#ifndef MISCFUNCTIONS_H #define MISCFUNCTIONS_H #include "t_items.qh" #include "mutators/base.qh" #include "mutators/gamemode_race.qh" #include "../common/constants.qh" #include "../common/mapinfo.qh" #ifdef RELEASE #define cvar_string_normal builtin_cvar_string #define cvar_normal builtin_cvar #else string cvar_string_normal(string n) { if (!(cvar_type(n) & 1)) backtrace(strcat("Attempt to access undefined cvar: ", n)); return builtin_cvar_string(n); } float cvar_normal(string n) { return stof(cvar_string_normal(n)); } #endif #define cvar_set_normal builtin_cvar_set .vector dropped_origin; .void(void) uncustomizeentityforclient; .float uncustomizeentityforclient_set; .float nottargeted; float DistributeEvenly_amount; float DistributeEvenly_totalweight; var void remove(entity e); void objerror(string s); void droptofloor(); void() spawnfunc_info_player_deathmatch; // needed for the other spawnpoints void() spawnpoint_use; void() SUB_Remove; void attach_sameorigin(entity e, entity to, string tag); void crosshair_trace(entity pl); void crosshair_trace_plusvisibletriggers(entity pl); void detach_sameorigin(entity e); void follow_sameorigin(entity e, entity to); string formatmessage(string msg); void GameLogEcho(string s); void GameLogInit(); void GameLogClose(); void GetCvars(float f); string GetMapname(); float isPushable(entity e); float LostMovetypeFollow(entity ent); float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance); string NearestLocation(vector p); void play2(entity e, string filename); string playername(entity p); void precache(); void remove_safely(entity e); void remove_unsafely(entity e); void SetMovetypeFollow(entity ent, entity e); vector shotorg_adjust_values(vector vecs, float y_is_right, float visual, float algn); void soundto(float dest, entity e, float chan, string samp, float vol, float atten); void stopsound(entity e, float chan); float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma); void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); void WarpZone_crosshair_trace(entity pl); void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); #define IFTARGETED if(!self.nottargeted && self.targetname != "") #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) #define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER) || ((dt) == DEATH_SLIME) || ((dt) == DEATH_LAVA) || ((dt) == DEATH_SWAMP)) #define PROJECTILE_TOUCH if(WarpZone_Projectile_Touch()) return #define move_out_of_solid(e) WarpZoneLib_MoveOutOfSolid(e) const string STR_PLAYER = "player"; const string STR_SPECTATOR = "spectator"; const string STR_OBSERVER = "observer"; #define IS_PLAYER(v) (v.classname == STR_PLAYER) #define IS_SPEC(v) (v.classname == STR_SPECTATOR) #define IS_OBSERVER(v) (v.classname == STR_OBSERVER) #define IS_CLIENT(v) (v.flags & FL_CLIENT) #define IS_BOT_CLIENT(v) (clienttype(v) == CLIENTTYPE_BOT) #define IS_REAL_CLIENT(v) (clienttype(v) == CLIENTTYPE_REAL) #define IS_NOT_A_CLIENT(v) (clienttype(v) == CLIENTTYPE_NOTACLIENT) #define FOR_EACH_CLIENTSLOT(v) for(v = world; (v = nextent(v)) && (num_for_edict(v) <= maxclients); ) #define FOR_EACH_CLIENT(v) FOR_EACH_CLIENTSLOT(v) if(IS_CLIENT(v)) #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(IS_REAL_CLIENT(v)) #define FOR_EACH_PLAYER(v) FOR_EACH_CLIENT(v) if(IS_PLAYER(v)) #define FOR_EACH_SPEC(v) FOR_EACH_CLIENT(v) if (!IS_PLAYER(v)) // Samual: shouldn't this be IS_SPEC(v)? and rather create a separate macro to include observers too #define FOR_EACH_REALPLAYER(v) FOR_EACH_REALCLIENT(v) if(IS_PLAYER(v)) #define FOR_EACH_MONSTER(v) for(v = world; (v = findflags(v, flags, FL_MONSTER)) != world; ) #define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5))) // copies a string to a tempstring (so one can strunzone it) string strcat1(string s) = #115; // FRIK_FILE float logfile_open; float logfile; #define strstr strstrofs /* // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN. // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP // STRINGS AND TAKE QUITE LONG. haystack and needle MUST // BE CONSTANT OR strzoneD! float strstr(string haystack, string needle, float offset) { float len, endpos; string found; len = strlen(needle); endpos = strlen(haystack) - len; while(offset <= endpos) { found = substring(haystack, offset, len); if(found == needle) return offset; offset = offset + 1; } return -1; } */ const float NUM_NEAREST_ENTITIES = 4; entity nearest_entity[NUM_NEAREST_ENTITIES]; float nearest_length[NUM_NEAREST_ENTITIES]; //#NO AUTOCVARS START float g_pickup_shells; float g_pickup_shells_max; float g_pickup_nails; float g_pickup_nails_max; float g_pickup_rockets; float g_pickup_rockets_max; float g_pickup_cells; float g_pickup_cells_max; float g_pickup_plasma; float g_pickup_plasma_max; float g_pickup_fuel; float g_pickup_fuel_jetpack; float g_pickup_fuel_max; float g_pickup_armorsmall; float g_pickup_armorsmall_max; float g_pickup_armorsmall_anyway; float g_pickup_armormedium; float g_pickup_armormedium_max; float g_pickup_armormedium_anyway; float g_pickup_armorbig; float g_pickup_armorbig_max; float g_pickup_armorbig_anyway; float g_pickup_armorlarge; float g_pickup_armorlarge_max; float g_pickup_armorlarge_anyway; float g_pickup_healthsmall; float g_pickup_healthsmall_max; float g_pickup_healthsmall_anyway; float g_pickup_healthmedium; float g_pickup_healthmedium_max; float g_pickup_healthmedium_anyway; float g_pickup_healthlarge; float g_pickup_healthlarge_max; float g_pickup_healthlarge_anyway; float g_pickup_healthmega; float g_pickup_healthmega_max; float g_pickup_healthmega_anyway; float g_pickup_ammo_anyway; float g_pickup_weapons_anyway; float g_weaponarena; WepSet g_weaponarena_weapons; float g_weaponarena_random; float g_weaponarena_random_with_blaster; string g_weaponarena_list; float g_weaponspeedfactor; float g_weaponratefactor; float g_weapondamagefactor; float g_weaponforcefactor; float g_weaponspreadfactor; WepSet start_weapons; WepSet start_weapons_default; WepSet start_weapons_defaultmask; int start_items; float start_ammo_shells; float start_ammo_nails; float start_ammo_rockets; float start_ammo_cells; float start_ammo_plasma; float start_ammo_fuel; float start_health; float start_armorvalue; WepSet warmup_start_weapons; WepSet warmup_start_weapons_default; WepSet warmup_start_weapons_defaultmask; #define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons) float warmup_start_ammo_shells; float warmup_start_ammo_nails; float warmup_start_ammo_rockets; float warmup_start_ammo_cells; float warmup_start_ammo_plasma; float warmup_start_ammo_fuel; float warmup_start_health; float warmup_start_armorvalue; float g_weapon_stay; float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done? void readplayerstartcvars(); float g_bugrigs; float g_bugrigs_planar_movement; float g_bugrigs_planar_movement_car_jumping; float g_bugrigs_reverse_spinning; float g_bugrigs_reverse_speeding; float g_bugrigs_reverse_stopping; float g_bugrigs_air_steering; float g_bugrigs_angle_smoothing; float g_bugrigs_friction_floor; float g_bugrigs_friction_brake; float g_bugrigs_friction_air; float g_bugrigs_accel; float g_bugrigs_speed_ref; float g_bugrigs_speed_pow; float g_bugrigs_steer; float sv_autotaunt; float sv_taunt; string GetGametype(); // g_world.qc void mutators_add(); // mutators.qc void readlevelcvars(void) { // load mutators mutators_add(); if(cvar("sv_allow_fullbright")) serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT; g_bugrigs = cvar("g_bugrigs"); g_bugrigs_planar_movement = cvar("g_bugrigs_planar_movement"); g_bugrigs_planar_movement_car_jumping = cvar("g_bugrigs_planar_movement_car_jumping"); g_bugrigs_reverse_spinning = cvar("g_bugrigs_reverse_spinning"); g_bugrigs_reverse_speeding = cvar("g_bugrigs_reverse_speeding"); g_bugrigs_reverse_stopping = cvar("g_bugrigs_reverse_stopping"); g_bugrigs_air_steering = cvar("g_bugrigs_air_steering"); g_bugrigs_angle_smoothing = cvar("g_bugrigs_angle_smoothing"); g_bugrigs_friction_floor = cvar("g_bugrigs_friction_floor"); g_bugrigs_friction_brake = cvar("g_bugrigs_friction_brake"); g_bugrigs_friction_air = cvar("g_bugrigs_friction_air"); g_bugrigs_accel = cvar("g_bugrigs_accel"); g_bugrigs_speed_ref = cvar("g_bugrigs_speed_ref"); g_bugrigs_speed_pow = cvar("g_bugrigs_speed_pow"); g_bugrigs_steer = cvar("g_bugrigs_steer"); g_instagib = cvar("g_instagib"); sv_clones = cvar("sv_clones"); sv_foginterval = cvar("sv_foginterval"); g_cloaked = cvar("g_cloaked"); g_footsteps = cvar("g_footsteps"); g_grappling_hook = cvar("g_grappling_hook"); g_jetpack = cvar("g_jetpack"); sv_maxidle = cvar("sv_maxidle"); sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle"); sv_autotaunt = cvar("sv_autotaunt"); sv_taunt = cvar("sv_taunt"); warmup_stage = cvar("g_warmup"); g_warmup_limit = cvar("g_warmup_limit"); g_warmup_allguns = cvar("g_warmup_allguns"); g_warmup_allow_timeout = cvar("g_warmup_allow_timeout"); if ((g_race && g_race_qualifying == 2) || g_assault || cvar("g_campaign")) warmup_stage = 0; // these modes cannot work together, sorry g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon"); g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon"); g_pickup_respawntime_ammo = cvar("g_pickup_respawntime_ammo"); g_pickup_respawntime_short = cvar("g_pickup_respawntime_short"); g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium"); g_pickup_respawntime_long = cvar("g_pickup_respawntime_long"); g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup"); g_pickup_respawntimejitter_weapon = cvar("g_pickup_respawntimejitter_weapon"); g_pickup_respawntimejitter_superweapon = cvar("g_pickup_respawntimejitter_superweapon"); g_pickup_respawntimejitter_ammo = cvar("g_pickup_respawntimejitter_ammo"); g_pickup_respawntimejitter_short = cvar("g_pickup_respawntimejitter_short"); g_pickup_respawntimejitter_medium = cvar("g_pickup_respawntimejitter_medium"); g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long"); g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup"); g_weaponspeedfactor = cvar("g_weaponspeedfactor"); g_weaponratefactor = cvar("g_weaponratefactor"); g_weapondamagefactor = cvar("g_weapondamagefactor"); g_weaponforcefactor = cvar("g_weaponforcefactor"); g_weaponspreadfactor = cvar("g_weaponspreadfactor"); g_pickup_shells = cvar("g_pickup_shells"); g_pickup_shells_max = cvar("g_pickup_shells_max"); g_pickup_nails = cvar("g_pickup_nails"); g_pickup_nails_max = cvar("g_pickup_nails_max"); g_pickup_rockets = cvar("g_pickup_rockets"); g_pickup_rockets_max = cvar("g_pickup_rockets_max"); g_pickup_cells = cvar("g_pickup_cells"); g_pickup_cells_max = cvar("g_pickup_cells_max"); g_pickup_plasma = cvar("g_pickup_plasma"); g_pickup_plasma_max = cvar("g_pickup_plasma_max"); g_pickup_fuel = cvar("g_pickup_fuel"); g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack"); g_pickup_fuel_max = cvar("g_pickup_fuel_max"); g_pickup_armorsmall = cvar("g_pickup_armorsmall"); g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max"); g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway"); g_pickup_armormedium = cvar("g_pickup_armormedium"); g_pickup_armormedium_max = cvar("g_pickup_armormedium_max"); g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway"); g_pickup_armorbig = cvar("g_pickup_armorbig"); g_pickup_armorbig_max = cvar("g_pickup_armorbig_max"); g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway"); g_pickup_armorlarge = cvar("g_pickup_armorlarge"); g_pickup_armorlarge_max = cvar("g_pickup_armorlarge_max"); g_pickup_armorlarge_anyway = cvar("g_pickup_armorlarge_anyway"); g_pickup_healthsmall = cvar("g_pickup_healthsmall"); g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max"); g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway"); g_pickup_healthmedium = cvar("g_pickup_healthmedium"); g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max"); g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway"); g_pickup_healthlarge = cvar("g_pickup_healthlarge"); g_pickup_healthlarge_max = cvar("g_pickup_healthlarge_max"); g_pickup_healthlarge_anyway = cvar("g_pickup_healthlarge_anyway"); g_pickup_healthmega = cvar("g_pickup_healthmega"); g_pickup_healthmega_max = cvar("g_pickup_healthmega_max"); g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway"); g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway"); g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway"); g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay")); if(!g_weapon_stay) g_weapon_stay = cvar("g_weapon_stay"); if (!warmup_stage) game_starttime = time + cvar("g_start_delay"); for(int i = WEP_FIRST; i <= WEP_LAST; ++i) WEP_ACTION(i, WR_INIT); readplayerstartcvars(); } //#NO AUTOCVARS END // Sound functions //string precache_sound (string s) = #19; // hack float precache_sound_index (string s) = #19; const float SND_VOLUME = 1; const float SND_ATTENUATION = 2; const float SND_LARGEENTITY = 8; const float SND_LARGESOUND = 16; // WARNING: this kills the trace globals #define EXACTTRIGGER_TOUCH if(WarpZoneLib_ExactTrigger_Touch()) return #define EXACTTRIGGER_INIT WarpZoneLib_ExactTrigger_Init() const float INITPRIO_FIRST = 0; const float INITPRIO_GAMETYPE = 0; const float INITPRIO_GAMETYPE_FALLBACK = 1; const float INITPRIO_FINDTARGET = 10; const float INITPRIO_DROPTOFLOOR = 20; const float INITPRIO_SETLOCATION = 90; const float INITPRIO_LINKDOORS = 91; const float INITPRIO_LAST = 99; .void(void) initialize_entity; .float initialize_entity_order; .entity initialize_entity_next; entity initialize_entity_first; float sound_allowed(float dest, entity e); void InitializeEntity(entity e, void(void) func, float order); void SetCustomizer(entity e, float(void) customizer, void(void) uncustomizer); void Net_LinkEntity(entity e, float docull, float dt, float(entity, float) sendfunc); #endif