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Provisions for unit testing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
1 #include "sv_main.qh"
2
3 #include "anticheat.qh"
4 #include "g_hook.qh"
5 #include "g_world.qh"
6
7 #include "bot/bot.qh"
8 #include "bot/waypoints.qh"
9
10 #include "command/common.qh"
11
12 #include "mutators/all.qh"
13 #include "weapons/csqcprojectile.qh"
14
15 #include "../common/constants.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/debug.qh"
18 #include "../common/mapinfo.qh"
19 #include "../common/util.qh"
20
21 #include "../common/vehicles/all.qh"
22 #include "../common/weapons/all.qh"
23
24 #include "../lib/csqcmodel/sv_model.qh"
25
26 #include "../lib/warpzone/common.qh"
27 #include "../lib/warpzone/server.qh"
28
29 .float lastground;
30 .int state;
31
32 void CreatureFrame_hotliquids(entity this)
33 {
34         if (this.dmgtime < time)
35         {
36                 this.dmgtime = time + autocvar_g_balance_contents_damagerate;
37
38                 if (this.flags & FL_PROJECTILE)
39                 {
40                         if (this.watertype == CONTENT_LAVA)
41                                 Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
42                         else if (this.watertype == CONTENT_SLIME)
43                                 Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
44                 }
45                 else
46                 {
47                         if (this.watertype == CONTENT_LAVA)
48                         {
49                                 if (this.watersound_finished < time)
50                                 {
51                                         this.watersound_finished = time + 0.5;
52                                         sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
53                                 }
54                                 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
55                                 if(autocvar_g_balance_contents_playerdamage_lava_burn)
56                                         Fire_AddDamage(this, world, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
57                         }
58                         else if (this.watertype == CONTENT_SLIME)
59                         {
60                                 if (this.watersound_finished < time)
61                                 {
62                                         this.watersound_finished = time + 0.5;
63                                         sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
64                                 }
65                                 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
66                         }
67                 }
68         }
69 }
70
71 void CreatureFrame_Liquids(entity this)
72 {
73         if (this.watertype <= CONTENT_WATER && this.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
74         {
75                 if (!(this.flags & FL_INWATER))
76                 {
77                         this.flags |= FL_INWATER;
78                         this.dmgtime = 0;
79                 }
80
81                 CreatureFrame_hotliquids(this);
82         }
83         else
84         {
85                 if (this.flags & FL_INWATER)
86                 {
87                         // play leave water sound
88                         this.flags &= ~FL_INWATER;
89                         this.dmgtime = 0;
90                 }
91                 this.air_finished = time + 12;
92                 this.dmg = 2;
93         }
94 }
95
96 void CreatureFrame_FallDamage(entity this)
97 {
98         if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
99         {
100                 // check for falling damage
101                 float velocity_len = vlen(this.velocity);
102                 if(!this.hook.state)
103                 {
104                         float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
105                         if (IS_DEAD(this))
106                                 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
107                         else
108                                 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
109                         if (dm > 0)
110                                 Damage (this, world, world, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
111                 }
112
113                 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
114                         Damage (this, world, world, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
115         }
116 }
117
118 void CreatureFrame_All()
119 {
120         FOREACH_ENTITY_FLOAT(damagedbycontents, true, LAMBDA(
121                 if(it.movetype == MOVETYPE_NOCLIP) continue;
122                 CreatureFrame_Liquids(it);
123                 CreatureFrame_FallDamage(it);
124                 it.oldvelocity = it.velocity;
125         ));
126 }
127
128 void Pause_TryPause(bool ispaused)
129 {
130         int n = 0;
131         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
132                 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
133                 ++n;
134         ));
135         if (!n) return;
136         setpause(ispaused);
137 }
138
139 void SV_PausedTic(float elapsedtime)
140 {
141         if (!server_is_dedicated) Pause_TryPause(false);
142 }
143
144 /*
145 =============
146 StartFrame
147
148 Called before each frame by the server
149 =============
150 */
151
152 float game_delay;
153 float game_delay_last;
154
155 bool autocvar_sv_autopause = true;
156 float RedirectionThink();
157 void PM_Main(Client this);
158 void StartFrame()
159 {
160     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
161     FOREACH_ENTITY_CLASS(STR_PLAYER, IS_NOT_A_CLIENT(it), PM_Main(it));
162     FOREACH_ENTITY_CLASS(STR_PLAYER, IS_NOT_A_CLIENT(it), WITH(entity, self, it, PlayerPreThink()));
163
164         execute_next_frame();
165         if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
166
167         remove = remove_unsafely; // not during spawning!
168         serverprevtime = servertime;
169         servertime = time;
170         serverframetime = frametime;
171
172 #ifdef PROFILING
173         if(time > client_cefc_accumulatortime + 1)
174         {
175                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
176                 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
177                 int c_seeing = 0;
178                 int c_seen = 0;
179                 FOREACH_CLIENT(true, LAMBDA(
180                         if(IS_REAL_CLIENT(it))
181                                 ++c_seeing;
182                         if(IS_PLAYER(it))
183                                 ++c_seen;
184                 ));
185                 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
186                 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
187
188                 client_cefc_accumulatortime = time;
189                 client_cefc_accumulator = 0;
190         }
191 #endif
192
193         FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, LAMBDA(CSQCProjectile_Check(it)));
194
195         if(RedirectionThink())
196                 return;
197
198         UncustomizeEntitiesRun();
199         InitializeEntitiesRun();
200
201         WarpZone_StartFrame();
202
203         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
204         if(sys_frametime <= 0)
205                 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
206
207         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
208                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
209
210         skill = autocvar_skill;
211
212         // detect when the pre-game countdown (if any) has ended and the game has started
213         game_delay = (time < game_starttime);
214
215         if(autocvar_sv_eventlog && game_delay_last && !game_delay)
216                 GameLogEcho(":startdelay_ended");
217
218         game_delay_last = game_delay;
219
220         CreatureFrame_All();
221         CheckRules_World();
222
223         // if in warmup stage and limit for warmup is hit start match
224         if(warmup_stage)
225         if(!gameover)
226         if((g_warmup_limit > 0 && time >= g_warmup_limit)
227          || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
228         {
229                 ReadyRestart();
230                 return;
231         }
232
233         bot_serverframe();
234         anticheat_startframe();
235         MUTATOR_CALLHOOK(SV_StartFrame);
236
237     FOREACH_CLIENT(true, LAMBDA(GlobalStats_update(it)));
238     FOREACH_ENTITY_CLASS(STR_PLAYER, IS_NOT_A_CLIENT(it), WITH(entity, self, it, PlayerPostThink()));
239 }
240
241 .vector originjitter;
242 .vector anglesjitter;
243 .float anglejitter;
244 .string gametypefilter;
245 .string cvarfilter;
246 float DoesQ3ARemoveThisEntity();
247 void SV_OnEntityPreSpawnFunction()
248 {SELFPARAM();
249         __spawnfunc_expect = this;
250         if (self)
251         if (self.gametypefilter != "")
252         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
253         {
254                 remove(self);
255                 return;
256         }
257         if(self.cvarfilter != "")
258         {
259                 float n, i, o, inv;
260                 string s, k, v;
261                 inv = 0;
262
263                 s = self.cvarfilter;
264                 if(substring(s, 0, 1) == "+")
265                 {
266                         s = substring(s, 1, -1);
267                 }
268                 else if(substring(s, 0, 1) == "-")
269                 {
270                         inv = 1;
271                         s = substring(s, 1, -1);
272                 }
273
274                 n = tokenize_console(s);
275                 for(i = 0; i < n; ++i)
276                 {
277                         s = argv(i);
278                         // syntax:
279                         // var>x
280                         // var<x
281                         // var>=x
282                         // var<=x
283                         // var==x
284                         // var!=x
285                         // var===x
286                         // var!==x
287                         if((o = strstrofs(s, ">=", 0)) >= 0)
288                         {
289                                 k = substring(s, 0, o);
290                                 v = substring(s, o+2, -1);
291                                 if(cvar(k) < stof(v))
292                                         goto cvar_fail;
293                         }
294                         else if((o = strstrofs(s, "<=", 0)) >= 0)
295                         {
296                                 k = substring(s, 0, o);
297                                 v = substring(s, o+2, -1);
298                                 if(cvar(k) > stof(v))
299                                         goto cvar_fail;
300                         }
301                         else if((o = strstrofs(s, ">", 0)) >= 0)
302                         {
303                                 k = substring(s, 0, o);
304                                 v = substring(s, o+1, -1);
305                                 if(cvar(k) <= stof(v))
306                                         goto cvar_fail;
307                         }
308                         else if((o = strstrofs(s, "<", 0)) >= 0)
309                         {
310                                 k = substring(s, 0, o);
311                                 v = substring(s, o+1, -1);
312                                 if(cvar(k) >= stof(v))
313                                         goto cvar_fail;
314                         }
315                         else if((o = strstrofs(s, "==", 0)) >= 0)
316                         {
317                                 k = substring(s, 0, o);
318                                 v = substring(s, o+2, -1);
319                                 if(cvar(k) != stof(v))
320                                         goto cvar_fail;
321                         }
322                         else if((o = strstrofs(s, "!=", 0)) >= 0)
323                         {
324                                 k = substring(s, 0, o);
325                                 v = substring(s, o+2, -1);
326                                 if(cvar(k) == stof(v))
327                                         goto cvar_fail;
328                         }
329                         else if((o = strstrofs(s, "===", 0)) >= 0)
330                         {
331                                 k = substring(s, 0, o);
332                                 v = substring(s, o+2, -1);
333                                 if(cvar_string(k) != v)
334                                         goto cvar_fail;
335                         }
336                         else if((o = strstrofs(s, "!==", 0)) >= 0)
337                         {
338                                 k = substring(s, 0, o);
339                                 v = substring(s, o+2, -1);
340                                 if(cvar_string(k) == v)
341                                         goto cvar_fail;
342                         }
343                         else if(substring(s, 0, 1) == "!")
344                         {
345                                 k = substring(s, 1, -1);
346                                 if(cvar(k))
347                                         goto cvar_fail;
348                         }
349                         else
350                         {
351                                 k = s;
352                                 if (!cvar(k))
353                                         goto cvar_fail;
354                         }
355                 }
356                 inv = !inv;
357 LABEL(cvar_fail)
358                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
359                 if (!inv)
360                 {
361                         //print("cvarfilter fail\n");
362                         remove(self);
363                         return;
364                 }
365         }
366
367         if(DoesQ3ARemoveThisEntity())
368         {
369                 remove(self);
370                 return;
371         }
372
373         // support special -1 and -2 angle from radiant
374         if (self.angles == '0 -1 0')
375                 self.angles = '-90 0 0';
376         else if (self.angles == '0 -2 0')
377                 self.angles = '+90 0 0';
378
379         if(self.originjitter.x != 0)
380                 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
381         if(self.originjitter.y != 0)
382                 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
383         if(self.originjitter.z != 0)
384                 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
385         if(self.anglesjitter.x != 0)
386                 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
387         if(self.anglesjitter.y != 0)
388                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
389         if(self.anglesjitter.z != 0)
390                 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
391         if(self.anglejitter != 0)
392                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
393
394         if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
395         {
396                 remove(self);
397                 return;
398         }
399 }
400
401 void WarpZone_PostInitialize_Callback()
402 {
403         // create waypoint links for warpzones
404         entity e;
405         for(e = world; (e = find(e, classname, "trigger_warpzone")); )
406         {
407                 vector src, dst;
408                 src = (e.absmin + e.absmax) * 0.5;
409                 makevectors(e.warpzone_angles);
410                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
411                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
412                 makevectors(e.enemy.warpzone_angles);
413                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
414                 waypoint_spawnforteleporter_v(e, src, dst, 0);
415         }
416 }