]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/miscfunctions.qc
fix fog handling a bit
[divverent/nexuiz.git] / data / qcsrc / server / miscfunctions.qc
1 void() spawnfunc_info_player_deathmatch; // needed for the other spawnpoints
2 void() spawnpoint_use;
3 string ColoredTeamName(float t);
4
5 float RandomSelection_totalweight;
6 float RandomSelection_best_priority;
7 entity RandomSelection_chosen_ent;
8 float RandomSelection_chosen_float;
9 void RandomSelection_Init()
10 {
11         RandomSelection_totalweight = 0;
12         RandomSelection_chosen_ent = world;
13         RandomSelection_chosen_float = 0;
14         RandomSelection_best_priority = -1;
15 }
16 void RandomSelection_Add(entity e, float f, float weight, float priority)
17 {
18         if(priority > RandomSelection_best_priority)
19         {
20                 RandomSelection_best_priority = priority;
21                 RandomSelection_chosen_ent = e;
22                 RandomSelection_chosen_float = f;
23                 RandomSelection_totalweight = weight;
24         }
25         else if(priority == RandomSelection_best_priority)
26         {
27                 RandomSelection_totalweight += weight;
28                 if(random() * RandomSelection_totalweight <= weight)
29                 {
30                         RandomSelection_chosen_ent = e;
31                         RandomSelection_chosen_float = f;
32                 }
33         }
34 }
35
36 float DistributeEvenly_amount;
37 float DistributeEvenly_totalweight;
38 void DistributeEvenly_Init(float amount, float totalweight)
39 {
40         if(DistributeEvenly_amount)
41         {
42                 dprint("DistributeEvenly_Init: UNFINISHED DISTRIBUTION (", ftos(DistributeEvenly_amount), " for ");
43                 dprint(ftos(DistributeEvenly_totalweight), " left!)\n");
44         }
45         if(totalweight == 0)
46                 DistributeEvenly_amount = 0;
47         else
48                 DistributeEvenly_amount = amount;
49         DistributeEvenly_totalweight = totalweight;
50 }
51 float DistributeEvenly_Get(float weight)
52 {
53         float f;
54         if(weight <= 0)
55                 return 0;
56         f = floor(0.5 + DistributeEvenly_amount * weight / DistributeEvenly_totalweight);
57         DistributeEvenly_totalweight -= weight;
58         DistributeEvenly_amount -= f;
59         return f;
60 }
61
62 void move_out_of_solid_expand(entity e, vector by)
63 {
64         float eps = 0.0625;
65         tracebox(e.origin, e.mins - '1 1 1' * eps, e.maxs + '1 1 1' * eps, e.origin + by, MOVE_WORLDONLY, e);
66         if(trace_startsolid)
67                 return;
68         if(trace_fraction < 1)
69         {
70                 // hit something
71                 // adjust origin in the other direction...
72                 e.origin = e.origin - by * (1 - trace_fraction);
73         }
74 }
75
76 float move_out_of_solid(entity e)
77 {
78         vector o, m0, m1;
79
80         o = e.origin;
81         traceline(o, o, MOVE_WORLDONLY, e);
82         if(trace_startsolid)
83                 return 0;
84
85         tracebox(o, e.mins, e.maxs, o, MOVE_WORLDONLY, e);
86         if(!trace_startsolid)
87                 return 1;
88
89         m0 = e.mins;
90         m1 = e.maxs;
91         e.mins = '0 0 0';
92         e.maxs = '0 0 0';
93         move_out_of_solid_expand(e, '1 0 0' * m0_x); e.mins_x = m0_x;
94         move_out_of_solid_expand(e, '1 0 0' * m1_x); e.maxs_x = m1_x;
95         move_out_of_solid_expand(e, '0 1 0' * m0_y); e.mins_y = m0_y;
96         move_out_of_solid_expand(e, '0 1 0' * m1_y); e.maxs_y = m1_y;
97         move_out_of_solid_expand(e, '0 0 1' * m0_z); e.mins_z = m0_z;
98         move_out_of_solid_expand(e, '0 0 1' * m1_z); e.maxs_z = m1_z;
99         setorigin(e, e.origin);
100
101         tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
102         if(trace_startsolid)
103         {
104                 setorigin(e, o);
105                 return 0;
106         }
107
108         return 1;
109 }
110
111 string STR_PLAYER = "player";
112 string STR_SPECTATOR = "spectator";
113 string STR_OBSERVER = "observer";
114
115 #if 0
116 #define FOR_EACH_CLIENT(v) for(v = world; (v = findflags(v, flags, FL_CLIENT)) != world; )
117 #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(clienttype(v) == CLIENTTYPE_REAL)
118 #define FOR_EACH_PLAYER(v) for(v = world; (v = find(v, classname, STR_PLAYER)) != world; )
119 #define FOR_EACH_REALPLAYER(v) FOR_EACH_PLAYER(v) if(clienttype(v) == CLIENTTYPE_REAL)
120 #else
121 #define FOR_EACH_CLIENTSLOT(v) for(v = world; (v = nextent(v)) && (num_for_edict(v) <= maxclients); )
122 #define FOR_EACH_CLIENT(v) FOR_EACH_CLIENTSLOT(v) if(v.flags & FL_CLIENT)
123 #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(clienttype(v) == CLIENTTYPE_REAL)
124 #define FOR_EACH_PLAYER(v) FOR_EACH_CLIENT(v) if(v.classname == STR_PLAYER)
125 #define FOR_EACH_REALPLAYER(v) FOR_EACH_REALCLIENT(v) if(v.classname == STR_PLAYER)
126 #endif
127
128 // copies a string to a tempstring (so one can strunzone it)
129 string strcat1(string s) = #115; // FRIK_FILE
130
131 float logfile_open;
132 float logfile;
133
134 void bcenterprint(string s)
135 {
136         // TODO replace by MSG_ALL (would show it to spectators too, though)?
137         entity head;
138         FOR_EACH_PLAYER(head)
139                 if(clienttype(head) == CLIENTTYPE_REAL)
140                         centerprint(head, s);
141 }
142
143 void GameLogEcho(string s)
144 {
145         string fn;
146         float matches;
147
148         if(cvar("sv_eventlog_files"))
149         {
150                 if(!logfile_open)
151                 {
152                         logfile_open = TRUE;
153                         matches = cvar("sv_eventlog_files_counter") + 1;
154                         cvar_set("sv_eventlog_files_counter", ftos(matches));
155                         fn = ftos(matches);
156                         if(strlen(fn) < 8)
157                                 fn = strcat(substring("00000000", 0, 8 - strlen(fn)), fn);
158                         fn = strcat(cvar_string("sv_eventlog_files_nameprefix"), fn, cvar_string("sv_eventlog_files_namesuffix"));
159                         logfile = fopen(fn, FILE_APPEND);
160                         fputs(logfile, ":logversion:2\n");
161                 }
162                 if(logfile >= 0)
163                 {
164                         if(cvar("sv_eventlog_files_timestamps"))
165                                 fputs(logfile, strcat(":time:", strftime(TRUE, "%Y-%m-%d %H:%M:%S", "\n", s, "\n")));
166                         else
167                                 fputs(logfile, strcat(s, "\n"));
168                 }
169         }
170         if(cvar("sv_eventlog_console"))
171         {
172                 print(s, "\n");
173         }
174 }
175
176 void GameLogInit()
177 {
178         logfile_open = 0;
179         // will be opened later
180 }
181
182 void GameLogClose()
183 {
184         if(logfile_open && logfile >= 0)
185         {
186                 fclose(logfile);
187                 logfile = -1;
188         }
189 }
190
191 float spawnpoint_nag;
192 void relocate_spawnpoint()
193 {
194         // nudge off the floor
195         setorigin(self, self.origin + '0 0 1');
196
197         tracebox(self.origin, PL_MIN, PL_MAX, self.origin, TRUE, self);
198         if (trace_startsolid)
199         {
200                 vector o;
201                 o = self.origin;
202                 self.mins = PL_MIN;
203                 self.maxs = PL_MAX;
204                 if(!move_out_of_solid(self))
205                         objerror("could not get out of solid at all!");
206                 print("^1NOTE: this map needs FIXING. Spawnpoint at ", vtos(o - '0 0 1'));
207                 print(" needs to be moved out of solid, e.g. by '", ftos(self.origin_x - o_x));
208                 print(" ", ftos(self.origin_y - o_y));
209                 print(" ", ftos(self.origin_z - o_z), "'\n");
210                 if(cvar("g_spawnpoints_auto_move_out_of_solid"))
211                 {
212                         if(!spawnpoint_nag)
213                                 print("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)\n");
214                         spawnpoint_nag = 1;
215                 }
216                 else
217                 {
218                         self.origin = o;
219                         self.mins = self.maxs = '0 0 0';
220                         objerror("player spawn point in solid, mapper sucks!\n");
221                         return;
222                 }
223         }
224
225         if(cvar("g_spawnpoints_autodrop"))
226         {
227                 setsize(self, PL_MIN, PL_MAX);
228                 droptofloor();
229         }
230
231         self.use = spawnpoint_use;
232         self.team_saved = self.team;
233         if(!self.cnt)
234                 self.cnt = 1;
235
236         if(g_ctf || g_assault || g_onslaught || g_domination)
237         if(self.team)
238                 have_team_spawns = 1;
239
240         if(cvar("r_showbboxes"))
241         {
242                 // show where spawnpoints point at too
243                 makevectors(self.angles);
244                 entity e;
245                 e = spawn();
246                 e.classname = "info_player_foo";
247                 setorigin(e, self.origin + v_forward * 24);
248                 setsize(e, '-8 -8 -8', '8 8 8');
249                 e.solid = SOLID_TRIGGER;
250         }
251 }
252
253 #define strstr strstrofs
254 /*
255 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
256 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
257 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
258 // BE CONSTANT OR strzoneD!
259 float strstr(string haystack, string needle, float offset)
260 {
261         float len, endpos;
262         string found;
263         len = strlen(needle);
264         endpos = strlen(haystack) - len;
265         while(offset <= endpos)
266         {
267                 found = substring(haystack, offset, len);
268                 if(found == needle)
269                         return offset;
270                 offset = offset + 1;
271         }
272         return -1;
273 }
274 */
275
276 float NUM_NEAREST_ENTITIES = 4;
277 entity nearest_entity[NUM_NEAREST_ENTITIES];
278 float nearest_length[NUM_NEAREST_ENTITIES];
279 entity findnearest(vector point, .string field, string value, vector axismod)
280 {
281         entity localhead;
282         float i;
283         float j;
284         float len;
285         vector dist;
286
287         float num_nearest;
288         num_nearest = 0;
289
290         localhead = find(world, field, value);
291         while(localhead)
292         {
293                 if((localhead.items == IT_KEY1 || localhead.items == IT_KEY2) && localhead.target == "###item###")
294                         dist = localhead.oldorigin;
295                 else
296                         dist = localhead.origin;
297                 dist = dist - point;
298                 dist = dist_x * axismod_x * '1 0 0' + dist_y * axismod_y * '0 1 0' + dist_z * axismod_z * '0 0 1';
299                 len = vlen(dist);
300
301                 for(i = 0; i < num_nearest; ++i)
302                 {
303                         if(len < nearest_length[i])
304                                 break;
305                 }
306
307                 // now i tells us where to insert at
308                 //   INSERTION SORT! YOU'VE SEEN IT! RUN!
309                 if(i < NUM_NEAREST_ENTITIES)
310                 {
311                         for(j = NUM_NEAREST_ENTITIES - 1; j >= i; --j)
312                         {
313                                 nearest_length[j + 1] = nearest_length[j];
314                                 nearest_entity[j + 1] = nearest_entity[j];
315                         }
316                         nearest_length[i] = len;
317                         nearest_entity[i] = localhead;
318                         if(num_nearest < NUM_NEAREST_ENTITIES)
319                                 num_nearest = num_nearest + 1;
320                 }
321
322                 localhead = find(localhead, field, value);
323         }
324
325         // now use the first one from our list that we can see
326         for(i = 0; i < num_nearest; ++i)
327         {
328                 traceline(point, nearest_entity[i].origin, TRUE, world);
329                 if(trace_fraction == 1)
330                 {
331                         if(i != 0)
332                         {
333                                 dprint("Nearest point (");
334                                 dprint(nearest_entity[0].netname);
335                                 dprint(") is not visible, using a visible one.\n");
336                         }
337                         return nearest_entity[i];
338                 }
339         }
340
341         if(num_nearest == 0)
342                 return world;
343
344         dprint("Not seeing any location point, using nearest as fallback.\n");
345         /* DEBUGGING CODE:
346         dprint("Candidates were: ");
347         for(j = 0; j < num_nearest; ++j)
348         {
349                 if(j != 0)
350                         dprint(", ");
351                 dprint(nearest_entity[j].netname);
352         }
353         dprint("\n");
354         */
355
356         return nearest_entity[0];
357 }
358
359 void spawnfunc_target_location()
360 {
361         self.classname = "target_location";
362         // location name in netname
363         // eventually support: count, teamgame selectors, line of sight?
364 };
365
366 void spawnfunc_info_location()
367 {
368         self.classname = "target_location";
369         self.message = self.netname;
370 };
371
372 string NearestLocation(vector p)
373 {
374         entity loc;
375         string ret;
376         ret = "somewhere";
377         loc = findnearest(p, classname, "target_location", '1 1 1');
378         if(loc)
379         {
380                 ret = loc.message;
381         }
382         else
383         {
384                 loc = findnearest(p, target, "###item###", '1 1 4');
385                 if(loc)
386                         ret = loc.netname;
387         }
388         return ret;
389 }
390
391 string formatmessage(string msg)
392 {
393         float p;
394         float n;
395         string msg_save;
396         string escape;
397         string replacement;
398         msg_save = strzone(msg);
399         p = 0;
400         n = 7;
401         while(1)
402         {
403                 if(n < 1)
404                         break; // too many replacements
405                 n = n - 1;
406                 p = strstr(msg_save, "%", p); // NOTE: this destroys msg as it's a tempstring!
407                 if(p < 0)
408                         break;
409                 replacement = substring(msg_save, p, 2);
410                 escape = substring(msg_save, p + 1, 1);
411                 if(escape == "%")
412                         replacement = "%";
413                 else if(escape == "a")
414                         replacement = ftos(floor(self.armorvalue));
415                 else if(escape == "h")
416                         replacement = ftos(floor(self.health));
417                 else if(escape == "l")
418                         replacement = NearestLocation(self.origin);
419                 else if(escape == "y")
420                         replacement = NearestLocation(self.cursor_trace_endpos);
421                 else if(escape == "d")
422                         replacement = NearestLocation(self.death_origin);
423                 else if(escape == "w")
424                 {
425                         float wep;
426                         wep = self.weapon;
427                         if(!wep)
428                                 wep = self.switchweapon;
429                         if(!wep)
430                                 wep = self.cnt;
431                         replacement = W_Name(wep);
432                 }
433                 else if(escape == "W")
434                 {
435                         if(self.items & IT_SHELLS) replacement = "shells";
436                         else if(self.items & IT_NAILS) replacement = "bullets";
437                         else if(self.items & IT_ROCKETS) replacement = "rockets";
438                         else if(self.items & IT_CELLS) replacement = "cells";
439                         else replacement = "batteries"; // ;)
440                 }
441                 else if(escape == "x")
442                 {
443                         replacement = self.cursor_trace_ent.netname;
444                         if(!replacement || !self.cursor_trace_ent)
445                                 replacement = "nothing";
446                 }
447                 else if(escape == "p")
448                 {
449                         if(self.last_selected_player)
450                                 replacement = self.last_selected_player.netname;
451                         else
452                                 replacement = "(nobody)";
453                 }
454                 msg = strcat(substring(msg_save, 0, p), replacement);
455                 msg = strcat(msg, substring(msg_save, p+2, strlen(msg_save) - (p+2)));
456                 strunzone(msg_save);
457                 msg_save = strzone(msg);
458                 p = p + 2;
459         }
460         msg = strcat(msg_save, "");
461         strunzone(msg_save);
462         return msg;
463 }
464
465 /*
466 =============
467 GetCvars
468 =============
469 Called with:
470   0:  sends the request
471   >0: receives a cvar from name=argv(f) value=argv(f+1)
472 */
473 void GetCvars_handleString(float f, .string field, string name)
474 {
475         if(f < 0)
476         {
477                 if(self.field)
478                         strunzone(self.field);
479         }
480         else if(f > 0)
481         {
482                 if(argv(f) == name)
483                 {
484                         if(self.field)
485                                 strunzone(self.field);
486                         self.field = strzone(argv(f + 1));
487                 }
488         }
489         else
490                 stuffcmd(self, strcat("sendcvar ", name, "\n"));
491 }
492 void GetCvars_handleString_Fixup(float f, .string field, string name, string(string) func)
493 {
494         GetCvars_handleString(f, field, name);
495         if(f >= 0) // also initialize to the fitting value for "" when sending cvars out
496         if(argv(f) == name)
497         {
498                 string s;
499                 s = func(strcat1(self.field));
500                 if(s != self.field)
501                 {
502                         strunzone(self.field);
503                         self.field = strzone(s);
504                 }
505         }
506 }
507 void GetCvars_handleFloat(float f, .float field, string name)
508 {
509         if(f < 0)
510         {
511         }
512         else if(f > 0)
513         {
514                 if(argv(f) == name)
515                         self.field = stof(argv(f + 1));
516         }
517         else
518                 stuffcmd(self, strcat("sendcvar ", name, "\n"));
519 }
520 string W_FixWeaponOrder_ForceComplete(string s);
521 string W_FixWeaponOrder_AllowIncomplete(string s);
522 void GetCvars(float f)
523 {
524         GetCvars_handleFloat(f, autoswitch, "cl_autoswitch");
525         GetCvars_handleFloat(f, cvar_cl_hidewaypoints, "cl_hidewaypoints");
526         GetCvars_handleFloat(f, cvar_cl_playerdetailreduction, "cl_playerdetailreduction");
527         GetCvars_handleFloat(f, cvar_cl_nogibs, "cl_nogibs");
528         GetCvars_handleFloat(f, cvar_scr_centertime, "scr_centertime");
529         GetCvars_handleFloat(f, cvar_cl_shownames, "cl_shownames");
530         GetCvars_handleString(f, cvar_g_nexuizversion, "g_nexuizversion");
531         GetCvars_handleFloat(f, cvar_cl_handicap, "cl_handicap");
532         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete);
533         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
534         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
535         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
536         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
537         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
538         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
539         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
540         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
541         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
542         GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
543 }
544
545 float fexists(string f)
546 {
547         float fh;
548         fh = fopen(f, FILE_READ);
549         if(fh < 0)
550                 return FALSE;
551         fclose(fh);
552         return TRUE;
553 }
554
555 void backtrace(string msg)
556 {
557         float dev;
558         dev = cvar("developer");
559         cvar_set("developer", "1");
560         dprint("\n");
561         dprint("--- CUT HERE ---\nWARNING: ");
562         dprint(msg);
563         dprint("\n");
564         remove(world); // isn't there any better way to cause a backtrace?
565         dprint("\n--- CUT UNTIL HERE ---\n");
566         cvar_set("developer", ftos(dev));
567 }
568
569 string Team_ColorCode(float teamid)
570 {
571         if(teamid == COLOR_TEAM1)
572                 return "^1";
573         else if(teamid == COLOR_TEAM2)
574                 return "^4";
575         else if(teamid == COLOR_TEAM3)
576                 return "^3";
577         else if(teamid == COLOR_TEAM4)
578                 return "^6";
579         else
580                 return "^7";
581 }
582 string Team_ColorName(float t)
583 {
584         // fixme: Search for team entities and get their .netname's!
585         if(t == COLOR_TEAM1)
586                 return "Red";
587         if(t == COLOR_TEAM2)
588                 return "Blue";
589         if(t == COLOR_TEAM3)
590                 return "Yellow";
591         if(t == COLOR_TEAM4)
592                 return "Pink";
593         return "Neutral";
594 }
595 string Team_ColorNameLowerCase(float t)
596 {
597         // fixme: Search for team entities and get their .netname's!
598         if(t == COLOR_TEAM1)
599                 return "red";
600         if(t == COLOR_TEAM2)
601                 return "blue";
602         if(t == COLOR_TEAM3)
603                 return "yellow";
604         if(t == COLOR_TEAM4)
605                 return "pink";
606         return "neutral";
607 }
608
609 #define CENTERPRIO_POINT 1
610 #define CENTERPRIO_SPAM 2
611 #define CENTERPRIO_REBALANCE 2
612 #define CENTERPRIO_VOTE 4
613 #define CENTERPRIO_NORMAL 5
614 #define CENTERPRIO_MAPVOTE 9
615 #define CENTERPRIO_IDLEKICK 50
616 #define CENTERPRIO_ADMIN 99
617 .float centerprint_priority;
618 .float centerprint_expires;
619 void centerprint_atprio(entity e, float prio, string s)
620 {
621         if(intermission_running)
622                 if(prio < CENTERPRIO_MAPVOTE)
623                         return;
624         if(time > e.centerprint_expires)
625                 e.centerprint_priority = 0;
626         if(prio >= e.centerprint_priority)
627         {
628                 e.centerprint_priority = prio;
629                 if(timeoutStatus == 2)
630                         e.centerprint_expires = time + (e.cvar_scr_centertime * TIMEOUT_SLOWMO_VALUE);
631                 else
632                         e.centerprint_expires = time + e.cvar_scr_centertime;
633                 centerprint_builtin(e, s);
634         }
635 }
636 void centerprint_expire(entity e, float prio)
637 {
638         if(prio == e.centerprint_priority)
639         {
640                 e.centerprint_priority = 0;
641                 centerprint_builtin(e, "");
642         }
643 }
644 void centerprint(entity e, string s)
645 {
646         centerprint_atprio(e, CENTERPRIO_NORMAL, s);
647 }
648
649 void VoteNag();
650
651 // decolorizes and team colors the player name when needed
652 string playername(entity p)
653 {
654         string t;
655         if(teams_matter && !intermission_running && p.classname == "player")
656         {
657                 t = Team_ColorCode(p.team);
658                 return strcat(t, strdecolorize(p.netname));
659         }
660         else
661                 return p.netname;
662 }
663
664 vector randompos(vector m1, vector m2)
665 {
666         local vector v;
667         m2 = m2 - m1;
668         v_x = m2_x * random() + m1_x;
669         v_y = m2_y * random() + m1_y;
670         v_z = m2_z * random() + m1_z;
671         return  v;
672 };
673
674 // requires that m2>m1 in all coordinates, and that m4>m3
675 float boxesoverlap(vector m1, vector m2, vector m3, vector m4) {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;};
676
677 // requires the same, but is a stronger condition
678 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) {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;};
679
680 float g_pickup_shells;
681 float g_pickup_shells_max;
682 float g_pickup_nails;
683 float g_pickup_nails_max;
684 float g_pickup_rockets;
685 float g_pickup_rockets_max;
686 float g_pickup_cells;
687 float g_pickup_cells_max;
688 float g_pickup_armorsmall;
689 float g_pickup_armorsmall_max;
690 float g_pickup_armormedium;
691 float g_pickup_armormedium_max;
692 float g_pickup_armorlarge;
693 float g_pickup_armorlarge_max;
694 float g_pickup_healthsmall;
695 float g_pickup_healthsmall_max;
696 float g_pickup_healthmedium;
697 float g_pickup_healthmedium_max;
698 float g_pickup_healthlarge;
699 float g_pickup_healthlarge_max;
700 float g_pickup_healthmega;
701 float g_pickup_healthmega_max;
702
703 float start_weapons;
704 float start_items;
705 float start_ammo_shells;
706 float start_ammo_nails;
707 float start_ammo_rockets;
708 float start_ammo_cells;
709 float start_health;
710 float start_armorvalue;
711 float warmup_start_weapons;
712 float warmup_start_ammo_shells;
713 float warmup_start_ammo_nails;
714 float warmup_start_ammo_rockets;
715 float warmup_start_ammo_cells;
716 float warmup_start_health;
717 float warmup_start_armorvalue;
718
719 entity get_weaponinfo(float w);
720
721 void readplayerstartcvars() 
722 {
723         entity e;
724         float i;
725
726         // initialize starting values for players
727         start_weapons = 0;
728         start_items = 0;
729         start_ammo_shells = 0;
730         start_ammo_nails = 0;
731         start_ammo_rockets = 0;
732         start_ammo_cells = 0;
733         start_health = cvar("g_balance_health_start");
734         start_armorvalue = cvar("g_balance_armor_start");
735
736         if(g_rocketarena)
737         {
738                 start_weapons = WEPBIT_ROCKET_LAUNCHER;
739                 weapon_action(WEP_ROCKET_LAUNCHER, WR_PRECACHE);
740                 start_ammo_rockets = 999;
741                 start_items |= IT_UNLIMITED_AMMO;
742         }
743         else if(g_nixnex)
744         {
745                 start_weapons = 0;
746                 // will be done later
747         }
748         else if(g_minstagib)
749         {
750                 start_health = 100;
751                 start_armorvalue = 0;
752                 start_weapons = WEPBIT_MINSTANEX;
753                 weapon_action(WEP_MINSTANEX, WR_PRECACHE);
754                 start_ammo_cells = cvar("g_minstagib_ammo_start");
755                 g_minstagib_invis_alpha = cvar("g_minstagib_invis_alpha");
756         }
757         else
758         {
759                 if(g_lms)
760                 {
761                         start_ammo_shells = cvar("g_lms_start_ammo_shells");
762                         start_ammo_nails = cvar("g_lms_start_ammo_nails");
763                         start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
764                         start_ammo_cells = cvar("g_lms_start_ammo_cells");
765                         start_health = cvar("g_lms_start_health");
766                         start_armorvalue = cvar("g_lms_start_armor");
767                 } else if (cvar("g_use_ammunition")) {
768                         start_ammo_shells = cvar("g_start_ammo_shells");
769                         start_ammo_nails = cvar("g_start_ammo_nails");
770                         start_ammo_rockets = cvar("g_start_ammo_rockets");
771                         start_ammo_cells = cvar("g_start_ammo_cells");
772                 } else {
773                         start_ammo_shells = cvar("g_pickup_shells_max");
774                         start_ammo_nails = cvar("g_pickup_nails_max");
775                         start_ammo_rockets = cvar("g_pickup_rockets_max");
776                         start_ammo_cells = cvar("g_pickup_cells_max");
777                         start_items |= IT_UNLIMITED_AMMO;
778                 }
779
780                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
781                 {
782                         e = get_weaponinfo(i);
783                         if(!(e.weapon))
784                                 continue;
785                         if(((e.spawnflags & 1) && g_lms) || cvar(strcat("g_start_weapon_", e.netname)))
786                         {
787                                 start_weapons |= e.weapons;
788                                 weapon_action(e.weapon, WR_PRECACHE);
789                         }
790                 }
791         }
792
793         if(inWarmupStage)
794         {
795                 warmup_start_ammo_shells = start_ammo_shells;
796                 warmup_start_ammo_nails = start_ammo_nails;
797                 warmup_start_ammo_rockets = start_ammo_rockets;
798                 warmup_start_ammo_cells = start_ammo_cells;
799                 warmup_start_health = start_health;
800                 warmup_start_armorvalue = start_armorvalue;
801                 warmup_start_weapons = start_weapons;
802
803                 if(!g_rocketarena && !g_nixnex && !g_minstagib)
804                 {
805                         if(cvar("g_use_ammunition"))
806                         {
807                                 warmup_start_ammo_shells = cvar("g_warmup_start_ammo_shells");
808                                 warmup_start_ammo_cells = cvar("g_warmup_start_ammo_cells");
809                                 warmup_start_ammo_nails = cvar("g_warmup_start_ammo_nails");
810                                 warmup_start_ammo_rockets = cvar("g_warmup_start_ammo_rockets");
811                         }
812                         warmup_start_health = cvar("g_warmup_start_health");
813                         warmup_start_armorvalue = cvar("g_warmup_start_armor");
814                         if(cvar("g_warmup_allguns"))
815                         {
816                                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
817                                 {
818                                         e = get_weaponinfo(i);
819                                         if(!(e.weapon))
820                                                 continue;
821                                         if(e.spawnflags & 1)
822                                         {
823                                                 warmup_start_weapons |= e.weapons;
824                                                 weapon_action(e.weapon, WR_PRECACHE);
825                                         }
826                                 }
827                         }
828                 }
829         }
830 }
831
832 void readlevelcvars(void)
833 {
834         sv_cheats = cvar("sv_cheats");
835         sv_gentle = cvar("sv_gentle");
836         sv_foginterval = cvar("sv_foginterval");
837         g_cloaked = cvar("g_cloaked");
838         g_jump_grunt = cvar("g_jump_grunt");
839         g_footsteps = cvar("g_footsteps");
840         g_grappling_hook = cvar("g_grappling_hook");
841         g_laserguided_missile = cvar("g_laserguided_missile");
842         g_midair = cvar("g_midair");
843         g_minstagib = cvar("g_minstagib");
844         g_nixnex = cvar("g_nixnex");
845         g_nixnex_with_laser = cvar("g_nixnex_with_laser");
846         g_norecoil = cvar("g_norecoil");
847         g_rocketarena = cvar("g_rocketarena");
848         g_vampire = cvar("g_vampire");
849         sv_maxidle = cvar("sv_maxidle");
850         sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
851         sv_pogostick = cvar("sv_pogostick");
852         sv_doublejump = cvar("sv_doublejump");
853
854         inWarmupStage = cvar("g_warmup");
855         g_warmup_limit = cvar("g_warmup_limit");
856         g_warmup_allguns = cvar("g_warmup_allguns");
857         g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
858
859         if(g_race && g_race_qualifying == 2 || g_arena || g_assault || cvar("g_campaign"))
860                 inWarmupStage = 0; // these modes cannot work together, sorry
861
862         g_pickup_respawntime_short = cvar("g_pickup_respawntime_short");
863         g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium");
864         g_pickup_respawntime_long = cvar("g_pickup_respawntime_long");
865         g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup");
866
867         if(g_minstagib) g_nixnex = g_rocketarena = 0;
868         if(g_nixnex) g_rocketarena = 0;
869
870         g_pickup_shells                    = cvar("g_pickup_shells");
871         g_pickup_shells_max                = cvar("g_pickup_shells_max");
872         g_pickup_nails                     = cvar("g_pickup_nails");
873         g_pickup_nails_max                 = cvar("g_pickup_nails_max");
874         g_pickup_rockets                   = cvar("g_pickup_rockets");
875         g_pickup_rockets_max               = cvar("g_pickup_rockets_max");
876         g_pickup_cells                     = cvar("g_pickup_cells");
877         g_pickup_cells_max                 = cvar("g_pickup_cells_max");
878         g_pickup_armorsmall                = cvar("g_pickup_armorsmall");
879         g_pickup_armorsmall_max            = cvar("g_pickup_armorsmall_max");
880         g_pickup_armormedium               = cvar("g_pickup_armormedium");
881         g_pickup_armormedium_max           = cvar("g_pickup_armormedium_max");
882         g_pickup_armorlarge                = cvar("g_pickup_armorlarge");
883         g_pickup_armorlarge_max            = cvar("g_pickup_armorlarge_max");
884         g_pickup_healthsmall               = cvar("g_pickup_healthsmall");
885         g_pickup_healthsmall_max           = cvar("g_pickup_healthsmall_max");
886         g_pickup_healthmedium              = cvar("g_pickup_healthmedium");
887         g_pickup_healthmedium_max          = cvar("g_pickup_healthmedium_max");
888         g_pickup_healthlarge               = cvar("g_pickup_healthlarge");
889         g_pickup_healthlarge_max           = cvar("g_pickup_healthlarge_max");
890         g_pickup_healthmega                = cvar("g_pickup_healthmega");
891         g_pickup_healthmega_max            = cvar("g_pickup_healthmega_max");
892
893         readplayerstartcvars();
894 }
895
896 /*
897 // TODO sound pack system
898 string soundpack;
899
900 string precache_sound_builtin (string s) = #19;
901 void(entity e, float chan, string samp, float vol, float atten) sound_builtin = #8;
902 string precache_sound(string s)
903 {
904         return precache_sound_builtin(strcat(soundpack, s));
905 }
906 void play2(entity e, string filename)
907 {
908         stuffcmd(e, strcat("play2 ", soundpack, filename, "\n"));
909 }
910 void sound(entity e, float chan, string samp, float vol, float atten)
911 {
912         sound_builtin(e, chan, strcat(soundpack, samp), vol, atten);
913 }
914 */
915
916 // Sound functions
917 string precache_sound (string s) = #19;
918 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
919 float precache_sound_index (string s) = #19;
920
921 void soundtoat(float dest, entity e, vector o, float chan, string samp, float vol, float atten)
922 {
923         WriteByte(dest, 6);
924         WriteByte(dest, 27); // all bits except SND_LOOPING
925         WriteByte(dest, vol * 255);
926         WriteByte(dest, atten * 64);
927         WriteEntity(dest, e);
928         WriteByte(dest, chan);
929         WriteShort(dest, precache_sound_index(samp));
930         WriteCoord(dest, o_x);
931         WriteCoord(dest, o_y);
932         WriteCoord(dest, o_z);
933 }
934 void soundto(float dest, entity e, float chan, string samp, float vol, float atten)
935 {
936         vector o;
937         o = e.origin + 0.5 * (e.mins + e.maxs);
938         soundtoat(dest, e, o, chan, samp, vol, atten);
939 }
940 void soundat(entity e, vector o, float chan, string samp, float vol, float atten)
941 {
942         soundtoat(MSG_BROADCAST, e, o, chan, samp, vol, atten);
943 }
944
945 void play2(entity e, string filename)
946 {
947         //stuffcmd(e, strcat("play2 ", filename, "\n"));
948         msg_entity = e;
949         soundtoat(MSG_ONE, world, '0 0 0', CHAN_AUTO, filename, VOL_BASE, ATTN_NONE);
950 }
951
952 .float announcetime;
953 void announce(entity player, string msg)
954 {
955         if(time > player.announcetime)
956         if(clienttype(player) == CLIENTTYPE_REAL)
957         {
958                 player.announcetime = time + 0.3;
959                 play2(player, msg);
960         }
961 }
962
963 void play2team(float t, string filename)
964 {
965         local entity head;
966         FOR_EACH_REALPLAYER(head)
967         {
968                 if (head.team == t)
969                         play2(head, filename);
970         }
971 }
972
973 void play2all(string samp)
974 {
975         sound(world, CHAN_AUTO, samp, VOL_BASE, ATTN_NONE);
976 }
977
978 void PrecachePlayerSounds(string f);
979 void precache_all_models(string pattern)
980 {
981         float globhandle, i, n;
982         string f;
983
984         globhandle = search_begin(pattern, TRUE, FALSE);
985         if(globhandle < 0)
986                 return;
987         n = search_getsize(globhandle);
988         for(i = 0; i < n; ++i)
989         {
990                 //print(search_getfilename(globhandle, i), "\n");
991                 f = search_getfilename(globhandle, i);
992                 precache_model(f);
993                 PrecachePlayerSounds(strcat(f, ".sounds"));
994         }
995         search_end(globhandle);
996 }
997
998 void precache()
999 {
1000         // gamemode related things
1001         precache_model ("models/misc/chatbubble.spr");
1002         precache_model ("models/misc/teambubble.spr");
1003         if (g_runematch)
1004         {
1005                 precache_model ("models/runematch/curse.mdl");
1006                 precache_model ("models/runematch/rune.mdl");
1007         }
1008
1009         // Precache all player models if desired
1010         if (cvar("sv_precacheplayermodels"))
1011         {
1012                 PrecachePlayerSounds("sound/player/default.sounds");
1013                 precache_all_models("models/player/*.zym");
1014                 precache_all_models("models/player/*.dpm");
1015                 precache_all_models("models/player/*.md3");
1016                 precache_all_models("models/player/*.psk");
1017                 //precache_model("models/player/carni.zym");
1018                 //precache_model("models/player/crash.zym");
1019                 //precache_model("models/player/grunt.zym");
1020                 //precache_model("models/player/headhunter.zym");
1021                 //precache_model("models/player/insurrectionist.zym");
1022                 //precache_model("models/player/jeandarc.zym");
1023                 //precache_model("models/player/lurk.zym");
1024                 //precache_model("models/player/lycanthrope.zym");
1025                 //precache_model("models/player/marine.zym");
1026                 //precache_model("models/player/nexus.zym");
1027                 //precache_model("models/player/pyria.zym");
1028                 //precache_model("models/player/shock.zym");
1029                 //precache_model("models/player/skadi.zym");
1030                 //precache_model("models/player/specop.zym");
1031                 //precache_model("models/player/visitant.zym");
1032         }
1033
1034         if (g_footsteps)
1035         {
1036                 PrecacheGlobalSound((globalsound_step = "misc/footstep0 6"));
1037                 PrecacheGlobalSound((globalsound_metalstep = "misc/metalfootstep0 6"));
1038         }
1039
1040         // gore and miscellaneous sounds
1041         //precache_sound ("misc/h2ohit.wav");
1042         precache_model ("models/gibs/bloodyskull.md3");
1043         precache_model ("models/gibs/chunk.mdl");
1044         precache_model ("models/gibs/eye.md3");
1045         precache_model ("models/gibs/gib1.md3");
1046         precache_model ("models/gibs/gib2.md3");
1047         precache_model ("models/gibs/gib3.md3");
1048         precache_model ("models/gibs/gib4.md3");
1049         precache_model ("models/gibs/gib5.md3");
1050         precache_model ("models/gibs/gib6.md3");
1051         precache_model ("models/gibs/smallchest.md3");
1052         precache_model ("models/gibs/chest.md3");
1053         precache_model ("models/gibs/arm.md3");
1054         precache_model ("models/gibs/leg1.md3");
1055         precache_model ("models/gibs/leg2.md3");
1056         precache_model ("models/hook.md3");
1057         precache_sound ("misc/armorimpact.wav");
1058         precache_sound ("misc/bodyimpact1.wav");
1059         precache_sound ("misc/bodyimpact2.wav");
1060         precache_sound ("misc/gib.wav");
1061         precache_sound ("misc/gib_splat01.wav");
1062         precache_sound ("misc/gib_splat02.wav");
1063         precache_sound ("misc/gib_splat03.wav");
1064         precache_sound ("misc/gib_splat04.wav");
1065         precache_sound ("misc/hit.wav");
1066         PrecacheGlobalSound((globalsound_fall = "misc/hitground 4"));
1067         PrecacheGlobalSound((globalsound_metalfall = "misc/metalhitground 4"));
1068         precache_sound ("misc/null.wav");
1069         precache_sound ("misc/spawn.wav");
1070         precache_sound ("misc/talk.wav");
1071         precache_sound ("misc/teleport.wav");
1072         precache_sound ("player/lava.wav");
1073         precache_sound ("player/slime.wav");
1074
1075         // announcer sounds - male
1076         //precache_sound ("announcer/male/electrobitch.wav");
1077         precache_sound ("announcer/male/03kills.wav");
1078         precache_sound ("announcer/male/05kills.wav");
1079         precache_sound ("announcer/male/10kills.wav");
1080         precache_sound ("announcer/male/15kills.wav");
1081         precache_sound ("announcer/male/20kills.wav");
1082         precache_sound ("announcer/male/25kills.wav");
1083         precache_sound ("announcer/male/30kills.wav");
1084         precache_sound ("announcer/male/botlike.wav");
1085         precache_sound ("announcer/male/yoda.wav");
1086
1087         // announcer sounds - robotic
1088         precache_sound ("announcer/robotic/prepareforbattle.wav");
1089         precache_sound ("announcer/robotic/begin.wav");
1090         precache_sound ("announcer/robotic/timeoutcalled.wav");
1091         precache_sound ("announcer/robotic/1fragleft.wav");
1092         precache_sound ("announcer/robotic/1minuteremains.wav");
1093         precache_sound ("announcer/robotic/2fragsleft.wav");
1094         precache_sound ("announcer/robotic/3fragsleft.wav");
1095         if (g_minstagib)
1096         {
1097                 precache_sound ("announcer/robotic/lastsecond.wav");
1098                 precache_sound ("announcer/robotic/narrowly.wav");
1099         }
1100
1101         precache_model ("models/sprites/1.spr32");
1102         precache_model ("models/sprites/2.spr32");
1103         precache_model ("models/sprites/3.spr32");
1104         precache_model ("models/sprites/4.spr32");
1105         precache_model ("models/sprites/5.spr32");
1106         precache_model ("models/sprites/6.spr32");
1107         precache_model ("models/sprites/7.spr32");
1108         precache_model ("models/sprites/8.spr32");
1109         precache_model ("models/sprites/9.spr32");
1110         precache_model ("models/sprites/10.spr32");
1111         precache_sound ("announcer/robotic/1.ogg");
1112         precache_sound ("announcer/robotic/2.ogg");
1113         precache_sound ("announcer/robotic/3.ogg");
1114         precache_sound ("announcer/robotic/4.ogg");
1115         precache_sound ("announcer/robotic/5.ogg");
1116         precache_sound ("announcer/robotic/6.ogg");
1117         precache_sound ("announcer/robotic/7.ogg");
1118         precache_sound ("announcer/robotic/8.ogg");
1119         precache_sound ("announcer/robotic/9.ogg");
1120         precache_sound ("announcer/robotic/10.ogg");
1121
1122         // common weapon precaches
1123         precache_sound ("weapons/weapon_switch.wav");
1124         precache_sound ("weapons/weaponpickup.wav");
1125         if (cvar("g_grappling_hook"))
1126         {
1127                 precache_sound ("weapons/hook_fire.wav"); // hook
1128                 precache_sound ("weapons/hook_impact.wav"); // hook
1129         }
1130
1131         if (cvar("sv_precacheweapons") || g_nixnex)
1132         {
1133                 //precache weapon models/sounds
1134                 local float wep;
1135                 wep = WEP_FIRST;
1136                 while (wep <= WEP_LAST)
1137                 {
1138                         weapon_action(wep, WR_PRECACHE);
1139                         wep = wep + 1;
1140                 }
1141         }
1142
1143         // plays music for the level if there is any
1144         if (self.noise)
1145         {
1146                 precache_sound (self.noise);
1147                 ambientsound ('0 0 0', self.noise, VOL_BASE, ATTN_NONE);
1148         }
1149 }
1150
1151 // sorry, but using \ in macros breaks line numbers
1152 #define WRITESPECTATABLE_MSG_ONE_VARNAME(varname,statement) entity varname; varname = msg_entity; FOR_EACH_REALCLIENT(msg_entity) if(msg_entity == varname || (msg_entity.classname == STR_SPECTATOR && msg_entity.enemy == varname)) statement msg_entity = varname
1153 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
1154 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
1155
1156 vector ExactTriggerHit_mins;
1157 vector ExactTriggerHit_maxs;
1158 float ExactTriggerHit_Recurse()
1159 {
1160         float s;
1161         entity se;
1162         float f;
1163
1164         tracebox('0 0 0', ExactTriggerHit_mins, ExactTriggerHit_maxs, '0 0 0', MOVE_NORMAL, other);
1165         if not(trace_ent)
1166                 return 0;
1167         if(trace_ent == self)
1168                 return 1;
1169
1170         se = trace_ent;
1171         s = se.solid;
1172         se.solid = SOLID_NOT;
1173         f = ExactTriggerHit_Recurse();
1174         se.solid = s;
1175
1176         return f;
1177 }
1178
1179 float ExactTriggerHit()
1180 {
1181         float f, s;
1182
1183         if not(self.modelindex)
1184                 return 1;
1185
1186         s = self.solid;
1187         self.solid = SOLID_BSP;
1188         ExactTriggerHit_mins = other.absmin;
1189         ExactTriggerHit_maxs = other.absmax;
1190         f = ExactTriggerHit_Recurse();
1191         self.solid = s;
1192
1193         return f;
1194 }
1195
1196 // WARNING: this kills the trace globals
1197 #define EXACTTRIGGER_TOUCH if not(ExactTriggerHit()) return
1198 #define EXACTTRIGGER_INIT  InitSolidBSPTrigger(); self.solid = SOLID_TRIGGER
1199
1200 #define INITPRIO_FIRST              0
1201 #define INITPRIO_GAMETYPE           0
1202 #define INITPRIO_GAMETYPE_FALLBACK  1
1203 #define INITPRIO_FINDTARGET        10
1204 #define INITPRIO_SETLOCATION       90
1205 #define INITPRIO_LINKDOORS         91
1206 #define INITPRIO_LAST              99
1207
1208 .void(void) initialize_entity;
1209 .float initialize_entity_order;
1210 .entity initialize_entity_next;
1211 entity initialize_entity_first;
1212 void InitializeEntity(entity e, void(void) func, float order)
1213 {
1214         entity prev, cur;
1215
1216         if(!e || e.initialize_entity)
1217         {
1218                 // make a proxy initializer entity
1219                 entity e_old;
1220                 e_old = e;
1221                 e = spawn();
1222                 e.classname = "initialize_entity";
1223                 e.enemy = e_old;
1224         }
1225
1226         e.initialize_entity = func;
1227         e.initialize_entity_order = order;
1228
1229         cur = initialize_entity_first;
1230         for(;;)
1231         {
1232                 if(!cur || cur.initialize_entity_order > order)
1233                 {
1234                         // insert between prev and cur
1235                         if(prev)
1236                                 prev.initialize_entity_next = e;
1237                         else
1238                                 initialize_entity_first = e;
1239                         e.initialize_entity_next = cur;
1240                         return;
1241                 }
1242                 prev = cur;
1243                 cur = cur.initialize_entity_next;
1244         }
1245 }
1246 void InitializeEntitiesRun()
1247 {
1248         for(self = initialize_entity_first; self; )
1249         {
1250                 entity e;
1251                 var void(void) func;
1252                 e = self.initialize_entity_next;
1253                 func = self.initialize_entity;
1254                 self.initialize_entity_order = 0;
1255                 self.initialize_entity = func_null;
1256                 self.initialize_entity_next = world;
1257                 if(self.classname == "initialize_entity")
1258                 {
1259                         entity e_old;
1260                         e_old = self.enemy;
1261                         remove(self);
1262                         self = e_old;
1263                 }
1264                 dprint("Delayed initialization: ", self.classname, "\n");
1265                 func();
1266                 self = e;
1267         }
1268         initialize_entity_first = world;
1269 }
1270
1271 .float nottargeted;
1272 #define IFTARGETED if(!self.nottargeted && self.targetname != "")
1273
1274 float power2of(float e)
1275 {
1276         return pow(2, e);
1277 }
1278 float log2of(float x)
1279 {
1280         // NOTE: generated code
1281         if(x > 2048)
1282                 if(x > 131072)
1283                         if(x > 1048576)
1284                                 if(x > 4194304)
1285                                         return 23;
1286                                 else
1287                                         if(x > 2097152)
1288                                                 return 22;
1289                                         else
1290                                                 return 21;
1291                         else
1292                                 if(x > 524288)
1293                                         return 20;
1294                                 else
1295                                         if(x > 262144)
1296                                                 return 19;
1297                                         else
1298                                                 return 18;
1299                 else
1300                         if(x > 16384)
1301                                 if(x > 65536)
1302                                         return 17;
1303                                 else
1304                                         if(x > 32768)
1305                                                 return 16;
1306                                         else
1307                                                 return 15;
1308                         else
1309                                 if(x > 8192)
1310                                         return 14;
1311                                 else
1312                                         if(x > 4096)
1313                                                 return 13;
1314                                         else
1315                                                 return 12;
1316         else
1317                 if(x > 32)
1318                         if(x > 256)
1319                                 if(x > 1024)
1320                                         return 11;
1321                                 else
1322                                         if(x > 512)
1323                                                 return 10;
1324                                         else
1325                                                 return 9;
1326                         else
1327                                 if(x > 128)
1328                                         return 8;
1329                                 else
1330                                         if(x > 64)
1331                                                 return 7;
1332                                         else
1333                                                 return 6;
1334                 else
1335                         if(x > 4)
1336                                 if(x > 16)
1337                                         return 5;
1338                                 else
1339                                         if(x > 8)
1340                                                 return 4;
1341                                         else
1342                                                 return 3;
1343                         else
1344                                 if(x > 2)
1345                                         return 2;
1346                                 else
1347                                         if(x > 1)
1348                                                 return 1;
1349                                         else
1350                                                 return 0;
1351 }
1352
1353 //
1354 // func_breakable 
1355 // - basically func_assault_destructible for general gameplay use
1356 //
1357 float () crandom;
1358 void () SUB_UseTargets, assault_destructible_use, SUB_Remove, SUB_Null;
1359 void LaunchDebris (string debrisname) =
1360 {
1361         local   entity dbr;
1362         
1363         if (debrisname == "" || !debrisname)
1364                 return;
1365         
1366         dbr = spawn();
1367         dbr.origin = self.origin;
1368         setmodel (dbr, debrisname );
1369         setsize (dbr, '0 0 0', '0 0 0');
1370         dbr.velocity_x = 70 * crandom();
1371         dbr.velocity_y = 70 * crandom();
1372         dbr.velocity_z = 140 + 70 * random();
1373         dbr.movetype = MOVETYPE_BOUNCE;
1374         dbr.solid = SOLID_BBOX;
1375         dbr.avelocity_x = random()*600;
1376         dbr.avelocity_y = random()*600;
1377         dbr.avelocity_z = random()*600;
1378         dbr.think = SUB_Remove;
1379         dbr.nextthink = time + 13 + random()*10;
1380 };
1381
1382 .string debris1, debris2, debris3;
1383 .string mdl_dead;
1384 void func_breakable_destroy() {
1385         if (self.mdl_dead)
1386                 setmodel(self, self.mdl_dead);
1387         else {
1388                 self.model = "";
1389                 self.solid = SOLID_NOT;
1390         }
1391         self.takedamage = DAMAGE_NO;
1392         
1393         // now throw around the debris
1394         LaunchDebris(self.debris1);
1395         LaunchDebris(self.debris2);
1396         LaunchDebris(self.debris3);
1397         
1398         SUB_UseTargets();
1399         
1400         self.event_damage = SUB_Null;
1401 }
1402
1403 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) {
1404
1405         if(self.cnt > 0) {
1406                 self.health = self.health - damage;
1407                 // add pain effects?
1408         }
1409
1410         if(self.health < 0) {
1411                 activator = attacker;
1412                 func_breakable_destroy();
1413         }
1414 }
1415
1416 // destructible walls that can be used to trigger target_objective_decrease
1417 void spawnfunc_func_breakable() {
1418         if(!self.health)
1419                 self.health = 100;
1420
1421         self.max_health = self.health;
1422
1423         //self.cnt = 0; // not yet activated
1424
1425
1426
1427         self.classname = "func_breakable";      
1428         self.mdl = self.model;
1429         setmodel(self, self.mdl);
1430         
1431         self.solid = SOLID_BSP;
1432         
1433         // precache all the models
1434         if (self.mdl_dead)
1435                 precache_model(self.mdl_dead);
1436         if (self.debris1)
1437                 precache_model(self.debris1);
1438         if (self.debris2)
1439                 precache_model(self.debris2);
1440         if (self.debris3)
1441                 precache_model(self.debris3);
1442         
1443         self.use = assault_destructible_use;    // shared use function, b/c they woudl do the same thing anyways
1444         self.event_damage = func_breakable_damage;
1445 }