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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / miscfunctions.qh
1 #pragma once
2
3 #include <server/defs.qh>
4 #include <server/g_world.qh>
5
6 #include <common/t_items.qh>
7
8 #include <server/mutators/_mod.qh>
9
10 #include <common/constants.qh>
11 #include <common/mapinfo.qh>
12 #include <common/turrets/all.qh>
13
14 .vector dropped_origin;
15
16 entity eliminatedPlayers;
17 void EliminatedPlayers_Init(float(entity) isEliminated_func);
18
19 void write_recordmarker(entity pl, float tstart, float dt);
20
21 void play2all(string samp);
22
23 void play2team(float t, string filename);
24
25 void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
26
27 float spamsound(entity e, float chan, Sound samp, float vol, float _atten);
28
29 void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
30
31 void precache_all_playermodels(string pattern);
32
33 void soundat(entity e, vector o, float chan, string samp, float vol, float _atten);
34
35 void InitializeEntitiesRun();
36
37 void stopsoundto(float _dest, entity e, float chan);
38 void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten);
39
40 void droptofloor(entity this);
41
42 void attach_sameorigin(entity e, entity to, string tag);
43
44 void crosshair_trace(entity pl);
45
46 void crosshair_trace_plusvisibletriggers(entity pl);
47 void WarpZone_crosshair_trace_plusvisibletriggers(entity pl);
48 void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz);
49
50 void detach_sameorigin(entity e);
51
52 void follow_sameorigin(entity e, entity to);
53
54 string formatmessage(entity this, string msg);
55
56 /** print(), but only print if the server is not local */
57 void dedicated_print(string input);
58
59 void GetCvars(entity this, entity store, int f);
60
61 string GetMapname();
62
63 float isPushable(entity e);
64
65 float LostMovetypeFollow(entity ent);
66
67 string uid2name(string myuid);
68
69 bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
70
71 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
72
73 string NearestLocation(vector p);
74
75 void play2(entity e, string filename);
76
77 string playername(entity p, bool team_colorize);
78
79 void remove_safely(entity e);
80
81 void remove_unsafely(entity e);
82
83 void SetMovetypeFollow(entity ent, entity e);
84
85 void soundto(float dest, entity e, float chan, string samp, float vol, float atten);
86
87 void stopsound(entity e, float chan);
88
89 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
90
91 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
92
93 void WarpZone_crosshair_trace(entity pl);
94
95 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
96
97 #define IS_DEAD(s) ((s).deadflag != DEAD_NO)
98
99
100 #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
101 #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))
102
103 #define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
104
105 #define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
106
107 // copies a string to a tempstring (so one can strunzone it)
108 string strcat1(string s) = #115; // FRIK_FILE
109
110 /*
111 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
112 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
113 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
114 // BE CONSTANT OR strzoneD!
115 float strstrofs(string haystack, string needle, float offset)
116 {
117         float len, endpos;
118         string found;
119         len = strlen(needle);
120         endpos = strlen(haystack) - len;
121         while(offset <= endpos)
122         {
123                 found = substring(haystack, offset, len);
124                 if(found == needle)
125                         return offset;
126                 offset = offset + 1;
127         }
128         return -1;
129 }
130 */
131
132 const float NUM_NEAREST_ENTITIES = 4;
133 entity nearest_entity[NUM_NEAREST_ENTITIES];
134 float nearest_length[NUM_NEAREST_ENTITIES];
135
136
137 //#NO AUTOCVARS START
138
139 float g_pickup_shells_max;
140 float g_pickup_nails_max;
141 float g_pickup_rockets_max;
142 float g_pickup_cells_max;
143 float g_pickup_plasma_max;
144 float g_pickup_fuel_max;
145 float g_pickup_weapons_anyway;
146 float g_weaponarena;
147 WepSet g_weaponarena_weapons;
148 float g_weaponarena_random; // TODO
149 string g_weaponarena_list;
150 float g_weaponspeedfactor;
151 float g_weaponratefactor;
152 float g_weapondamagefactor;
153 float g_weaponforcefactor;
154 float g_weaponspreadfactor;
155
156 WepSet start_weapons;
157 WepSet start_weapons_default;
158 WepSet start_weapons_defaultmask;
159 int start_items;
160 float start_ammo_shells;
161 float start_ammo_nails;
162 float start_ammo_rockets;
163 float start_ammo_cells;
164 float start_ammo_plasma;
165 float start_ammo_fuel;
166 /// \brief Number of random start weapons to give to players.
167 int random_start_weapons_count;
168 /// \brief Holds a list of possible random start weapons.
169 string autocvar_g_random_start_weapons;
170 /// \brief Entity that contains amount of ammo to give with random start
171 /// weapons.
172 entity random_start_ammo;
173 float start_health;
174 float start_armorvalue;
175 WepSet warmup_start_weapons;
176 WepSet warmup_start_weapons_default;
177 WepSet warmup_start_weapons_defaultmask;
178 #define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
179 float warmup_start_ammo_shells;
180 float warmup_start_ammo_nails;
181 float warmup_start_ammo_rockets;
182 float warmup_start_ammo_cells;
183 float warmup_start_ammo_plasma;
184 float warmup_start_ammo_fuel;
185 float warmup_start_health;
186 float warmup_start_armorvalue;
187 float g_weapon_stay;
188
189 float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
190 void readplayerstartcvars();
191
192 float sv_autotaunt;
193 float sv_taunt;
194
195 void readlevelcvars()
196 {
197         if(cvar("sv_allow_fullbright"))
198                 serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
199
200         sv_clones = cvar("sv_clones");
201         sv_foginterval = cvar("sv_foginterval");
202         g_footsteps = cvar("g_footsteps");
203         g_jetpack = cvar("g_jetpack");
204         sv_maxidle = cvar("sv_maxidle");
205         sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
206         sv_maxidle_slots = cvar("sv_maxidle_slots");
207         sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
208         sv_autotaunt = cvar("sv_autotaunt");
209         sv_taunt = cvar("sv_taunt");
210         sv_ready_restart = cvar("sv_ready_restart");
211         sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
212         sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
213
214         warmup_stage = cvar("g_warmup");
215         warmup_limit = cvar("g_warmup_limit");
216         g_warmup_allguns = cvar("g_warmup_allguns");
217         g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
218
219         if(cvar("g_campaign"))
220                 warmup_stage = 0; // no warmup during campaign
221
222         g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
223         g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon");
224         g_pickup_respawntime_ammo = cvar("g_pickup_respawntime_ammo");
225         g_pickup_respawntime_short = cvar("g_pickup_respawntime_short");
226         g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium");
227         g_pickup_respawntime_long = cvar("g_pickup_respawntime_long");
228         g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup");
229         g_pickup_respawntimejitter_weapon = cvar("g_pickup_respawntimejitter_weapon");
230         g_pickup_respawntimejitter_superweapon = cvar("g_pickup_respawntimejitter_superweapon");
231         g_pickup_respawntimejitter_ammo = cvar("g_pickup_respawntimejitter_ammo");
232         g_pickup_respawntimejitter_short = cvar("g_pickup_respawntimejitter_short");
233         g_pickup_respawntimejitter_medium = cvar("g_pickup_respawntimejitter_medium");
234         g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long");
235         g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup");
236
237         g_weaponspeedfactor = cvar("g_weaponspeedfactor");
238         g_weaponratefactor = cvar("g_weaponratefactor");
239         g_weapondamagefactor = cvar("g_weapondamagefactor");
240         g_weaponforcefactor = cvar("g_weaponforcefactor");
241         g_weaponspreadfactor = cvar("g_weaponspreadfactor");
242
243         g_pickup_shells = cvar("g_pickup_shells");
244         g_pickup_shells_max = cvar("g_pickup_shells_max");
245         g_pickup_nails = cvar("g_pickup_nails");
246         g_pickup_nails_max = cvar("g_pickup_nails_max");
247         g_pickup_rockets = cvar("g_pickup_rockets");
248         g_pickup_rockets_max = cvar("g_pickup_rockets_max");
249         g_pickup_cells = cvar("g_pickup_cells");
250         g_pickup_cells_max = cvar("g_pickup_cells_max");
251         g_pickup_plasma = cvar("g_pickup_plasma");
252         g_pickup_plasma_max = cvar("g_pickup_plasma_max");
253         g_pickup_fuel = cvar("g_pickup_fuel");
254         g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack");
255         g_pickup_fuel_max = cvar("g_pickup_fuel_max");
256         g_pickup_armorsmall = cvar("g_pickup_armorsmall");
257         g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
258         g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway");
259         g_pickup_armormedium = cvar("g_pickup_armormedium");
260         g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
261         g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway");
262         g_pickup_armorbig = cvar("g_pickup_armorbig");
263         g_pickup_armorbig_max = cvar("g_pickup_armorbig_max");
264         g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway");
265         g_pickup_armormega = cvar("g_pickup_armormega");
266         g_pickup_armormega_max = cvar("g_pickup_armormega_max");
267         g_pickup_armormega_anyway = cvar("g_pickup_armormega_anyway");
268         g_pickup_healthsmall = cvar("g_pickup_healthsmall");
269         g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
270         g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway");
271         g_pickup_healthmedium = cvar("g_pickup_healthmedium");
272         g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
273         g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway");
274         g_pickup_healthbig = cvar("g_pickup_healthbig");
275         g_pickup_healthbig_max = cvar("g_pickup_healthbig_max");
276         g_pickup_healthbig_anyway = cvar("g_pickup_healthbig_anyway");
277         g_pickup_healthmega = cvar("g_pickup_healthmega");
278         g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
279         g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway");
280
281         g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway");
282         g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway");
283
284     g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
285     if(!g_weapon_stay)
286         g_weapon_stay = cvar("g_weapon_stay");
287
288     MUTATOR_CALLHOOK(ReadLevelCvars);
289
290         if (!warmup_stage)
291                 game_starttime = time + cvar("g_start_delay");
292
293         FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
294
295         readplayerstartcvars();
296 }
297
298 //#NO AUTOCVARS END
299
300 const int INITPRIO_FIRST                = 0;
301 const int INITPRIO_GAMETYPE             = 0;
302 const int INITPRIO_GAMETYPE_FALLBACK    = 1;
303 const int INITPRIO_FINDTARGET           = 10;
304 const int INITPRIO_DROPTOFLOOR          = 20;
305 const int INITPRIO_SETLOCATION          = 90;
306 const int INITPRIO_LINKDOORS            = 91;
307 const int INITPRIO_LAST                 = 99;
308
309 .void(entity this) initialize_entity;
310 .int initialize_entity_order;
311 .entity initialize_entity_next;
312 entity initialize_entity_first;
313
314
315
316
317
318 bool sound_allowed(int dest, entity e);
319 void InitializeEntity(entity e, void(entity this) func, int order);
320
321 IntrusiveList g_ctrace_changed;
322 STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }