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Another test for gameplay changes
[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/api.qh"
8
9 #include "command/common.qh"
10
11 #include "mutators/_mod.qh"
12 #include "weapons/csqcprojectile.qh"
13
14 #include "../common/constants.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/debug.qh"
17 #include "../common/mapinfo.qh"
18 #include "../common/util.qh"
19
20 #include "../common/vehicles/all.qh"
21 #include <common/weapons/_all.qh>
22
23 #include "../lib/csqcmodel/sv_model.qh"
24
25 #include "../lib/warpzone/common.qh"
26 #include "../lib/warpzone/server.qh"
27
28 .float lastground;
29 .int state;
30
31 void CreatureFrame_hotliquids(entity this)
32 {
33         if (this.dmgtime < time)
34         {
35                 this.dmgtime = time + autocvar_g_balance_contents_damagerate;
36
37                 if (this.flags & FL_PROJECTILE)
38                 {
39                         if (this.watertype == CONTENT_LAVA)
40                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
41                         else if (this.watertype == CONTENT_SLIME)
42                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
43                 }
44                 else
45                 {
46                         if (this.watertype == CONTENT_LAVA)
47                         {
48                                 if (this.watersound_finished < time)
49                                 {
50                                         this.watersound_finished = time + 0.5;
51                                         sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
52                                 }
53                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
54                                 if(autocvar_g_balance_contents_playerdamage_lava_burn)
55                                         Fire_AddDamage(this, NULL, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
56                         }
57                         else if (this.watertype == CONTENT_SLIME)
58                         {
59                                 if (this.watersound_finished < time)
60                                 {
61                                         this.watersound_finished = time + 0.5;
62                                         sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
63                                 }
64                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
65                         }
66                 }
67         }
68 }
69
70 void CreatureFrame_Liquids(entity this)
71 {
72         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)
73         {
74                 if (!(this.flags & FL_INWATER))
75                 {
76                         this.flags |= FL_INWATER;
77                         this.dmgtime = 0;
78                 }
79
80                 CreatureFrame_hotliquids(this);
81         }
82         else
83         {
84                 if (this.flags & FL_INWATER)
85                 {
86                         // play leave water sound
87                         this.flags &= ~FL_INWATER;
88                         this.dmgtime = 0;
89                 }
90                 this.air_finished = time + 12;
91                 this.dmg = 2;
92         }
93 }
94
95 void CreatureFrame_FallDamage(entity this)
96 {
97         if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
98         if(this.velocity || this.oldvelocity) // moving or has moved
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, NULL, NULL, 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, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
115         }
116 }
117
118 void CreatureFrame_All()
119 {
120         //IL_EACH(g_damagedbycontents, it.damagedbycontents,
121         FOREACH_ENTITY_FLOAT(damagedbycontents, true,
122         {
123                 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
124                 CreatureFrame_Liquids(it);
125                 CreatureFrame_FallDamage(it);
126                 it.oldvelocity = it.velocity;
127         });
128 }
129
130 void Pause_TryPause(bool ispaused)
131 {
132         int n = 0;
133         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
134                 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
135                 ++n;
136         ));
137         if (!n) return;
138         setpause(ispaused);
139 }
140
141 void SV_PausedTic(float elapsedtime)
142 {
143         if (!server_is_dedicated) Pause_TryPause(false);
144 }
145
146 /*
147 =============
148 StartFrame
149
150 Called before each frame by the server
151 =============
152 */
153
154 float game_delay;
155 float game_delay_last;
156
157 bool autocvar_sv_autopause = false;
158 float RedirectionThink();
159 void systems_update();
160 void sys_phys_update(entity this, float dt);
161 void StartFrame()
162 {
163     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
164     IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
165     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
166
167         execute_next_frame();
168         if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
169
170         delete_fn = remove_unsafely; // not during spawning!
171         serverprevtime = servertime;
172         servertime = time;
173         serverframetime = frametime;
174
175 #ifdef PROFILING
176         if(time > client_cefc_accumulatortime + 1)
177         {
178                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
179                 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
180                 int c_seeing = 0;
181                 int c_seen = 0;
182                 FOREACH_CLIENT(true, LAMBDA(
183                         if(IS_REAL_CLIENT(it))
184                                 ++c_seeing;
185                         if(IS_PLAYER(it))
186                                 ++c_seen;
187                 ));
188                 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
189                 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
190
191                 client_cefc_accumulatortime = time;
192                 client_cefc_accumulator = 0;
193         }
194 #endif
195
196         IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
197
198         if (RedirectionThink()) return;
199
200         UncustomizeEntitiesRun();
201         InitializeEntitiesRun();
202
203         WarpZone_StartFrame();
204
205         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
206         if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
207
208         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
209                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
210
211         skill = autocvar_skill;
212
213         // detect when the pre-game countdown (if any) has ended and the game has started
214         game_delay = (time < game_starttime);
215
216         if (autocvar_sv_eventlog && game_delay_last && !game_delay)
217                 GameLogEcho(":startdelay_ended");
218
219         game_delay_last = game_delay;
220
221         CreatureFrame_All();
222         CheckRules_World();
223
224         if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) {
225                 ReadyRestart();
226                 return;
227         }
228
229         bot_serverframe();
230         anticheat_startframe();
231         MUTATOR_CALLHOOK(SV_StartFrame);
232
233     FOREACH_CLIENT(true, GlobalStats_update(it));
234     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
235 }
236
237 .vector originjitter;
238 .vector anglesjitter;
239 .float anglejitter;
240 .string gametypefilter;
241 .string cvarfilter;
242 bool DoesQ3ARemoveThisEntity(entity this);
243 void SV_OnEntityPreSpawnFunction(entity this)
244 {
245         __spawnfunc_expecting = true;
246         __spawnfunc_expect = this;
247         if (this)
248         if (this.gametypefilter != "")
249         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
250         {
251                 delete(this);
252                 __spawnfunc_expecting = false;
253                 return;
254         }
255         if(this.cvarfilter != "")
256         {
257                 float n, i, o, inv;
258                 string s, k, v;
259                 inv = 0;
260
261                 s = this.cvarfilter;
262                 if(substring(s, 0, 1) == "+")
263                 {
264                         s = substring(s, 1, -1);
265                 }
266                 else if(substring(s, 0, 1) == "-")
267                 {
268                         inv = 1;
269                         s = substring(s, 1, -1);
270                 }
271
272                 n = tokenize_console(s);
273                 for(i = 0; i < n; ++i)
274                 {
275                         s = argv(i);
276                         // syntax:
277                         // var>x
278                         // var<x
279                         // var>=x
280                         // var<=x
281                         // var==x
282                         // var!=x
283                         // var===x
284                         // var!==x
285                         if((o = strstrofs(s, ">=", 0)) >= 0)
286                         {
287                                 k = substring(s, 0, o);
288                                 v = substring(s, o+2, -1);
289                                 if(cvar(k) < stof(v))
290                                         goto cvar_fail;
291                         }
292                         else if((o = strstrofs(s, "<=", 0)) >= 0)
293                         {
294                                 k = substring(s, 0, o);
295                                 v = substring(s, o+2, -1);
296                                 if(cvar(k) > stof(v))
297                                         goto cvar_fail;
298                         }
299                         else if((o = strstrofs(s, ">", 0)) >= 0)
300                         {
301                                 k = substring(s, 0, o);
302                                 v = substring(s, o+1, -1);
303                                 if(cvar(k) <= stof(v))
304                                         goto cvar_fail;
305                         }
306                         else if((o = strstrofs(s, "<", 0)) >= 0)
307                         {
308                                 k = substring(s, 0, o);
309                                 v = substring(s, o+1, -1);
310                                 if(cvar(k) >= stof(v))
311                                         goto cvar_fail;
312                         }
313                         else if((o = strstrofs(s, "==", 0)) >= 0)
314                         {
315                                 k = substring(s, 0, o);
316                                 v = substring(s, o+2, -1);
317                                 if(cvar(k) != stof(v))
318                                         goto cvar_fail;
319                         }
320                         else if((o = strstrofs(s, "!=", 0)) >= 0)
321                         {
322                                 k = substring(s, 0, o);
323                                 v = substring(s, o+2, -1);
324                                 if(cvar(k) == stof(v))
325                                         goto cvar_fail;
326                         }
327                         else if((o = strstrofs(s, "===", 0)) >= 0)
328                         {
329                                 k = substring(s, 0, o);
330                                 v = substring(s, o+2, -1);
331                                 if(cvar_string(k) != v)
332                                         goto cvar_fail;
333                         }
334                         else if((o = strstrofs(s, "!==", 0)) >= 0)
335                         {
336                                 k = substring(s, 0, o);
337                                 v = substring(s, o+2, -1);
338                                 if(cvar_string(k) == v)
339                                         goto cvar_fail;
340                         }
341                         else if(substring(s, 0, 1) == "!")
342                         {
343                                 k = substring(s, 1, -1);
344                                 if(cvar(k))
345                                         goto cvar_fail;
346                         }
347                         else
348                         {
349                                 k = s;
350                                 if (!cvar(k))
351                                         goto cvar_fail;
352                         }
353                 }
354                 inv = !inv;
355 LABEL(cvar_fail)
356                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
357                 if (!inv)
358                 {
359                         //print("cvarfilter fail\n");
360                         delete(this);
361                         __spawnfunc_expecting = false;
362                         return;
363                 }
364         }
365
366         if(DoesQ3ARemoveThisEntity(this))
367         {
368                 delete(this);
369                 __spawnfunc_expecting = false;
370                 return;
371         }
372
373         set_movetype(this, this.movetype);
374
375         // support special -1 and -2 angle from radiant
376         if (this.angles == '0 -1 0')
377                 this.angles = '-90 0 0';
378         else if (this.angles == '0 -2 0')
379                 this.angles = '+90 0 0';
380
381         if(this.originjitter.x != 0)
382                 this.origin_x = this.origin.x + (random() * 2 - 1) * this.originjitter.x;
383         if(this.originjitter.y != 0)
384                 this.origin_y = this.origin.y + (random() * 2 - 1) * this.originjitter.y;
385         if(this.originjitter.z != 0)
386                 this.origin_z = this.origin.z + (random() * 2 - 1) * this.originjitter.z;
387         if(this.anglesjitter.x != 0)
388                 this.angles_x = this.angles.x + (random() * 2 - 1) * this.anglesjitter.x;
389         if(this.anglesjitter.y != 0)
390                 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglesjitter.y;
391         if(this.anglesjitter.z != 0)
392                 this.angles_z = this.angles.z + (random() * 2 - 1) * this.anglesjitter.z;
393         if(this.anglejitter != 0)
394                 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglejitter;
395
396         if(MUTATOR_CALLHOOK(OnEntityPreSpawn, this))
397         {
398                 delete(this);
399                 __spawnfunc_expecting = false;
400                 return;
401         }
402 }
403
404 void WarpZone_PostInitialize_Callback()
405 {
406         // create waypoint links for warpzones
407         for(entity e = warpzone_first; e; e = e.warpzone_next)
408         //for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
409         {
410                 vector src, dst;
411                 src = (e.absmin + e.absmax) * 0.5;
412                 makevectors(e.warpzone_angles);
413                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
414                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
415                 makevectors(e.enemy.warpzone_angles);
416                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
417                 waypoint_spawnforteleporter_v(e, src, dst, 0);
418         }
419 }