Split the gamelog code out of miscfunctions and into its own file
[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_damage.qh"
6 #include "g_world.qh"
7 #include <server/gamelog.qh>
8
9 #include "bot/api.qh"
10
11 #include "command/common.qh"
12
13 #include <server/mutators/_mod.qh>
14 #include "weapons/csqcprojectile.qh"
15 #include <server/compat/quake3.qh>
16
17 #include "../common/constants.qh"
18 #include "../common/deathtypes/all.qh"
19 #include "../common/debug.qh"
20 #include "../common/mapinfo.qh"
21 #include "../common/util.qh"
22
23 #include "../common/vehicles/all.qh"
24 #include <common/monsters/sv_monsters.qh>
25 #include <common/weapons/_all.qh>
26
27 #include "../lib/csqcmodel/sv_model.qh"
28
29 #include "../lib/warpzone/common.qh"
30 #include "../lib/warpzone/server.qh"
31
32 void CreatureFrame_hotliquids(entity this)
33 {
34         if (this.dmgtime >= time)
35         {
36                 return;
37         }
38
39         this.dmgtime = time + autocvar_g_balance_contents_damagerate;
40
41         if (this.flags & FL_PROJECTILE)
42         {
43                 if (this.watertype == CONTENT_LAVA)
44                         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');
45                 else if (this.watertype == CONTENT_SLIME)
46                         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');
47         }
48         else
49         {
50                 if (STAT(FROZEN, this))
51                 {
52                         if (this.watertype == CONTENT_LAVA)
53                                 Damage(this, NULL, NULL, 10000, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
54                         else if (this.watertype == CONTENT_SLIME)
55                                 Damage(this, NULL, NULL, 10000, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
56                 }
57                 else if (this.watertype == CONTENT_LAVA)
58                 {
59                         if (this.watersound_finished < time)
60                         {
61                                 this.watersound_finished = time + 0.5;
62                                 sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
63                         }
64                         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');
65                         if(autocvar_g_balance_contents_playerdamage_lava_burn)
66                                 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);
67                 }
68                 else if (this.watertype == CONTENT_SLIME)
69                 {
70                         if (this.watersound_finished < time)
71                         {
72                                 this.watersound_finished = time + 0.5;
73                                 sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
74                         }
75                         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');
76                 }
77         }
78 }
79
80 void CreatureFrame_Liquids(entity this)
81 {
82         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)
83         {
84                 if (!(this.flags & FL_INWATER))
85                 {
86                         this.flags |= FL_INWATER;
87                         this.dmgtime = 0;
88                 }
89
90                 CreatureFrame_hotliquids(this);
91         }
92         else
93         {
94                 if (this.flags & FL_INWATER)
95                 {
96                         // play leave water sound
97                         this.flags &= ~FL_INWATER;
98                         this.dmgtime = 0;
99                 }
100         }
101 }
102
103 void CreatureFrame_FallDamage(entity this)
104 {
105         if(IS_VEHICLE(this) || (this.flags & FL_PROJECTILE))
106                 return; // vehicles and projectiles don't receive fall damage
107         if(!(this.velocity || this.oldvelocity))
108                 return; // if the entity hasn't moved and isn't moving, then don't do anything
109
110         // check for falling damage
111         bool have_hook = false;
112         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
113         {
114             .entity weaponentity = weaponentities[slot];
115             if(this.(weaponentity).hook && this.(weaponentity).hook.state)
116             {
117                 have_hook = true;
118                 break;
119             }
120         }
121         if(!have_hook)
122         {
123                 float dm; // dm is the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
124                 if(autocvar_g_balance_falldamage_onlyvertical)
125                         dm = fabs(this.oldvelocity.z) - vlen(this.velocity);
126                 else
127                         dm = vlen(this.oldvelocity) - vlen(this.velocity);
128                 if (IS_DEAD(this))
129                         dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
130                 else
131                         dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
132                 if (dm > 0)
133                 {
134                         tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
135                         if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODAMAGE))
136                                 Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
137                 }
138         }
139
140         if(autocvar_g_maxspeed > 0 && vdist(this.velocity, >, autocvar_g_maxspeed))
141                 Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, DMG_NOWEP, this.origin, '0 0 0');
142 }
143
144 void CreatureFrame_All()
145 {
146         if(game_stopped || time < game_starttime)
147                 return;
148
149         IL_EACH(g_damagedbycontents, it.damagedbycontents,
150         {
151                 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
152                 CreatureFrame_Liquids(it);
153                 CreatureFrame_FallDamage(it);
154                 it.oldvelocity = it.velocity;
155         });
156 }
157
158 void Pause_TryPause(bool ispaused)
159 {
160         int n = 0;
161         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
162                 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
163                 ++n;
164         });
165         if (!n) return;
166         setpause(ispaused);
167 }
168
169 void SV_PausedTic(float elapsedtime)
170 {
171         if (!server_is_dedicated) Pause_TryPause(false);
172 }
173
174 /*
175 =============
176 StartFrame
177
178 Called before each frame by the server
179 =============
180 */
181
182 bool game_delay_last;
183
184 bool autocvar_sv_autopause = false;
185 void systems_update();
186 void sys_phys_update(entity this, float dt);
187 void StartFrame()
188 {
189     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
190     IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
191     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
192
193         execute_next_frame();
194         if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
195
196         delete_fn = remove_unsafely; // not during spawning!
197         serverprevtime = servertime;
198         servertime = time;
199         serverframetime = frametime;
200
201 #ifdef PROFILING
202         if(time > client_cefc_accumulatortime + 1)
203         {
204                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
205                 int c_seeing = 0;
206                 int c_seen = 0;
207                 FOREACH_CLIENT(true, {
208                         if(IS_REAL_CLIENT(it))
209                                 ++c_seeing;
210                         if(IS_PLAYER(it))
211                                 ++c_seen;
212                 });
213                 LOG_INFO(
214                     "CEFC time: ", ftos(t * 1000), "ms; ",
215             "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
216             "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
217         );
218                 client_cefc_accumulatortime = time;
219                 client_cefc_accumulator = 0;
220         }
221 #endif
222
223         IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
224
225         if (RedirectionThink()) return;
226
227         UncustomizeEntitiesRun();
228         InitializeEntitiesRun();
229
230         WarpZone_StartFrame();
231
232         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
233         if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
234
235         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
236                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
237
238         // detect when the pre-game countdown (if any) has ended and the game has started
239         bool game_delay = (time < game_starttime);
240         if (autocvar_sv_eventlog && game_delay_last && !game_delay)
241                 GameLogEcho(":startdelay_ended");
242         game_delay_last = game_delay;
243
244         CreatureFrame_All();
245         CheckRules_World();
246
247         if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
248                 ReadyRestart();
249                 return;
250         }
251
252         bot_serverframe();
253         anticheat_startframe();
254         MUTATOR_CALLHOOK(SV_StartFrame);
255
256         GlobalStats_updateglobal();
257     FOREACH_CLIENT(true, GlobalStats_update(it));
258     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
259 }
260
261 .vector originjitter;
262 .vector anglesjitter;
263 .float anglejitter;
264 .string gametypefilter;
265 .string cvarfilter;
266
267 /**
268  * Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...
269  * +: all must match. this is the default
270  * -: one must NOT match
271  *
272  * var>x
273  * var<x
274  * var>=x
275  * var<=x
276  * var==x
277  * var!=x
278  * var===x
279  * var!==x
280  */
281 bool expr_evaluate(string s)
282 {
283     bool ret = false;
284     if (str2chr(s, 0) == '+') {
285         s = substring(s, 1, -1);
286     } else if (str2chr(s, 0) == '-') {
287         ret = true;
288         s = substring(s, 1, -1);
289     }
290     bool expr_fail = false;
291     for (int i = 0, n = tokenize_console(s); i < n; ++i) {
292         int o;
293         string k, v;
294         s = argv(i);
295         #define X(expr) \
296             if (expr) \
297                 continue; \
298             expr_fail = true; \
299             break;
300
301         #define BINOP(op, len, expr) \
302             if ((o = strstrofs(s, op, 0)) >= 0) { \
303                 k = substring(s, 0, o); \
304                 v = substring(s, o + len, -1); \
305                 X(expr); \
306             }
307         BINOP(">=", 2, cvar(k) >= stof(v));
308         BINOP("<=", 2, cvar(k) <= stof(v));
309         BINOP(">",  1, cvar(k) >  stof(v));
310         BINOP("<",  1, cvar(k) <  stof(v));
311         BINOP("==", 2, cvar(k) == stof(v));
312         BINOP("!=", 2, cvar(k) != stof(v));
313         BINOP("===", 3, cvar_string(k) == v);
314         BINOP("!==", 3, cvar_string(k) != v);
315         {
316             k = s;
317             bool b = true;
318             if (str2chr(k, 0) == '!') {
319                 k = substring(s, 1, -1);
320                 b = false;
321             }
322             float f = stof(k);
323             bool isnum = ftos(f) == k;
324             X(boolean(isnum ? f : cvar(k)) == b);
325         }
326         #undef BINOP
327         #undef X
328     }
329     if (!expr_fail) {
330         ret = !ret;
331     }
332     // now ret is true if we want to keep the item, and false if we want to get rid of it
333     return ret;
334 }
335
336 void SV_OnEntityPreSpawnFunction(entity this)
337 {
338         if (this)
339         if (this.gametypefilter != "")
340         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
341         {
342                 delete(this);
343                 return;
344         }
345         if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
346                 delete(this);
347                 return;
348         }
349
350         if (DoesQ3ARemoveThisEntity(this)) {
351                 delete(this);
352                 return;
353         }
354
355         set_movetype(this, this.movetype);
356
357         if (this.monster_attack) {
358                 IL_PUSH(g_monster_targets, this);
359     }
360
361         // support special -1 and -2 angle from radiant
362         if (this.angles == '0 -1 0') {
363                 this.angles = '-90 0 0';
364         } else if (this.angles == '0 -2 0') {
365                 this.angles = '+90 0 0';
366     }
367
368     #define X(out, in) MACRO_BEGIN \
369         if (in != 0) { out = out + (random() * 2 - 1) * in; } \
370     MACRO_END
371     X(this.origin.x, this.originjitter.x); X(this.origin.y, this.originjitter.y); X(this.origin.z, this.originjitter.z);
372     X(this.angles.x, this.anglesjitter.x); X(this.angles.y, this.anglesjitter.y); X(this.angles.z, this.anglesjitter.z);
373     X(this.angles.y, this.anglejitter);
374     #undef X
375
376         if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
377                 delete(this);
378                 return;
379         }
380 }
381
382 void WarpZone_PostInitialize_Callback()
383 {
384         // create waypoint links for warpzones
385         entity tracetest_ent = spawn();
386         setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
387         tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
388         //for(entity e = warpzone_first; e; e = e.warpzone_next)
389         for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
390                 waypoint_spawnforteleporter_wz(e, tracetest_ent);
391         delete(tracetest_ent);
392 }
393
394 /*
395 ==================
396 main
397
398 unused but required by the engine
399 ==================
400 */
401 void main ()
402 {
403
404 }