1 void() info_player_deathmatch; // needed for the other spawnpoints
2 string ColoredTeamName(float t);
4 float DistributeEvenly_amount;
5 float DistributeEvenly_totalweight;
6 void DistributeEvenly_Init(float amount, float totalweight)
8 if(DistributeEvenly_amount)
10 dprint("DistributeEvenly_Init: UNFINISHED DISTRIBUTION (", ftos(DistributeEvenly_amount), " for ");
11 dprint(ftos(DistributeEvenly_totalweight), " left!)\n");
14 DistributeEvenly_amount = 0;
16 DistributeEvenly_amount = amount;
17 DistributeEvenly_totalweight = totalweight;
19 float DistributeEvenly_Get(float weight)
24 f = floor(0.5 + DistributeEvenly_amount * weight / DistributeEvenly_totalweight);
25 DistributeEvenly_totalweight -= weight;
26 DistributeEvenly_amount -= f;
30 void move_out_of_solid_expand(entity e, vector by)
33 tracebox(e.origin, e.mins - '1 1 1' * eps, e.maxs + '1 1 1' * eps, e.origin + by, MOVE_WORLDONLY, e);
36 if(trace_fraction < 1)
39 // adjust origin in the other direction...
40 e.origin = e.origin - by * (1 - trace_fraction);
44 void move_out_of_solid(entity e)
49 traceline(o, o, MOVE_WORLDONLY, e);
52 dprint("origin is in solid too! (", vtos(o), ")");
56 tracebox(o, e.mins, e.maxs, o, MOVE_WORLDONLY, e);
64 move_out_of_solid_expand(e, '1 0 0' * m0_x); e.mins_x = m0_x;
65 move_out_of_solid_expand(e, '1 0 0' * m1_x); e.maxs_x = m1_x;
66 move_out_of_solid_expand(e, '0 1 0' * m0_y); e.mins_y = m0_y;
67 move_out_of_solid_expand(e, '0 1 0' * m1_y); e.maxs_y = m1_y;
68 move_out_of_solid_expand(e, '0 0 1' * m0_z); e.mins_z = m0_z;
69 move_out_of_solid_expand(e, '0 0 1' * m1_z); e.maxs_z = m1_z;
70 setorigin(e, e.origin);
72 tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
75 dprint("could not get out of solid (", vtos(o), ")\n");
80 #define FOR_EACH_CLIENT(v) for(v = world; (v = findflags(v, flags, FL_CLIENT)) != world; )
81 #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(clienttype(v) == CLIENTTYPE_REAL)
82 string STR_PLAYER = "player";
83 #define FOR_EACH_PLAYER(v) for(v = world; (v = find(v, classname, STR_PLAYER)) != world; )
84 #define FOR_EACH_REALPLAYER(v) FOR_EACH_PLAYER(v) if(clienttype(v) == CLIENTTYPE_REAL)
86 // change that to actually calling strcat when running on an engine without
87 // unlimited tempstrings:
88 // string strcat1(string s) = #115; // FRIK_FILE
89 #define strcat1(s) (s)
94 void(string s) bcenterprint
96 // TODO replace by MSG_ALL (would show it to spectators too, though)?
99 if(clienttype(head) == CLIENTTYPE_REAL)
100 centerprint(head, s);
103 void(string s, float check_dangerous) ServerConsoleEcho =
106 if (checkextension("DP_SV_PRINT"))
115 ch = substring(s, 0, 1);
116 if(ch != "\"" && ch != "\r" && ch != "\n")
118 s = substring(s, 1, strlen(s) - 1);
129 void(string s, float check_dangerous) GameLogEcho =
134 if(cvar("sv_eventlog_files"))
139 matches = cvar("sv_eventlog_files_counter") + 1;
140 cvar_set("sv_eventlog_files_counter", ftos(matches));
143 fn = strcat(substring("00000000", 0, 8 - strlen(fn)), fn);
144 fn = strcat(cvar_string("sv_eventlog_files_nameprefix"), fn, cvar_string("sv_eventlog_files_namesuffix"));
145 logfile = fopen(fn, FILE_APPEND);
148 fputs(logfile, strcat(s, "\n"));
150 if(cvar("sv_eventlog_console"))
152 ServerConsoleEcho(s, check_dangerous);
159 // will be opened later
162 void() GameLogClose =
164 if(logfile_open && logfile >= 0)
171 float math_mod(float a, float b)
173 return a - (floor(a / b) * b);
176 void relocate_spawnpoint()
178 // nudge off the floor
179 setorigin(self, self.origin + '0 0 1');
181 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, TRUE, self);
182 if (trace_startsolid)
184 objerror("player spawn point in solid, mapper sucks!\n");
188 if(cvar("g_spawnpoints_autodrop"))
190 setsize(self, PL_MIN, PL_MAX);
195 #define strstr strstrofs
197 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
198 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
199 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
200 // BE CONSTANT OR strzoneD!
201 float(string haystack, string needle, float offset) strstr =
205 len = strlen(needle);
206 endpos = strlen(haystack) - len;
207 while(offset <= endpos)
209 found = substring(haystack, offset, len);
218 float NUM_NEAREST_ENTITIES = 4;
219 entity nearest_entity[NUM_NEAREST_ENTITIES];
220 float nearest_length[NUM_NEAREST_ENTITIES];
221 entity(vector point, .string field, string value, vector axismod) findnearest =
232 localhead = find(world, field, value);
235 if((localhead.items == IT_KEY1 || localhead.items == IT_KEY2) && localhead.target == "###item###")
236 dist = localhead.oldorigin;
238 dist = localhead.origin;
240 dist = dist_x * axismod_x * '1 0 0' + dist_y * axismod_y * '0 1 0' + dist_z * axismod_z * '0 0 1';
243 for(i = 0; i < num_nearest; ++i)
245 if(len < nearest_length[i])
249 // now i tells us where to insert at
250 // INSERTION SORT! YOU'VE SEEN IT! RUN!
251 if(i < NUM_NEAREST_ENTITIES)
253 for(j = NUM_NEAREST_ENTITIES - 1; j >= i; --j)
255 nearest_length[j + 1] = nearest_length[j];
256 nearest_entity[j + 1] = nearest_entity[j];
258 nearest_length[i] = len;
259 nearest_entity[i] = localhead;
260 if(num_nearest < NUM_NEAREST_ENTITIES)
261 num_nearest = num_nearest + 1;
264 localhead = find(localhead, field, value);
267 // now use the first one from our list that we can see
268 for(i = 0; i < num_nearest; ++i)
270 traceline(point, nearest_entity[i].origin, TRUE, world);
271 if(trace_fraction == 1)
275 dprint("Nearest point (");
276 dprint(nearest_entity[0].netname);
277 dprint(") is not visible, using a visible one.\n");
279 return nearest_entity[i];
286 dprint("Not seeing any location point, using nearest as fallback.\n");
288 dprint("Candidates were: ");
289 for(j = 0; j < num_nearest; ++j)
293 dprint(nearest_entity[j].netname);
298 return nearest_entity[0];
301 void() target_location =
303 self.classname = "target_location";
304 // location name in netname
305 // eventually support: count, teamgame selectors, line of sight?
308 void() info_location =
310 self.classname = "target_location";
311 self.message = self.netname;
314 string NearestLocation(vector p)
319 loc = findnearest(p, classname, "target_location", '1 1 1');
326 loc = findnearest(p, target, "###item###", '1 1 4');
333 string(string msg) formatmessage =
340 msg_save = strzone(msg);
346 break; // too many replacements
348 p = strstr(msg_save, "%", p); // NOTE: this destroys msg as it's a tempstring!
351 replacement = substring(msg_save, p, 2);
352 escape = substring(msg_save, p + 1, 1);
355 else if(escape == "a")
356 replacement = ftos(floor(self.armorvalue));
357 else if(escape == "h")
358 replacement = ftos(floor(self.health));
359 else if(escape == "l")
360 replacement = NearestLocation(self.origin);
361 else if(escape == "y")
362 replacement = NearestLocation(self.cursor_trace_endpos);
363 else if(escape == "d")
364 replacement = NearestLocation(self.death_origin);
365 else if(escape == "w")
370 wep = self.switchweapon;
373 replacement = W_Name(wep);
375 else if(escape == "W")
377 if(self.items & IT_SHELLS) replacement = "shells";
378 else if(self.items & IT_NAILS) replacement = "bullets";
379 else if(self.items & IT_ROCKETS) replacement = "rockets";
380 else if(self.items & IT_CELLS) replacement = "cells";
381 else replacement = "batteries"; // ;)
383 else if(escape == "x")
385 replacement = self.cursor_trace_ent.netname;
386 if(!replacement || !self.cursor_trace_ent)
387 replacement = "nothing";
389 else if(escape == "p")
391 if(self.last_selected_player)
392 replacement = self.last_selected_player.netname;
394 replacement = "(nobody)";
396 msg = strcat(substring(msg_save, 0, p), replacement);
397 msg = strcat(msg, substring(msg_save, p+2, strlen(msg_save) - (p+2)));
399 msg_save = strzone(msg);
402 msg = strcat(msg_save, "");
413 >0: receives a cvar from name=argv(f) value=argv(f+1)
415 void GetCvars_handleString(float f, .string field, string name)
420 strunzone(self.field);
427 strunzone(self.field);
428 self.field = strzone(argv(f + 1));
432 stuffcmd(self, strcat("sendcvar ", name, "\n"));
434 void GetCvars_handleFloat(float f, .float field, string name)
442 self.field = stof(argv(f + 1));
445 stuffcmd(self, strcat("sendcvar ", name, "\n"));
447 void GetCvars(float f)
449 GetCvars_handleFloat(f, autoswitch, "cl_autoswitch");
450 GetCvars_handleFloat(f, cvar_cl_hidewaypoints, "cl_hidewaypoints");
451 GetCvars_handleFloat(f, cvar_cl_zoomfactor, "cl_zoomfactor");
452 GetCvars_handleFloat(f, cvar_cl_zoomspeed, "cl_zoomspeed");
453 GetCvars_handleFloat(f, cvar_cl_playerdetailreduction, "cl_playerdetailreduction");
454 GetCvars_handleFloat(f, cvar_cl_nogibs, "cl_nogibs");
455 GetCvars_handleFloat(f, cvar_scr_centertime, "scr_centertime");
456 GetCvars_handleFloat(f, cvar_cl_shownames, "cl_shownames");
457 GetCvars_handleString(f, cvar_g_nexuizversion, "g_nexuizversion");
458 GetCvars_handleFloat(f, cvar_cl_handicap, "cl_handicap");
461 float fexists(string f)
464 fh = fopen(f, FILE_READ);
471 void backtrace(string msg)
474 dev = cvar("developer");
475 cvar_set("developer", "1");
477 dprint("--- CUT HERE ---\nWARNING: ");
480 remove(world); // isn't there any better way to cause a backtrace?
481 dprint("\n--- CUT UNTIL HERE ---\n");
482 cvar_set("developer", ftos(dev));
485 void DistributeFragsAmongTeam(entity p, float targetteam, float factor)
496 // p.frags = 0; // do not harm the new team!
497 // return; // won't distribute negative scores
503 f = ceil(factor * p.frags);
504 p.frags = p.frags - f;
507 FOR_EACH_PLAYER(head)
509 if(head.team == targetteam)
515 DistributeEvenly_Init(f, nTeam);
517 FOR_EACH_PLAYER(head)
519 if(head.team == targetteam)
520 head.frags = head.frags + DistributeEvenly_Get(1);
523 string Team_ColorCode(float teamid)
525 if(teamid == COLOR_TEAM1)
527 else if(teamid == COLOR_TEAM2)
529 else if(teamid == COLOR_TEAM3)
531 else if(teamid == COLOR_TEAM4)
538 string decolorize(string s)
547 ch1 = substring(s, 0, 1);
548 ch2 = substring(s, 1, 1);
553 out = strcat(out, "^^");
577 out = strcat(out, "^^");
579 s = substring(s, n, strlen(s) - n);
583 s = substring(s, 1, strlen(s) - 1);
584 out = strcat(out, ch1);
589 #define strdecolorize(s) decolorize(s)
590 #define strlennocol(s) strlen(decolorize(s))
593 #define CENTERPRIO_POINT 1
594 #define CENTERPRIO_SPAM 2
595 #define CENTERPRIO_REBALANCE 2
596 #define CENTERPRIO_VOTE 4
597 #define CENTERPRIO_NORMAL 5
598 #define CENTERPRIO_MAPVOTE 9
599 #define CENTERPRIO_ADMIN 99
600 .float centerprint_priority;
601 .float centerprint_expires;
602 void centerprint_atprio(entity e, float prio, string s)
604 if(intermission_running)
605 if(prio < CENTERPRIO_MAPVOTE)
607 if(time > e.centerprint_expires)
608 e.centerprint_priority = 0;
609 if(prio >= e.centerprint_priority)
611 e.centerprint_priority = prio;
612 e.centerprint_expires = time + e.cvar_scr_centertime;
613 centerprint_builtin(e, s);
616 void centerprint_expire(entity e, float prio)
618 if(prio == e.centerprint_priority)
620 e.centerprint_priority = 0;
621 centerprint_builtin(e, "");
624 void centerprint(entity e, string s)
626 centerprint_atprio(e, CENTERPRIO_NORMAL, s);
631 // decolorizes and team colors the player name when needed
632 string playername(entity p)
635 if(teams_matter && !intermission_running && p.classname == "player")
637 t = Team_ColorCode(p.team);
638 return strcat(t, strdecolorize(p.netname));
644 vector(vector m1, vector m2) randompos =
648 v_x = m2_x * random() + m1_x;
649 v_y = m2_y * random() + m1_y;
650 v_z = m2_z * random() + m1_z;
654 // requires that m2>m1 in all coordinates, and that m4>m3
655 float(vector m1, vector m2, vector m3, vector m4) boxesoverlap = {return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z;};
657 // requires the same, but is a stronger condition
658 float(vector smins, vector smaxs, vector bmins, vector bmaxs) boxinsidebox = {return smins_x >= bmins_x && smaxs_x <= bmaxs_x && smins_y >= bmins_y && smaxs_y <= bmaxs_y && smins_z >= bmins_z && smaxs_z <= bmaxs_z;};
660 float g_pickup_shells;
661 float g_pickup_shells_max;
662 float g_pickup_nails;
663 float g_pickup_nails_max;
664 float g_pickup_rockets;
665 float g_pickup_rockets_max;
666 float g_pickup_cells;
667 float g_pickup_cells_max;
668 float g_pickup_armorshard;
669 float g_pickup_armorshard_max;
670 float g_pickup_armor;
671 float g_pickup_armor_max;
672 float g_pickup_healthshard;
673 float g_pickup_healthshard_max;
674 float g_pickup_health;
675 float g_pickup_health_max;
676 float g_pickup_healthmega;
677 float g_pickup_healthmega_max;
680 float start_switchweapon;
681 float start_ammo_shells;
682 float start_ammo_nails;
683 float start_ammo_rockets;
684 float start_ammo_cells;
686 float start_armorvalue;
688 void readlevelcvars(void)
690 g_pickup_shells = cvar("g_pickup_shells");
691 g_pickup_shells_max = cvar("g_pickup_shells_max");
692 g_pickup_nails = cvar("g_pickup_nails");
693 g_pickup_nails_max = cvar("g_pickup_nails_max");
694 g_pickup_rockets = cvar("g_pickup_rockets");
695 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
696 g_pickup_cells = cvar("g_pickup_cells");
697 g_pickup_cells_max = cvar("g_pickup_cells_max");
698 g_pickup_armorshard = cvar("g_pickup_armorshard");
699 g_pickup_armorshard_max = cvar("g_pickup_armorshard_max");
700 g_pickup_armor = cvar("g_pickup_armor");
701 g_pickup_armor_max = cvar("g_pickup_armor_max");
702 g_pickup_healthshard = cvar("g_pickup_healthshard");
703 g_pickup_healthshard_max = cvar("g_pickup_healthshard_max");
704 g_pickup_health = cvar("g_pickup_health");
705 g_pickup_health_max = cvar("g_pickup_health_max");
706 g_pickup_healthmega = cvar("g_pickup_healthmega");
707 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
709 // initialize starting values for players
711 start_switchweapon = 0;
712 start_ammo_shells = 0;
713 start_ammo_nails = 0;
714 start_ammo_rockets = 0;
715 start_ammo_cells = 0;
716 start_health = cvar("g_balance_health_start");
717 start_armorvalue = cvar("g_balance_armor_start");
719 if(cvar("g_instagib"))
721 start_items = IT_NEX;
722 start_switchweapon = WEP_NEX;
723 weapon_action(start_switchweapon, WR_PRECACHE);
724 start_ammo_cells = 999;
726 else if(cvar("g_rocketarena"))
728 start_items = IT_ROCKET_LAUNCHER;
729 start_switchweapon = WEP_ROCKET_LAUNCHER;
730 weapon_action(start_switchweapon, WR_PRECACHE);
731 start_ammo_rockets = 999;
733 else if(cvar("g_nixnex"))
736 // will be done later
738 else if(cvar("g_minstagib"))
741 start_armorvalue = 0;
742 start_items = IT_NEX;
743 start_switchweapon = WEP_NEX;
744 weapon_action(start_switchweapon, WR_PRECACHE);
745 start_ammo_cells = cvar("g_minstagib_ammo_start");
751 start_ammo_shells = cvar("g_lms_start_ammo_shells");
752 start_ammo_nails = cvar("g_lms_start_ammo_nails");
753 start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
754 start_ammo_cells = cvar("g_lms_start_ammo_cells");
755 start_health = cvar("g_lms_start_health");
756 start_armorvalue = cvar("g_lms_start_armor");
758 else if (cvar("g_use_ammunition")) {
759 start_ammo_shells = cvar("g_start_ammo_shells");
760 start_ammo_nails = cvar("g_start_ammo_nails");
761 start_ammo_rockets = cvar("g_start_ammo_rockets");
762 start_ammo_cells = cvar("g_start_ammo_cells");
764 start_ammo_shells = cvar("g_pickup_shells_max");
765 start_ammo_nails = cvar("g_pickup_nails_max");
766 start_ammo_rockets = cvar("g_pickup_rockets_max");
767 start_ammo_cells = cvar("g_pickup_cells_max");
770 if (cvar("g_start_weapon_laser") || cvar("g_lms"))
772 start_items = start_items | IT_LASER;
773 start_switchweapon = WEP_LASER;
774 weapon_action(start_switchweapon, WR_PRECACHE);
776 if (cvar("g_start_weapon_shotgun") || cvar("g_lms"))
778 start_items = start_items | IT_SHOTGUN;
779 start_switchweapon = WEP_SHOTGUN;
780 weapon_action(start_switchweapon, WR_PRECACHE);
782 if (cvar("g_start_weapon_uzi") || cvar("g_lms"))
784 start_items = start_items | IT_UZI;
785 start_switchweapon = WEP_UZI;
786 weapon_action(start_switchweapon, WR_PRECACHE);
788 if (cvar("g_start_weapon_grenadelauncher") || cvar("g_lms"))
790 start_items = start_items | IT_GRENADE_LAUNCHER;
791 start_switchweapon = WEP_GRENADE_LAUNCHER;
792 weapon_action(start_switchweapon, WR_PRECACHE);
794 if (cvar("g_start_weapon_electro") || cvar("g_lms"))
796 start_items = start_items | IT_ELECTRO;
797 start_switchweapon = WEP_ELECTRO;
798 weapon_action(start_switchweapon, WR_PRECACHE);
800 if (cvar("g_start_weapon_crylink") || cvar("g_lms"))
802 start_items = start_items | IT_CRYLINK;
803 start_switchweapon = WEP_CRYLINK;
804 weapon_action(start_switchweapon, WR_PRECACHE);
806 if (cvar("g_start_weapon_nex") || cvar("g_lms"))
808 start_items = start_items | IT_NEX;
809 start_switchweapon = WEP_NEX;
810 weapon_action(start_switchweapon, WR_PRECACHE);
812 if (cvar("g_start_weapon_hagar") || cvar("g_lms"))
814 start_items = start_items | IT_HAGAR;
815 start_switchweapon = WEP_HAGAR;
816 weapon_action(start_switchweapon, WR_PRECACHE);
818 if (cvar("g_start_weapon_rocketlauncher") || cvar("g_lms"))
820 start_items = start_items | IT_ROCKET_LAUNCHER;
821 start_switchweapon = WEP_ROCKET_LAUNCHER;
822 weapon_action(start_switchweapon, WR_PRECACHE);
828 // TODO sound pack system
831 string precache_sound_builtin (string s) = #19;
832 void(entity e, float chan, string samp, float vol, float atten) sound_builtin = #8;
833 string precache_sound(string s)
835 return precache_sound_builtin(strcat(soundpack, s));
837 void play2(entity e, string filename)
839 stuffcmd(e, strcat("play2 ", soundpack, filename, "\n"));
841 void sound(entity e, float chan, string samp, float vol, float atten)
843 sound_builtin(e, chan, strcat(soundpack, samp), vol, atten);
847 string precache_sound (string s) = #19;
848 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
849 void play2(entity e, string filename)
851 stuffcmd(e, strcat("play2 ", filename, "\n"));
854 void play2team(float t, string filename)
857 FOR_EACH_REALPLAYER(head)
860 play2(head, filename);