3 #include <server/defs.qh>
4 #include <server/g_world.qh>
6 #include <common/t_items.qh>
8 #include <server/mutators/_mod.qh>
10 #include <common/constants.qh>
11 #include <common/mapinfo.qh>
12 #include <common/turrets/all.qh>
15 #define cvar_string_normal builtin_cvar_string
16 #define cvar_normal builtin_cvar
18 string cvar_string_normal(string n)
20 if (!(cvar_type(n) & CVAR_TYPEFLAG_EXISTS))
21 backtrace(strcat("Attempt to access undefined cvar: ", n));
22 return builtin_cvar_string(n);
25 float cvar_normal(string n)
27 return stof(cvar_string_normal(n));
30 #define cvar_set_normal builtin_cvar_set
32 .vector dropped_origin;
34 entity eliminatedPlayers;
35 void EliminatedPlayers_Init(float(entity) isEliminated_func);
37 void write_recordmarker(entity pl, float tstart, float dt);
39 void play2all(string samp);
41 void play2team(float t, string filename);
43 void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
45 float spamsound(entity e, float chan, Sound samp, float vol, float _atten);
47 void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
49 void precache_all_playermodels(string pattern);
51 void soundat(entity e, vector o, float chan, string samp, float vol, float _atten);
53 void InitializeEntitiesRun();
55 void stopsoundto(float _dest, entity e, float chan);
56 void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten);
58 void droptofloor(entity this);
60 void attach_sameorigin(entity e, entity to, string tag);
62 void crosshair_trace(entity pl);
64 void crosshair_trace_plusvisibletriggers(entity pl);
66 void detach_sameorigin(entity e);
68 void follow_sameorigin(entity e, entity to);
70 string formatmessage(entity this, string msg);
72 /** print(), but only print if the server is not local */
73 void dedicated_print(string input);
75 void GameLogEcho(string s);
81 void GetCvars(entity this, entity store, int f);
85 float isPushable(entity e);
87 float LostMovetypeFollow(entity ent);
89 string uid2name(string myuid);
91 float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
93 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
95 string NearestLocation(vector p);
97 void play2(entity e, string filename);
99 string playername(entity p, bool team_colorize);
103 void remove_safely(entity e);
105 void remove_unsafely(entity e);
107 void SetMovetypeFollow(entity ent, entity e);
109 void soundto(float dest, entity e, float chan, string samp, float vol, float atten);
111 void stopsound(entity e, float chan);
113 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
115 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
117 void WarpZone_crosshair_trace(entity pl);
119 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
121 #define IS_DEAD(s) ((s).deadflag != DEAD_NO)
124 #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
125 #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))
127 #define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
129 #define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
131 // copies a string to a tempstring (so one can strunzone it)
132 string strcat1(string s) = #115; // FRIK_FILE
138 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
139 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
140 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
141 // BE CONSTANT OR strzoneD!
142 float strstrofs(string haystack, string needle, float offset)
146 len = strlen(needle);
147 endpos = strlen(haystack) - len;
148 while(offset <= endpos)
150 found = substring(haystack, offset, len);
159 const float NUM_NEAREST_ENTITIES = 4;
160 entity nearest_entity[NUM_NEAREST_ENTITIES];
161 float nearest_length[NUM_NEAREST_ENTITIES];
164 //#NO AUTOCVARS START
166 float g_pickup_shells_max;
167 float g_pickup_nails_max;
168 float g_pickup_rockets_max;
169 float g_pickup_cells_max;
170 float g_pickup_plasma_max;
171 float g_pickup_fuel_max;
172 float g_pickup_weapons_anyway;
174 WepSet g_weaponarena_weapons;
175 float g_weaponarena_random; // TODO
176 string g_weaponarena_list;
177 float g_weaponspeedfactor;
178 float g_weaponratefactor;
179 float g_weapondamagefactor;
180 float g_weaponforcefactor;
181 float g_weaponspreadfactor;
183 WepSet start_weapons;
184 WepSet start_weapons_default;
185 WepSet start_weapons_defaultmask;
187 float start_ammo_shells;
188 float start_ammo_nails;
189 float start_ammo_rockets;
190 float start_ammo_cells;
191 float start_ammo_plasma;
192 float start_ammo_fuel;
193 /// \brief Number of random start weapons to give to players.
194 int random_start_weapons_count;
195 /// \brief Holds a list of possible random start weapons.
196 string autocvar_g_random_start_weapons;
197 /// \brief Entity that contains amount of ammo to give with random start
199 entity random_start_ammo;
201 float start_armorvalue;
202 WepSet warmup_start_weapons;
203 WepSet warmup_start_weapons_default;
204 WepSet warmup_start_weapons_defaultmask;
205 #define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
206 float warmup_start_ammo_shells;
207 float warmup_start_ammo_nails;
208 float warmup_start_ammo_rockets;
209 float warmup_start_ammo_cells;
210 float warmup_start_ammo_plasma;
211 float warmup_start_ammo_fuel;
212 float warmup_start_health;
213 float warmup_start_armorvalue;
216 float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
217 void readplayerstartcvars();
222 void readlevelcvars()
224 if(cvar("sv_allow_fullbright"))
225 serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
227 sv_clones = cvar("sv_clones");
228 sv_foginterval = cvar("sv_foginterval");
229 g_footsteps = cvar("g_footsteps");
230 g_jetpack = cvar("g_jetpack");
231 sv_maxidle = cvar("sv_maxidle");
232 sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
233 sv_maxidle_slots = cvar("sv_maxidle_slots");
234 sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
235 sv_autotaunt = cvar("sv_autotaunt");
236 sv_taunt = cvar("sv_taunt");
237 sv_ready_restart = cvar("sv_ready_restart");
238 sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
239 sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
241 warmup_stage = cvar("g_warmup");
242 warmup_limit = cvar("g_warmup_limit");
243 g_warmup_allguns = cvar("g_warmup_allguns");
244 g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
246 if(cvar("g_campaign"))
247 warmup_stage = 0; // no warmup during campaign
249 g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
250 g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon");
251 g_pickup_respawntime_ammo = cvar("g_pickup_respawntime_ammo");
252 g_pickup_respawntime_short = cvar("g_pickup_respawntime_short");
253 g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium");
254 g_pickup_respawntime_long = cvar("g_pickup_respawntime_long");
255 g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup");
256 g_pickup_respawntimejitter_weapon = cvar("g_pickup_respawntimejitter_weapon");
257 g_pickup_respawntimejitter_superweapon = cvar("g_pickup_respawntimejitter_superweapon");
258 g_pickup_respawntimejitter_ammo = cvar("g_pickup_respawntimejitter_ammo");
259 g_pickup_respawntimejitter_short = cvar("g_pickup_respawntimejitter_short");
260 g_pickup_respawntimejitter_medium = cvar("g_pickup_respawntimejitter_medium");
261 g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long");
262 g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup");
264 g_weaponspeedfactor = cvar("g_weaponspeedfactor");
265 g_weaponratefactor = cvar("g_weaponratefactor");
266 g_weapondamagefactor = cvar("g_weapondamagefactor");
267 g_weaponforcefactor = cvar("g_weaponforcefactor");
268 g_weaponspreadfactor = cvar("g_weaponspreadfactor");
270 g_pickup_shells = cvar("g_pickup_shells");
271 g_pickup_shells_max = cvar("g_pickup_shells_max");
272 g_pickup_nails = cvar("g_pickup_nails");
273 g_pickup_nails_max = cvar("g_pickup_nails_max");
274 g_pickup_rockets = cvar("g_pickup_rockets");
275 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
276 g_pickup_cells = cvar("g_pickup_cells");
277 g_pickup_cells_max = cvar("g_pickup_cells_max");
278 g_pickup_plasma = cvar("g_pickup_plasma");
279 g_pickup_plasma_max = cvar("g_pickup_plasma_max");
280 g_pickup_fuel = cvar("g_pickup_fuel");
281 g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack");
282 g_pickup_fuel_max = cvar("g_pickup_fuel_max");
283 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
284 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
285 g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway");
286 g_pickup_armormedium = cvar("g_pickup_armormedium");
287 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
288 g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway");
289 g_pickup_armorbig = cvar("g_pickup_armorbig");
290 g_pickup_armorbig_max = cvar("g_pickup_armorbig_max");
291 g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway");
292 g_pickup_armormega = cvar("g_pickup_armormega");
293 g_pickup_armormega_max = cvar("g_pickup_armormega_max");
294 g_pickup_armormega_anyway = cvar("g_pickup_armormega_anyway");
295 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
296 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
297 g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway");
298 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
299 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
300 g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway");
301 g_pickup_healthbig = cvar("g_pickup_healthbig");
302 g_pickup_healthbig_max = cvar("g_pickup_healthbig_max");
303 g_pickup_healthbig_anyway = cvar("g_pickup_healthbig_anyway");
304 g_pickup_healthmega = cvar("g_pickup_healthmega");
305 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
306 g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway");
308 g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway");
309 g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway");
311 g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
313 g_weapon_stay = cvar("g_weapon_stay");
315 MUTATOR_CALLHOOK(ReadLevelCvars);
318 game_starttime = time + cvar("g_start_delay");
320 FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
322 readplayerstartcvars();
327 const float INITPRIO_FIRST = 0;
328 const float INITPRIO_GAMETYPE = 0;
329 const float INITPRIO_GAMETYPE_FALLBACK = 1;
330 const float INITPRIO_FINDTARGET = 10;
331 const float INITPRIO_DROPTOFLOOR = 20;
332 const float INITPRIO_SETLOCATION = 90;
333 const float INITPRIO_LINKDOORS = 91;
334 const float INITPRIO_LAST = 99;
336 .void(entity this) initialize_entity;
337 .float initialize_entity_order;
338 .entity initialize_entity_next;
339 entity initialize_entity_first;
345 float sound_allowed(float dest, entity e);
346 void InitializeEntity(entity e, void(entity this) func, float order);
348 IntrusiveList g_ctrace_changed;
349 STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }