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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 string GameLog_ProcessIP(string s);
60
61 void GameLogEcho(string s);
62
63 void GameLogInit();
64
65 void GameLogClose();
66
67 void GetCvars(entity this, entity store, int f);
68
69 string GetMapname();
70
71 float isPushable(entity e);
72
73 float LostMovetypeFollow(entity ent);
74
75 string uid2name(string myuid);
76
77 bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos);
78
79 bool MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
80
81 string NearestLocation(vector p);
82
83 void play2(entity e, string filename);
84
85 string playername(entity p, bool team_colorize);
86
87 void remove_safely(entity e);
88
89 void remove_unsafely(entity e);
90
91 void SetMovetypeFollow(entity ent, entity e);
92
93 void soundto(float dest, entity e, float chan, string samp, float vol, float atten);
94
95 void stopsound(entity e, float chan);
96
97 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
98
99 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
100
101 void WarpZone_crosshair_trace(entity pl);
102
103 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
104
105 #define IS_DEAD(s) ((s).deadflag != DEAD_NO)
106
107
108 #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
109 #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))
110
111 #define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
112
113 #define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
114
115 // copies a string to a tempstring (so one can strunzone it)
116 string strcat1(string s) = #115; // FRIK_FILE
117
118 float logfile_open;
119 float logfile;
120
121 /*
122 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
123 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
124 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
125 // BE CONSTANT OR strzoneD!
126 float strstrofs(string haystack, string needle, float offset)
127 {
128         float len, endpos;
129         string found;
130         len = strlen(needle);
131         endpos = strlen(haystack) - len;
132         while(offset <= endpos)
133         {
134                 found = substring(haystack, offset, len);
135                 if(found == needle)
136                         return offset;
137                 offset = offset + 1;
138         }
139         return -1;
140 }
141 */
142
143 const float NUM_NEAREST_ENTITIES = 4;
144 entity nearest_entity[NUM_NEAREST_ENTITIES];
145 float nearest_length[NUM_NEAREST_ENTITIES];
146
147
148 //#NO AUTOCVARS START
149
150 float g_pickup_shells_max;
151 float g_pickup_nails_max;
152 float g_pickup_rockets_max;
153 float g_pickup_cells_max;
154 float g_pickup_plasma_max;
155 float g_pickup_fuel_max;
156 float g_pickup_weapons_anyway;
157 float g_weaponarena;
158 WepSet g_weaponarena_weapons;
159 float g_weaponarena_random; // TODO
160 string g_weaponarena_list;
161 float g_weaponspeedfactor;
162 float g_weaponratefactor;
163 float g_weapondamagefactor;
164 float g_weaponforcefactor;
165 float g_weaponspreadfactor;
166
167 WepSet start_weapons;
168 WepSet start_weapons_default;
169 WepSet start_weapons_defaultmask;
170 int start_items;
171 float start_ammo_shells;
172 float start_ammo_nails;
173 float start_ammo_rockets;
174 float start_ammo_cells;
175 float start_ammo_plasma;
176 float start_ammo_fuel;
177 /// \brief Number of random start weapons to give to players.
178 int random_start_weapons_count;
179 /// \brief Holds a list of possible random start weapons.
180 string autocvar_g_random_start_weapons;
181 /// \brief Entity that contains amount of ammo to give with random start
182 /// weapons.
183 entity random_start_ammo;
184 float start_health;
185 float start_armorvalue;
186 WepSet warmup_start_weapons;
187 WepSet warmup_start_weapons_default;
188 WepSet warmup_start_weapons_defaultmask;
189 #define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
190 float warmup_start_ammo_shells;
191 float warmup_start_ammo_nails;
192 float warmup_start_ammo_rockets;
193 float warmup_start_ammo_cells;
194 float warmup_start_ammo_plasma;
195 float warmup_start_ammo_fuel;
196 float warmup_start_health;
197 float warmup_start_armorvalue;
198 float g_weapon_stay;
199
200 float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
201 void readplayerstartcvars();
202
203 float sv_autotaunt;
204 float sv_taunt;
205
206 void readlevelcvars()
207 {
208         if(cvar("sv_allow_fullbright"))
209                 serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
210
211         sv_clones = cvar("sv_clones");
212         sv_foginterval = cvar("sv_foginterval");
213         g_footsteps = cvar("g_footsteps");
214         g_jetpack = cvar("g_jetpack");
215         sv_maxidle = cvar("sv_maxidle");
216         sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
217         sv_maxidle_slots = cvar("sv_maxidle_slots");
218         sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
219         sv_autotaunt = cvar("sv_autotaunt");
220         sv_taunt = cvar("sv_taunt");
221         sv_ready_restart = cvar("sv_ready_restart");
222         sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
223         sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
224
225         warmup_stage = cvar("g_warmup");
226         warmup_limit = cvar("g_warmup_limit");
227         g_warmup_allguns = cvar("g_warmup_allguns");
228         g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
229
230         if(cvar("g_campaign"))
231                 warmup_stage = 0; // no warmup during campaign
232
233         g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
234         g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon");
235         g_pickup_respawntime_ammo = cvar("g_pickup_respawntime_ammo");
236         g_pickup_respawntime_short = cvar("g_pickup_respawntime_short");
237         g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium");
238         g_pickup_respawntime_long = cvar("g_pickup_respawntime_long");
239         g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup");
240         g_pickup_respawntimejitter_weapon = cvar("g_pickup_respawntimejitter_weapon");
241         g_pickup_respawntimejitter_superweapon = cvar("g_pickup_respawntimejitter_superweapon");
242         g_pickup_respawntimejitter_ammo = cvar("g_pickup_respawntimejitter_ammo");
243         g_pickup_respawntimejitter_short = cvar("g_pickup_respawntimejitter_short");
244         g_pickup_respawntimejitter_medium = cvar("g_pickup_respawntimejitter_medium");
245         g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long");
246         g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup");
247
248         g_weaponspeedfactor = cvar("g_weaponspeedfactor");
249         g_weaponratefactor = cvar("g_weaponratefactor");
250         g_weapondamagefactor = cvar("g_weapondamagefactor");
251         g_weaponforcefactor = cvar("g_weaponforcefactor");
252         g_weaponspreadfactor = cvar("g_weaponspreadfactor");
253
254         g_pickup_shells = cvar("g_pickup_shells");
255         g_pickup_shells_max = cvar("g_pickup_shells_max");
256         g_pickup_nails = cvar("g_pickup_nails");
257         g_pickup_nails_max = cvar("g_pickup_nails_max");
258         g_pickup_rockets = cvar("g_pickup_rockets");
259         g_pickup_rockets_max = cvar("g_pickup_rockets_max");
260         g_pickup_cells = cvar("g_pickup_cells");
261         g_pickup_cells_max = cvar("g_pickup_cells_max");
262         g_pickup_plasma = cvar("g_pickup_plasma");
263         g_pickup_plasma_max = cvar("g_pickup_plasma_max");
264         g_pickup_fuel = cvar("g_pickup_fuel");
265         g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack");
266         g_pickup_fuel_max = cvar("g_pickup_fuel_max");
267         g_pickup_armorsmall = cvar("g_pickup_armorsmall");
268         g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
269         g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway");
270         g_pickup_armormedium = cvar("g_pickup_armormedium");
271         g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
272         g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway");
273         g_pickup_armorbig = cvar("g_pickup_armorbig");
274         g_pickup_armorbig_max = cvar("g_pickup_armorbig_max");
275         g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway");
276         g_pickup_armormega = cvar("g_pickup_armormega");
277         g_pickup_armormega_max = cvar("g_pickup_armormega_max");
278         g_pickup_armormega_anyway = cvar("g_pickup_armormega_anyway");
279         g_pickup_healthsmall = cvar("g_pickup_healthsmall");
280         g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
281         g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway");
282         g_pickup_healthmedium = cvar("g_pickup_healthmedium");
283         g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
284         g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway");
285         g_pickup_healthbig = cvar("g_pickup_healthbig");
286         g_pickup_healthbig_max = cvar("g_pickup_healthbig_max");
287         g_pickup_healthbig_anyway = cvar("g_pickup_healthbig_anyway");
288         g_pickup_healthmega = cvar("g_pickup_healthmega");
289         g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
290         g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway");
291
292         g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway");
293         g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway");
294
295     g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
296     if(!g_weapon_stay)
297         g_weapon_stay = cvar("g_weapon_stay");
298
299     MUTATOR_CALLHOOK(ReadLevelCvars);
300
301         if (!warmup_stage)
302                 game_starttime = time + cvar("g_start_delay");
303
304         FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
305
306         readplayerstartcvars();
307 }
308
309 //#NO AUTOCVARS END
310
311 const int INITPRIO_FIRST                = 0;
312 const int INITPRIO_GAMETYPE             = 0;
313 const int INITPRIO_GAMETYPE_FALLBACK    = 1;
314 const int INITPRIO_FINDTARGET           = 10;
315 const int INITPRIO_DROPTOFLOOR          = 20;
316 const int INITPRIO_SETLOCATION          = 90;
317 const int INITPRIO_LINKDOORS            = 91;
318 const int INITPRIO_LAST                 = 99;
319
320 .void(entity this) initialize_entity;
321 .int initialize_entity_order;
322 .entity initialize_entity_next;
323 entity initialize_entity_first;
324
325
326
327
328
329 bool sound_allowed(int dest, entity e);
330 void InitializeEntity(entity e, void(entity this) func, int order);
331
332 IntrusiveList g_ctrace_changed;
333 STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }