+#include "sv_main.qh"
#include "anticheat.qh"
#include "g_hook.qh"
+#include "g_damage.qh"
#include "g_world.qh"
-#include "bot/bot.qh"
-#include "bot/waypoints.qh"
+#include "bot/api.qh"
#include "command/common.qh"
-#include "mutators/all.qh"
+#include <server/mutators/_mod.qh>
#include "weapons/csqcprojectile.qh"
+#include <server/compat/quake3.qh>
#include "../common/constants.qh"
#include "../common/deathtypes/all.qh"
#include "../common/util.qh"
#include "../common/vehicles/all.qh"
-#include "../common/weapons/all.qh"
+#include <common/monsters/sv_monsters.qh>
+#include <common/weapons/_all.qh>
#include "../lib/csqcmodel/sv_model.qh"
if (this.flags & FL_PROJECTILE)
{
if (this.watertype == CONTENT_LAVA)
- 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');
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
else if (this.watertype == CONTENT_SLIME)
- 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');
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
else
{
this.watersound_finished = time + 0.5;
sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
}
- 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');
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
if(autocvar_g_balance_contents_playerdamage_lava_burn)
- 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);
+ 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);
}
else if (this.watertype == CONTENT_SLIME)
{
this.watersound_finished = time + 0.5;
sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
}
- 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');
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
}
}
this.dmgtime = 0;
}
this.air_finished = time + 12;
- this.dmg = 2;
}
}
void CreatureFrame_FallDamage(entity this)
{
if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
+ if(this.velocity || this.oldvelocity) // moving or has moved
{
// check for falling damage
float velocity_len = vlen(this.velocity);
- if(!this.hook.state)
+ bool have_hook = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).hook && this.(weaponentity).hook.state)
+ {
+ have_hook = true;
+ break;
+ }
+ }
+ if(!have_hook)
{
float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
if (IS_DEAD(this))
else
dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
if (dm > 0)
- Damage (this, world, world, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
+ Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
- Damage (this, world, world, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
+ Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
}
void CreatureFrame_All()
{
- FOREACH_ENTITY_FLOAT(damagedbycontents, true, LAMBDA(
- if(it.movetype == MOVETYPE_NOCLIP) continue;
+ if(game_stopped || time < game_starttime)
+ return;
+
+ IL_EACH(g_damagedbycontents, it.damagedbycontents,
+ {
+ if (it.move_movetype == MOVETYPE_NOCLIP) continue;
CreatureFrame_Liquids(it);
CreatureFrame_FallDamage(it);
it.oldvelocity = it.velocity;
- ));
+ });
}
void Pause_TryPause(bool ispaused)
{
int n = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
++n;
- ));
+ });
if (!n) return;
setpause(ispaused);
}
=============
*/
-float game_delay;
-float game_delay_last;
+bool game_delay_last;
-bool autocvar_sv_autopause = true;
-float RedirectionThink();
+bool autocvar_sv_autopause = false;
+void systems_update();
+void sys_phys_update(entity this, float dt);
void StartFrame()
{
- SELFPARAM();
+ // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
+ IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
+ IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
+
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
- remove = remove_unsafely; // not during spawning!
+ delete_fn = remove_unsafely; // not during spawning!
serverprevtime = servertime;
servertime = time;
serverframetime = frametime;
if(time > client_cefc_accumulatortime + 1)
{
float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
- LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
int c_seeing = 0;
int c_seen = 0;
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(IS_REAL_CLIENT(it))
++c_seeing;
if(IS_PLAYER(it))
++c_seen;
- ));
- LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
- LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
-
+ });
+ LOG_INFO(
+ "CEFC time: ", ftos(t * 1000), "ms; ",
+ "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
+ "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
+ );
client_cefc_accumulatortime = time;
client_cefc_accumulator = 0;
}
#endif
- FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, LAMBDA(CSQCProjectile_Check(it)));
+ IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
- if(RedirectionThink())
- return;
+ if (RedirectionThink()) return;
UncustomizeEntitiesRun();
InitializeEntitiesRun();
WarpZone_StartFrame();
sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
- if(sys_frametime <= 0)
- sys_frametime = 1.0 / 60.0; // somewhat safe fallback
+ if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
- skill = autocvar_skill;
-
// detect when the pre-game countdown (if any) has ended and the game has started
- game_delay = (time < game_starttime);
-
- if(autocvar_sv_eventlog && game_delay_last && !game_delay)
+ bool game_delay = (time < game_starttime);
+ if (autocvar_sv_eventlog && game_delay_last && !game_delay)
GameLogEcho(":startdelay_ended");
-
game_delay_last = game_delay;
CreatureFrame_All();
CheckRules_World();
- // if in warmup stage and limit for warmup is hit start match
- if(warmup_stage)
- if(!gameover)
- if((g_warmup_limit > 0 && time >= g_warmup_limit)
- || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
- {
+ if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
ReadyRestart();
return;
}
anticheat_startframe();
MUTATOR_CALLHOOK(SV_StartFrame);
- FOREACH_CLIENT(true, LAMBDA(GlobalStats_update(it)));
+ FOREACH_CLIENT(true, GlobalStats_update(it));
+ IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
}
.vector originjitter;
.float anglejitter;
.string gametypefilter;
.string cvarfilter;
-float DoesQ3ARemoveThisEntity();
-void SV_OnEntityPreSpawnFunction()
-{SELFPARAM();
- __spawnfunc_expect = this;
- if (self)
- if (self.gametypefilter != "")
- if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
- {
- remove(self);
- return;
- }
- if(self.cvarfilter != "")
- {
- float n, i, o, inv;
- string s, k, v;
- inv = 0;
- s = self.cvarfilter;
- if(substring(s, 0, 1) == "+")
- {
- s = substring(s, 1, -1);
- }
- else if(substring(s, 0, 1) == "-")
- {
- inv = 1;
- s = substring(s, 1, -1);
- }
+/**
+ * Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...
+ * +: all must match. this is the default
+ * -: one must NOT match
+ *
+ * var>x
+ * var<x
+ * var>=x
+ * var<=x
+ * var==x
+ * var!=x
+ * var===x
+ * var!==x
+ */
+bool expr_evaluate(string s)
+{
+ bool ret = false;
+ if (str2chr(s, 0) == '+') {
+ s = substring(s, 1, -1);
+ } else if (str2chr(s, 0) == '-') {
+ ret = true;
+ s = substring(s, 1, -1);
+ }
+ bool expr_fail = false;
+ for (int i = 0, n = tokenize_console(s); i < n; ++i) {
+ int o;
+ string k, v;
+ s = argv(i);
+ #define X(expr) \
+ if (expr) \
+ continue; \
+ expr_fail = true; \
+ break;
+
+ #define BINOP(op, len, expr) \
+ if ((o = strstrofs(s, op, 0)) >= 0) { \
+ k = substring(s, 0, o); \
+ v = substring(s, o + len, -1); \
+ X(expr); \
+ }
+ BINOP(">=", 2, cvar(k) >= stof(v));
+ BINOP("<=", 2, cvar(k) <= stof(v));
+ BINOP(">", 1, cvar(k) > stof(v));
+ BINOP("<", 1, cvar(k) < stof(v));
+ BINOP("==", 2, cvar(k) == stof(v));
+ BINOP("!=", 2, cvar(k) != stof(v));
+ BINOP("===", 3, cvar_string(k) == v);
+ BINOP("!==", 3, cvar_string(k) != v);
+ {
+ k = s;
+ bool b = true;
+ if (str2chr(k, 0) == '!') {
+ k = substring(s, 1, -1);
+ b = false;
+ }
+ float f = stof(k);
+ bool isnum = ftos(f) == k;
+ X(boolean(isnum ? f : cvar(k)) == b);
+ }
+ #undef BINOP
+ #undef X
+ }
+ if (!expr_fail) {
+ ret = !ret;
+ }
+ // now ret is true if we want to keep the item, and false if we want to get rid of it
+ return ret;
+}
- n = tokenize_console(s);
- for(i = 0; i < n; ++i)
- {
- s = argv(i);
- // syntax:
- // var>x
- // var<x
- // var>=x
- // var<=x
- // var==x
- // var!=x
- // var===x
- // var!==x
- if((o = strstrofs(s, ">=", 0)) >= 0)
- {
- k = substring(s, 0, o);
- v = substring(s, o+2, -1);
- if(cvar(k) < stof(v))
- goto cvar_fail;
- }
- else if((o = strstrofs(s, "<=", 0)) >= 0)
- {
- k = substring(s, 0, o);
- v = substring(s, o+2, -1);
- if(cvar(k) > stof(v))
- goto cvar_fail;
- }
- else if((o = strstrofs(s, ">", 0)) >= 0)
- {
- k = substring(s, 0, o);
- v = substring(s, o+1, -1);
- if(cvar(k) <= stof(v))
- goto cvar_fail;
- }
- else if((o = strstrofs(s, "<", 0)) >= 0)
- {
- k = substring(s, 0, o);
- v = substring(s, o+1, -1);
- if(cvar(k) >= stof(v))
- goto cvar_fail;
- }
- else if((o = strstrofs(s, "==", 0)) >= 0)
- {
- k = substring(s, 0, o);
- v = substring(s, o+2, -1);
- if(cvar(k) != stof(v))
- goto cvar_fail;
- }
- else if((o = strstrofs(s, "!=", 0)) >= 0)
- {
- k = substring(s, 0, o);
- v = substring(s, o+2, -1);
- if(cvar(k) == stof(v))
- goto cvar_fail;
- }
- else if((o = strstrofs(s, "===", 0)) >= 0)
- {
- k = substring(s, 0, o);
- v = substring(s, o+2, -1);
- if(cvar_string(k) != v)
- goto cvar_fail;
- }
- else if((o = strstrofs(s, "!==", 0)) >= 0)
- {
- k = substring(s, 0, o);
- v = substring(s, o+2, -1);
- if(cvar_string(k) == v)
- goto cvar_fail;
- }
- else if(substring(s, 0, 1) == "!")
- {
- k = substring(s, 1, -1);
- if(cvar(k))
- goto cvar_fail;
- }
- else
- {
- k = s;
- if (!cvar(k))
- goto cvar_fail;
- }
- }
- inv = !inv;
-:cvar_fail
- // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
- if (!inv)
- {
- //print("cvarfilter fail\n");
- remove(self);
- return;
- }
+void SV_OnEntityPreSpawnFunction(entity this)
+{
+ if (this)
+ if (this.gametypefilter != "")
+ if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
+ {
+ goto cleanup;
+ }
+ if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
+ goto cleanup;
}
- if(DoesQ3ARemoveThisEntity())
- {
- remove(self);
- return;
+ if (DoesQ3ARemoveThisEntity(this)) {
+ goto cleanup;
}
+ set_movetype(this, this.movetype);
+
+ if (this.monster_attack) {
+ IL_PUSH(g_monster_targets, this);
+ }
+
// support special -1 and -2 angle from radiant
- if (self.angles == '0 -1 0')
- self.angles = '-90 0 0';
- else if (self.angles == '0 -2 0')
- self.angles = '+90 0 0';
-
- if(self.originjitter.x != 0)
- self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
- if(self.originjitter.y != 0)
- self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
- if(self.originjitter.z != 0)
- self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
- if(self.anglesjitter.x != 0)
- self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
- if(self.anglesjitter.y != 0)
- self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
- if(self.anglesjitter.z != 0)
- self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
- if(self.anglejitter != 0)
- self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
-
- if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
- {
- remove(self);
- return;
+ if (this.angles == '0 -1 0') {
+ this.angles = '-90 0 0';
+ } else if (this.angles == '0 -2 0') {
+ this.angles = '+90 0 0';
+ }
+
+ #define X(out, in) MACRO_BEGIN \
+ if (in != 0) { out = out + (random() * 2 - 1) * in; } \
+ MACRO_END
+ X(this.origin.x, this.originjitter.x); X(this.origin.y, this.originjitter.y); X(this.origin.z, this.originjitter.z);
+ X(this.angles.x, this.anglesjitter.x); X(this.angles.y, this.anglesjitter.y); X(this.angles.z, this.anglesjitter.z);
+ X(this.angles.y, this.anglejitter);
+ #undef X
+
+ if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
+ goto cleanup;
}
+ return;
+LABEL(cleanup)
+ delete(this);
}
void WarpZone_PostInitialize_Callback()
{
// create waypoint links for warpzones
- entity e;
- for(e = world; (e = find(e, classname, "trigger_warpzone")); )
- {
- vector src, dst;
- src = (e.absmin + e.absmax) * 0.5;
- makevectors(e.warpzone_angles);
- src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
- dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
- makevectors(e.enemy.warpzone_angles);
- dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
- waypoint_spawnforteleporter_v(e, src, dst, 0);
- }
+ entity tracetest_ent = spawn();
+ setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
+ tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+ //for(entity e = warpzone_first; e; e = e.warpzone_next)
+ for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
+ waypoint_spawnforteleporter_wz(e, tracetest_ent);
+ delete(tracetest_ent);
+}
+
+/*
+==================
+main
+
+unused but required by the engine
+==================
+*/
+void main ()
+{
+
}