3 #include <server/defs.qh>
4 #include <server/client.qh>
5 #include <server/g_world.qh>
7 #include <server/items/items.qh>
9 #include <server/mutators/_mod.qh>
11 #include <common/constants.qh>
12 #include <common/mapinfo.qh>
13 #include <common/turrets/all.qh>
15 .vector dropped_origin;
17 entity eliminatedPlayers;
18 void EliminatedPlayers_Init(float(entity) isEliminated_func);
20 void write_recordmarker(entity pl, float tstart, float dt);
22 void play2all(string samp);
24 void play2team(float t, string filename);
26 void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
28 float spamsound(entity e, float chan, Sound samp, float vol, float _atten);
30 void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
32 void precache_all_playermodels(string pattern);
34 void soundat(entity e, vector o, float chan, string samp, float vol, float _atten);
36 void InitializeEntitiesRun();
38 void stopsoundto(float _dest, entity e, float chan);
39 void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten, float _pitch);
41 void droptofloor(entity this);
43 float trace_hits_box_1d(float end, float thmi, float thma);
45 float trace_hits_box(vector start, vector end, vector thmi, vector thma);
47 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
49 void attach_sameorigin(entity e, entity to, string tag);
51 void crosshair_trace(entity pl);
53 void crosshair_trace_plusvisibletriggers(entity pl);
54 void WarpZone_crosshair_trace_plusvisibletriggers(entity pl);
55 void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz);
57 void detach_sameorigin(entity e);
59 void follow_sameorigin(entity e, entity to);
61 string formatmessage(entity this, string msg);
63 /** print(), but only print if the server is not local */
64 void dedicated_print(string input);
66 void GetCvars(entity this, entity store, int f);
70 float isPushable(entity e);
72 float LostMovetypeFollow(entity ent);
74 string uid2name(string myuid);
76 bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
78 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
80 string NearestLocation(vector p);
82 void play2(entity e, string filename);
84 string playername(entity p, bool team_colorize);
86 void remove_safely(entity e);
88 void remove_unsafely(entity e);
90 void SetMovetypeFollow(entity ent, entity e);
92 void soundto(float dest, entity e, float chan, string samp, float vol, float atten, float _pitch);
94 void stopsound(entity e, float chan);
96 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
98 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
100 void WarpZone_crosshair_trace(entity pl);
102 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
104 #define IS_DEAD(s) ((s).deadflag != DEAD_NO)
107 #define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
108 #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 #define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
112 #define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
114 // copies a string to a tempstring (so one can strunzone it)
115 string strcat1(string s) = #115; // FRIK_FILE
118 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
119 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
120 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
121 // BE CONSTANT OR strzoneD!
122 float strstrofs(string haystack, string needle, float offset)
126 len = strlen(needle);
127 endpos = strlen(haystack) - len;
128 while(offset <= endpos)
130 found = substring(haystack, offset, len);
139 const float NUM_NEAREST_ENTITIES = 4;
140 entity nearest_entity[NUM_NEAREST_ENTITIES];
141 float nearest_length[NUM_NEAREST_ENTITIES];
144 //#NO AUTOCVARS START
146 float g_pickup_shells_max;
147 float g_pickup_nails_max;
148 float g_pickup_rockets_max;
149 float g_pickup_cells_max;
150 float g_pickup_plasma_max;
151 float g_pickup_fuel_max;
152 float g_pickup_weapons_anyway;
154 WepSet g_weaponarena_weapons;
155 float g_weaponarena_random; // TODO
156 string g_weaponarena_list;
157 float g_weaponspeedfactor;
158 float g_weaponratefactor;
159 float g_weapondamagefactor;
160 float g_weaponforcefactor;
161 float g_weaponspreadfactor;
163 WepSet start_weapons;
164 WepSet start_weapons_default;
165 WepSet start_weapons_defaultmask;
167 float start_ammo_shells;
168 float start_ammo_nails;
169 float start_ammo_rockets;
170 float start_ammo_cells;
171 float start_ammo_plasma;
172 float start_ammo_fuel;
173 /// \brief Number of random start weapons to give to players.
174 int random_start_weapons_count;
175 /// \brief Holds a list of possible random start weapons.
176 string autocvar_g_random_start_weapons;
177 /// \brief Entity that contains amount of ammo to give with random start
179 entity random_start_ammo;
181 float start_armorvalue;
182 WepSet warmup_start_weapons;
183 WepSet warmup_start_weapons_default;
184 WepSet warmup_start_weapons_defaultmask;
185 #define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
186 float warmup_start_ammo_shells;
187 float warmup_start_ammo_nails;
188 float warmup_start_ammo_rockets;
189 float warmup_start_ammo_cells;
190 float warmup_start_ammo_plasma;
191 float warmup_start_ammo_fuel;
192 float warmup_start_health;
193 float warmup_start_armorvalue;
196 float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
197 void readplayerstartcvars();
202 float g_footsteps, g_grappling_hook;
203 float g_warmup_allguns;
204 float g_warmup_allow_timeout;
208 bool sv_ready_restart;
209 bool sv_ready_restart_after_countdown;
210 bool sv_ready_restart_repeatable;
213 float sv_foginterval;
215 void readlevelcvars()
217 if(cvar("sv_allow_fullbright"))
218 serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
220 sv_clones = cvar("sv_clones");
221 sv_foginterval = cvar("sv_foginterval");
222 g_footsteps = cvar("g_footsteps");
223 g_jetpack = cvar("g_jetpack");
224 sv_maxidle = cvar("sv_maxidle");
225 sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
226 sv_maxidle_slots = cvar("sv_maxidle_slots");
227 sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
228 sv_autotaunt = cvar("sv_autotaunt");
229 sv_taunt = cvar("sv_taunt");
230 sv_ready_restart = cvar("sv_ready_restart");
231 sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
232 sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
234 warmup_stage = cvar("g_warmup");
235 warmup_limit = cvar("g_warmup_limit");
236 g_warmup_allguns = cvar("g_warmup_allguns");
237 g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
239 if(cvar("g_campaign"))
240 warmup_stage = 0; // no warmup during campaign
242 g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
243 g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon");
244 g_pickup_respawntime_ammo = cvar("g_pickup_respawntime_ammo");
245 g_pickup_respawntime_short = cvar("g_pickup_respawntime_short");
246 g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium");
247 g_pickup_respawntime_long = cvar("g_pickup_respawntime_long");
248 g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup");
249 g_pickup_respawntimejitter_weapon = cvar("g_pickup_respawntimejitter_weapon");
250 g_pickup_respawntimejitter_superweapon = cvar("g_pickup_respawntimejitter_superweapon");
251 g_pickup_respawntimejitter_ammo = cvar("g_pickup_respawntimejitter_ammo");
252 g_pickup_respawntimejitter_short = cvar("g_pickup_respawntimejitter_short");
253 g_pickup_respawntimejitter_medium = cvar("g_pickup_respawntimejitter_medium");
254 g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long");
255 g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup");
257 g_weaponspeedfactor = cvar("g_weaponspeedfactor");
258 g_weaponratefactor = cvar("g_weaponratefactor");
259 g_weapondamagefactor = cvar("g_weapondamagefactor");
260 g_weaponforcefactor = cvar("g_weaponforcefactor");
261 g_weaponspreadfactor = cvar("g_weaponspreadfactor");
263 g_pickup_shells = cvar("g_pickup_shells");
264 g_pickup_shells_max = cvar("g_pickup_shells_max");
265 g_pickup_nails = cvar("g_pickup_nails");
266 g_pickup_nails_max = cvar("g_pickup_nails_max");
267 g_pickup_rockets = cvar("g_pickup_rockets");
268 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
269 g_pickup_cells = cvar("g_pickup_cells");
270 g_pickup_cells_max = cvar("g_pickup_cells_max");
271 g_pickup_plasma = cvar("g_pickup_plasma");
272 g_pickup_plasma_max = cvar("g_pickup_plasma_max");
273 g_pickup_fuel = cvar("g_pickup_fuel");
274 g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack");
275 g_pickup_fuel_max = cvar("g_pickup_fuel_max");
276 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
277 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
278 g_pickup_armorsmall_anyway = cvar("g_pickup_armorsmall_anyway");
279 g_pickup_armormedium = cvar("g_pickup_armormedium");
280 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
281 g_pickup_armormedium_anyway = cvar("g_pickup_armormedium_anyway");
282 g_pickup_armorbig = cvar("g_pickup_armorbig");
283 g_pickup_armorbig_max = cvar("g_pickup_armorbig_max");
284 g_pickup_armorbig_anyway = cvar("g_pickup_armorbig_anyway");
285 g_pickup_armormega = cvar("g_pickup_armormega");
286 g_pickup_armormega_max = cvar("g_pickup_armormega_max");
287 g_pickup_armormega_anyway = cvar("g_pickup_armormega_anyway");
288 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
289 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
290 g_pickup_healthsmall_anyway = cvar("g_pickup_healthsmall_anyway");
291 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
292 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
293 g_pickup_healthmedium_anyway = cvar("g_pickup_healthmedium_anyway");
294 g_pickup_healthbig = cvar("g_pickup_healthbig");
295 g_pickup_healthbig_max = cvar("g_pickup_healthbig_max");
296 g_pickup_healthbig_anyway = cvar("g_pickup_healthbig_anyway");
297 g_pickup_healthmega = cvar("g_pickup_healthmega");
298 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
299 g_pickup_healthmega_anyway = cvar("g_pickup_healthmega_anyway");
301 g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway");
302 g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway");
304 g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
306 g_weapon_stay = cvar("g_weapon_stay");
308 MUTATOR_CALLHOOK(ReadLevelCvars);
311 game_starttime = time + cvar("g_start_delay");
313 FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
315 readplayerstartcvars();
320 const int INITPRIO_FIRST = 0;
321 const int INITPRIO_GAMETYPE = 0;
322 const int INITPRIO_GAMETYPE_FALLBACK = 1;
323 const int INITPRIO_FINDTARGET = 10;
324 const int INITPRIO_DROPTOFLOOR = 20;
325 const int INITPRIO_SETLOCATION = 90;
326 const int INITPRIO_LINKDOORS = 91;
327 const int INITPRIO_LAST = 99;
329 .void(entity this) initialize_entity;
330 .int initialize_entity_order;
331 .entity initialize_entity_next;
332 entity initialize_entity_first;
338 bool sound_allowed(int dest, entity e);
339 void InitializeEntity(entity e, void(entity this) func, int order);
341 IntrusiveList g_ctrace_changed;
342 STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }