3 #include <server/defs.qh>
5 #include <common/t_items.qh>
7 #include "mutators/events.qh"
9 #include <common/constants.qh>
10 #include <common/mapinfo.qh>
11 #include <common/turrets/all.qh>
14 #define cvar_string_normal builtin_cvar_string
15 #define cvar_normal builtin_cvar
17 string cvar_string_normal(string n)
19 if (!(cvar_type(n) & CVAR_TYPEFLAG_EXISTS))
20 backtrace(strcat("Attempt to access undefined cvar: ", n));
21 return builtin_cvar_string(n);
24 float cvar_normal(string n)
26 return stof(cvar_string_normal(n));
29 #define cvar_set_normal builtin_cvar_set
31 .vector dropped_origin;
33 entity eliminatedPlayers;
34 void EliminatedPlayers_Init(float(entity) isEliminated_func);
36 void write_recordmarker(entity pl, float tstart, float dt);
38 void play2all(string samp);
40 void play2team(float t, string filename);
42 void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
44 float spamsound(entity e, float chan, Sound samp, float vol, float _atten);
46 void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
48 void precache_all_playermodels(string pattern);
50 void soundat(entity e, vector o, float chan, string samp, float vol, float _atten);
52 void InitializeEntitiesRun();
54 void stopsoundto(float _dest, entity e, float chan);
55 void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten);
57 void droptofloor(entity this);
59 void attach_sameorigin(entity e, entity to, string tag);
61 void crosshair_trace(entity pl);
63 void crosshair_trace_plusvisibletriggers(entity pl);
65 void detach_sameorigin(entity e);
67 void follow_sameorigin(entity e, entity to);
69 string formatmessage(entity this, string msg);
71 void GameLogEcho(string s);
77 void GetCvars(entity this, entity store, int f);
81 float isPushable(entity e);
83 float LostMovetypeFollow(entity ent);
85 string uid2name(string myuid);
87 float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
89 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
91 string NearestLocation(vector p);
93 void play2(entity e, string filename);
95 string playername(entity p, bool team_colorize);
99 void remove_safely(entity e);
101 void remove_unsafely(entity e);
103 void SetMovetypeFollow(entity ent, entity e);
105 void soundto(float dest, entity e, float chan, string samp, float vol, float atten);
107 void stopsound(entity e, float chan);
109 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
111 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
113 void WarpZone_crosshair_trace(entity pl);
115 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
117 #define IS_DEAD(s) ((s).deadflag != DEAD_NO)
120 #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
121 #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))
123 #define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
125 #define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
127 // copies a string to a tempstring (so one can strunzone it)
128 string strcat1(string s) = #115; // FRIK_FILE
134 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
135 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
136 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
137 // BE CONSTANT OR strzoneD!
138 float strstrofs(string haystack, string needle, float offset)
142 len = strlen(needle);
143 endpos = strlen(haystack) - len;
144 while(offset <= endpos)
146 found = substring(haystack, offset, len);
155 const float NUM_NEAREST_ENTITIES = 4;
156 entity nearest_entity[NUM_NEAREST_ENTITIES];
157 float nearest_length[NUM_NEAREST_ENTITIES];
160 //#NO AUTOCVARS START
162 float g_pickup_shells_max;
163 float g_pickup_nails_max;
164 float g_pickup_rockets_max;
165 float g_pickup_cells_max;
166 float g_pickup_plasma_max;
167 float g_pickup_fuel_max;
168 float g_pickup_weapons_anyway;
170 WepSet g_weaponarena_weapons;
171 float g_weaponarena_random; // TODO
172 string g_weaponarena_list;
173 float g_weaponspeedfactor;
174 float g_weaponratefactor;
175 float g_weapondamagefactor;
176 float g_weaponforcefactor;
177 float g_weaponspreadfactor;
179 WepSet start_weapons;
180 WepSet start_weapons_default;
181 WepSet start_weapons_defaultmask;
183 float start_ammo_shells;
184 float start_ammo_nails;
185 float start_ammo_rockets;
186 float start_ammo_cells;
187 float start_ammo_plasma;
188 float start_ammo_fuel;
189 /// \brief Number of random start weapons to give to players.
190 int random_start_weapons_count;
191 /// \brief Holds a list of possible random start weapons.
192 string autocvar_g_random_start_weapons;
193 /// \brief Entity that contains amount of ammo to give with random start
195 entity random_start_ammo;
197 float start_armorvalue;
198 WepSet warmup_start_weapons;
199 WepSet warmup_start_weapons_default;
200 WepSet warmup_start_weapons_defaultmask;
201 #define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
202 float warmup_start_ammo_shells;
203 float warmup_start_ammo_nails;
204 float warmup_start_ammo_rockets;
205 float warmup_start_ammo_cells;
206 float warmup_start_ammo_plasma;
207 float warmup_start_ammo_fuel;
208 float warmup_start_health;
209 float warmup_start_armorvalue;
212 float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
213 void readplayerstartcvars();
218 string GetGametype(); // g_world.qc
219 void readlevelcvars()
221 if(cvar("sv_allow_fullbright"))
222 serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
224 sv_clones = cvar("sv_clones");
225 sv_foginterval = cvar("sv_foginterval");
226 g_footsteps = cvar("g_footsteps");
227 g_jetpack = cvar("g_jetpack");
228 sv_maxidle = cvar("sv_maxidle");
229 sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
230 sv_maxidle_slots = cvar("sv_maxidle_slots");
231 sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
232 sv_autotaunt = cvar("sv_autotaunt");
233 sv_taunt = cvar("sv_taunt");
234 sv_ready_restart = cvar("sv_ready_restart");
235 sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
236 sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
238 warmup_stage = cvar("g_warmup");
239 warmup_limit = cvar("g_warmup_limit");
240 g_warmup_allguns = cvar("g_warmup_allguns");
241 g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
243 if(cvar("g_campaign"))
244 warmup_stage = 0; // no warmup during campaign
246 g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
247 g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon");
248 g_pickup_respawntime_ammo = cvar("g_pickup_respawntime_ammo");
249 g_pickup_respawntime_short = cvar("g_pickup_respawntime_short");
250 g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium");
251 g_pickup_respawntime_long = cvar("g_pickup_respawntime_long");
252 g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup");
253 g_pickup_respawntimejitter_weapon = cvar("g_pickup_respawntimejitter_weapon");
254 g_pickup_respawntimejitter_superweapon = cvar("g_pickup_respawntimejitter_superweapon");
255 g_pickup_respawntimejitter_ammo = cvar("g_pickup_respawntimejitter_ammo");
256 g_pickup_respawntimejitter_short = cvar("g_pickup_respawntimejitter_short");
257 g_pickup_respawntimejitter_medium = cvar("g_pickup_respawntimejitter_medium");
258 g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long");
259 g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup");
261 g_weaponspeedfactor = cvar("g_weaponspeedfactor");
262 g_weaponratefactor = cvar("g_weaponratefactor");
263 g_weapondamagefactor = cvar("g_weapondamagefactor");
264 g_weaponforcefactor = cvar("g_weaponforcefactor");
265 g_weaponspreadfactor = cvar("g_weaponspreadfactor");
267 g_pickup_shells = cvar("g_pickup_shells");
268 g_pickup_shells_max = cvar("g_pickup_shells_max");
269 g_pickup_nails = cvar("g_pickup_nails");
270 g_pickup_nails_max = cvar("g_pickup_nails_max");
271 g_pickup_rockets = cvar("g_pickup_rockets");
272 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
273 g_pickup_cells = cvar("g_pickup_cells");
274 g_pickup_cells_max = cvar("g_pickup_cells_max");
275 g_pickup_plasma = cvar("g_pickup_plasma");
276 g_pickup_plasma_max = cvar("g_pickup_plasma_max");
277 g_pickup_fuel = cvar("g_pickup_fuel");
278 g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack");
279 g_pickup_fuel_max = cvar("g_pickup_fuel_max");
280 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
281 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
282 g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway");
283 g_pickup_armormedium = cvar("g_pickup_armormedium");
284 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
285 g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway");
286 g_pickup_armorbig = cvar("g_pickup_armorbig");
287 g_pickup_armorbig_max = cvar("g_pickup_armorbig_max");
288 g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway");
289 g_pickup_armormega = cvar("g_pickup_armormega");
290 g_pickup_armormega_max = cvar("g_pickup_armormega_max");
291 g_pickup_armormega_anyway = cvar("g_pickup_armormega_anyway");
292 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
293 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
294 g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway");
295 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
296 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
297 g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway");
298 g_pickup_healthbig = cvar("g_pickup_healthbig");
299 g_pickup_healthbig_max = cvar("g_pickup_healthbig_max");
300 g_pickup_healthbig_anyway = cvar("g_pickup_healthbig_anyway");
301 g_pickup_healthmega = cvar("g_pickup_healthmega");
302 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
303 g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway");
305 g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway");
306 g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway");
308 g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
310 g_weapon_stay = cvar("g_weapon_stay");
312 MUTATOR_CALLHOOK(ReadLevelCvars);
315 game_starttime = time + cvar("g_start_delay");
317 FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
319 readplayerstartcvars();
324 const float INITPRIO_FIRST = 0;
325 const float INITPRIO_GAMETYPE = 0;
326 const float INITPRIO_GAMETYPE_FALLBACK = 1;
327 const float INITPRIO_FINDTARGET = 10;
328 const float INITPRIO_DROPTOFLOOR = 20;
329 const float INITPRIO_SETLOCATION = 90;
330 const float INITPRIO_LINKDOORS = 91;
331 const float INITPRIO_LAST = 99;
333 .void(entity this) initialize_entity;
334 .float initialize_entity_order;
335 .entity initialize_entity_next;
336 entity initialize_entity_first;
342 float sound_allowed(float dest, entity e);
343 void InitializeEntity(entity e, void(entity this) func, float order);
345 IntrusiveList g_ctrace_changed;
346 STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }