continue;
1306
1307         // rule 2: if we are too high, lower the point
1308         if (trace_fraction * delta.z > maxaboveground)
1309             start = trace_endpos + '0 0 1' * maxaboveground;
1310         enddown = trace_endpos;
1311
1312         // rule 3: make sure we aren't outside the map. This only works
1313         // for somewhat well formed maps. A good rule of thumb is that
1314         // the map should have a convex outside hull.
1315         // these can be traceLINES as we already verified the starting box
1316         mstart = start + 0.5 * (e.mins + e.maxs);
1317         traceline(mstart, mstart + '1 0 0' * delta.x, MOVE_NORMAL, e);
1318         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1319             continue;
1320         traceline(mstart, mstart - '1 0 0' * delta.x, MOVE_NORMAL, e);
1321         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1322             continue;
1323         traceline(mstart, mstart + '0 1 0' * delta.y, MOVE_NORMAL, e);
1324         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1325             continue;
1326         traceline(mstart, mstart - '0 1 0' * delta.y, MOVE_NORMAL, e);
1327         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1328             continue;
1329         traceline(mstart, mstart + '0 0 1' * delta.z, MOVE_NORMAL, e);
1330         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1331             continue;
1332
1333         // rule 4: we must "see" some spawnpoint or item
1334     entity sp = NULL;
1335     IL_EACH(g_spawnpoints, checkpvs(mstart, it),
1336     {
1337         if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
1338         {
1339                 sp = it;
1340                 break;
1341         }
1342     });
1343         if(!sp)
1344         {
1345                 int items_checked = 0;
1346                 IL_EACH(g_items, checkpvs(mstart, it),
1347                 {
1348                         if((traceline(mstart, it.origin + (it.mins + it.maxs) * 0.5, MOVE_NORMAL, e), trace_fraction) >= 1)
1349                         {
1350                                 sp = it;
1351                                 break;
1352                         }
1353
1354                         ++items_checked;
1355                         if(items_checked >= attempts)
1356                                 break; // sanity
1357                 });
1358
1359                 if(!sp)
1360                         continue;
1361         }
1362
1363         // find a random vector to "look at"
1364         end.x = org.x + random() * delta.x;
1365         end.y = org.y + random() * delta.y;
1366         end.z = org.z + random() * delta.z;
1367         end = start + normalize(end - start) * vlen(delta);
1368
1369         // rule 4: start TO end must not be too short
1370         tracebox(start, e.mins, e.maxs, end, MOVE_NORMAL, e);
1371         if (trace_startsolid)
1372             continue;
1373         if (trace_fraction < minviewdistance / vlen(delta))
1374             continue;
1375
1376         // rule 5: don't want to look at sky
1377         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1378             continue;
1379
1380         // rule 6: we must not end up in trigger_hurt
1381         if (tracebox_hits_trigger_hurt(start, e.mins, e.maxs, enddown))
1382             continue;
1383
1384         break;
1385     }
1386
1387     e.dphitcontentsmask = m;
1388
1389     if (i < attempts)
1390     {
1391         setorigin(e, start);
1392         e.angles = vectoangles(end - start);
1393         LOG_DEBUG("Needed ", ftos(i + 1), " attempts");
1394         return true;
1395     }
1396     else
1397         return false;
1398 }
1399
1400 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
1401 {
1402         return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance);
1403 }
1404
1405 void write_recordmarker(entity pl, float tstart, float dt)
1406 {
1407     GameLogEcho(strcat(":recordset:", ftos(pl.playerid), ":", ftos(dt)));
1408
1409     // also write a marker into demo files for demotc-race-record-extractor to find
1410     stuffcmd(pl,
1411              strcat(
1412                  strcat("//", strconv(2, 0, 0, GetGametype()), " RECORD SET ", TIME_ENCODED_TOSTRING(TIME_ENCODE(dt))),
1413                  " ", ftos(tstart), " ", ftos(dt), "\n"));
1414 }
1415
1416 void attach_sameorigin(entity e, entity to, string tag)
1417 {
1418     vector org, t_forward, t_left, t_up, e_forward, e_up;
1419     float tagscale;
1420
1421     org = e.origin - gettaginfo(to, gettagindex(to, tag));
1422     tagscale = (vlen(v_forward) ** -2); // undo a scale on the tag
1423     t_forward = v_forward * tagscale;
1424     t_left = v_right * -tagscale;
1425     t_up = v_up * tagscale;
1426
1427     e.origin_x = org * t_forward;
1428     e.origin_y = org * t_left;
1429     e.origin_z = org * t_up;
1430
1431     // current forward and up directions
1432     if (substring(e.model, 0, 1) == "*") // bmodels have their own rules
1433                 e.angles = AnglesTransform_FromVAngles(e.angles);
1434         else
1435                 e.angles = AnglesTransform_FromAngles(e.angles);
1436     fixedmakevectors(e.angles);
1437
1438     // untransform forward, up!
1439     e_forward.x = v_forward * t_forward;
1440     e_forward.y = v_forward * t_left;
1441     e_forward.z = v_forward * t_up;
1442     e_up.x = v_up * t_forward;
1443     e_up.y = v_up * t_left;
1444     e_up.z = v_up * t_up;
1445
1446     e.angles = fixedvectoangles2(e_forward, e_up);
1447     if (substring(e.model, 0, 1) == "*") // bmodels have their own rules
1448                 e.angles = AnglesTransform_ToVAngles(e.angles);
1449         else
1450                 e.angles = AnglesTransform_ToAngles(e.angles);
1451
1452     setattachment(e, to, tag);
1453     setorigin(e, e.origin);
1454 }
1455
1456 void detach_sameorigin(entity e)
1457 {
1458     vector org;
1459     org = gettaginfo(e, 0);
1460     e.angles = fixedvectoangles2(v_forward, v_up);
1461     if (substring(e.model, 0, 1) == "*") // bmodels have their own rules
1462                 e.angles = AnglesTransform_ToVAngles(e.angles);
1463         else
1464                 e.angles = AnglesTransform_ToAngles(e.angles);
1465     setorigin(e, org);
1466     setattachment(e, NULL, "");
1467     setorigin(e, e.origin);
1468 }
1469
1470 void follow_sameorigin(entity e, entity to)
1471 {
1472     set_movetype(e, MOVETYPE_FOLLOW); // make the hole follow
1473     e.aiment = to; // make the hole follow bmodel
1474     e.punchangle = to.angles; // the original angles of bmodel
1475     e.view_ofs = e.origin - to.origin; // relative origin
1476     e.v_angle = e.angles - to.angles; // relative angles
1477 }
1478
1479 void unfollow_sameorigin(entity e)
1480 {
1481     set_movetype(e, MOVETYPE_NONE);
1482 }
1483
1484 entity gettaginfo_relative_ent;
1485 vector gettaginfo_relative(entity e, float tag)
1486 {
1487     if (!gettaginfo_relative_ent)
1488     {
1489         gettaginfo_relative_ent = spawn();
1490         gettaginfo_relative_ent.effects = EF_NODRAW;
1491     }
1492     gettaginfo_relative_ent.model = e.model;
1493     gettaginfo_relative_ent.modelindex = e.modelindex;
1494     gettaginfo_relative_ent.frame = e.frame;
1495     return gettaginfo(gettaginfo_relative_ent, tag);
1496 }
1497
1498 .string aiment_classname;
1499 .float aiment_deadflag;
1500 void SetMovetypeFollow(entity ent, entity e)
1501 {
1502         // FIXME this may not be warpzone aware
1503         set_movetype(ent, MOVETYPE_FOLLOW); // make the hole follow
1504         ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.
1505         ent.aiment = e; // make the hole follow bmodel
1506         ent.punchangle = e.angles; // the original angles of bmodel
1507         ent.view_ofs = ent.origin - e.origin; // relative origin
1508         ent.v_angle = ent.angles - e.angles; // relative angles
1509         ent.aiment_classname = strzone(e.classname);
1510         ent.aiment_deadflag = e.deadflag;
1511 }
1512 void UnsetMovetypeFollow(entity ent)
1513 {
1514         set_movetype(ent, MOVETYPE_FLY);
1515         PROJECTILE_MAKETRIGGER(ent);
1516         ent.aiment = NULL;
1517 }
1518 float LostMovetypeFollow(entity ent)
1519 {
1520 /*
1521         if(ent.move_movetype != MOVETYPE_FOLLOW)
1522                 if(ent.aiment)
1523                         error("???");
1524 */
1525         if(ent.aiment)
1526         {
1527                 if(ent.aiment.classname != ent.aiment_classname)
1528                         return 1;
1529                 if(ent.aiment.deadflag != ent.aiment_deadflag)
1530                         return 1;
1531         }
1532         return 0;
1533 }
1534
1535 .bool pushable;
1536 bool isPushable(entity e)
1537 {
1538         if(e.pushable)
1539                 return true;
1540         if(IS_VEHICLE(e))
1541                 return false;
1542         if(e.iscreature)
1543                 return true;
1544         if (Item_IsLoot(e))
1545         {
1546                 return true;
1547         }
1548         switch(e.classname)
1549         {
1550                 case "body":
1551                         return true;
1552                 case "bullet": // antilagged bullets can't hit this either
1553                         return false;
1554         }
1555         if (e.projectiledeathtype)
1556                 return true;
1557         return false;
1558 }