Revert "Merge branch 'TimePath/bot_api' into 'master'\r"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
1 #include "_all.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/mutators_include.qh"
13 #include "weapons/csqcprojectile.qh"
14
15 #include "../common/constants.qh"
16 #include "../common/deathtypes.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 "../csqcmodellib/sv_model.qh"
24
25 #include "../warpzonelib/common.qh"
26 #include "../warpzonelib/server.qh"
27
28 .float lastground;
29
30 void CreatureFrame (void)
31 {SELFPARAM();
32         float dm;
33
34         for(entity e = world; (e = findfloat(e, damagedbycontents, true)); )
35         {
36                 setself(e);
37                 if (self.movetype == MOVETYPE_NOCLIP) { continue; }
38
39                 float vehic = IS_VEHICLE(self);
40                 float projectile = (self.flags & FL_PROJECTILE);
41                 float monster = IS_MONSTER(self);
42
43                 if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
44                 {
45                         if (!(self.flags & FL_INWATER))
46                         {
47                                 self.flags |= FL_INWATER;
48                                 self.dmgtime = 0;
49                         }
50
51                         if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
52                         {
53                                 if (self.waterlevel != WATERLEVEL_SUBMERGED)
54                                 {
55                                         if(self.air_finished < time)
56                                                 PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
57                                         self.air_finished = time + autocvar_g_balance_contents_drowndelay;
58                                         self.dmg = 2;
59                                 }
60                                 else if (self.air_finished < time)
61                                 {       // drown!
62                                         if (!self.deadflag)
63                                         if (self.pain_finished < time)
64                                         {
65                                                 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN, self.origin, '0 0 0');
66                                                 self.pain_finished = time + 0.5;
67                                         }
68                                 }
69                         }
70
71                         if (self.dmgtime < time)
72                         {
73                                 self.dmgtime = time + autocvar_g_balance_contents_damagerate;
74
75                                 if (projectile)
76                                 {
77                                         if (self.watertype == CONTENT_LAVA)
78                                         {
79                                                 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
80                                         }
81                                         else if (self.watertype == CONTENT_SLIME)
82                                         {
83                                                 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
84                                         }
85                                 }
86                                 else
87                                 {
88                                         if (self.watertype == CONTENT_LAVA)
89                                         {
90                                                 if (self.watersound_finished < time)
91                                                 {
92                                                         self.watersound_finished = time + 0.5;
93                                                         sound (self, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
94                                                 }
95                                                 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
96                                         }
97                                         else if (self.watertype == CONTENT_SLIME)
98                                         {
99                                                 if (self.watersound_finished < time)
100                                                 {
101                                                         self.watersound_finished = time + 0.5;
102                                                         sound (self, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
103                                                 }
104                                                 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
105                                         }
106                                 }
107                         }
108                 }
109                 else
110                 {
111                         if (self.flags & FL_INWATER)
112                         {
113                                 // play leave water sound
114                                 self.flags &= ~FL_INWATER;
115                                 self.dmgtime = 0;
116                         }
117                         self.air_finished = time + 12;
118                         self.dmg = 2;
119                 }
120
121                 if(!vehic && !projectile) // vehicles don't get falling damage
122                 {
123                         // check for falling damage
124                         float velocity_len = vlen(self.velocity);
125                         if(!self.hook.state)
126                         {
127                                 dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
128                                 if (self.deadflag)
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                                         Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
134                         }
135
136                         if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
137                                 Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
138                         // play stupid sounds
139                         if (g_footsteps)
140                         if (!gameover)
141                         if (self.flags & FL_ONGROUND)
142                         if (!self.crouch)
143                         if (velocity_len > autocvar_sv_maxspeed * 0.6)
144                         if (!self.deadflag)
145                         if (time < self.lastground + 0.2)
146                         {
147                                 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
148                                 {
149                                         self.nextstep = time + 0.3 + random() * 0.1;
150                                         trace_dphitq3surfaceflags = 0;
151                                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
152                                         /*
153                                         if(trace_fraction == 1)
154                                                 dprint("nohit\n");
155                                         else
156                                                 dprint(ftos(trace_dphitq3surfaceflags), "\n");
157                                         */
158                                         if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
159                                         {
160                                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
161                                                         GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
162                                                 else
163                                                         GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
164                                         }
165                                 }
166                         }
167                 }
168
169         self.oldvelocity = self.velocity;
170         }
171         setself(this);
172 }
173
174
175 /*
176 =============
177 StartFrame
178
179 Called before each frame by the server
180 =============
181 */
182
183 float game_delay;
184 float game_delay_last;
185
186 float RedirectionThink();
187 void StartFrame (void)
188 {SELFPARAM();
189         execute_next_frame();
190
191         remove = remove_unsafely; // not during spawning!
192         serverprevtime = servertime;
193         servertime = time;
194         serverframetime = frametime;
195
196 #ifdef PROFILING
197         if(time > client_cefc_accumulatortime + 1)
198         {
199                 float t, pp, c_seeing, c_seen;
200                 entity cl;
201                 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
202                 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
203                 c_seeing = 0;
204                 c_seen = 0;
205                 FOR_EACH_CLIENT(cl)
206                 {
207                         if(IS_REAL_CLIENT(cl))
208                                 ++c_seeing;
209                         if(IS_PLAYER(cl))
210                                 ++c_seen;
211                 }
212                 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
213                 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
214
215                 client_cefc_accumulatortime = time;
216                 client_cefc_accumulator = 0;
217         }
218 #endif
219
220         for(entity e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
221                 CSQCProjectile_Check(e);
222
223         if(RedirectionThink())
224                 return;
225
226         UncustomizeEntitiesRun();
227         InitializeEntitiesRun();
228
229         WarpZone_StartFrame();
230
231         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
232         if(sys_frametime <= 0)
233                 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         skill = autocvar_skill;
239
240         // detect when the pre-game countdown (if any) has ended and the game has started
241         game_delay = (time < game_starttime) ? true : false;
242
243         if(game_delay_last == true)
244         if(game_delay == false)
245         if(autocvar_sv_eventlog)
246                 GameLogEcho(":startdelay_ended");
247
248         game_delay_last = game_delay;
249
250         CreatureFrame ();
251         CheckRules_World ();
252
253         // if in warmup stage and limit for warmup is hit start match
254         if(warmup_stage)
255         if(!gameover)
256         if((g_warmup_limit > 0 && time >= g_warmup_limit)
257          || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
258         {
259                 ReadyRestart();
260                 return;
261         }
262
263         bot_serverframe();
264
265         entity e;
266         FOR_EACH_PLAYER(e)
267                 e.porto_forbidden = max(0, e.porto_forbidden - 1);
268
269         anticheat_startframe();
270
271         MUTATOR_CALLHOOK(SV_StartFrame);
272 }
273
274 .vector originjitter;
275 .vector anglesjitter;
276 .float anglejitter;
277 .string gametypefilter;
278 .string cvarfilter;
279 float DoesQ3ARemoveThisEntity();
280 void SV_OnEntityPreSpawnFunction()
281 {SELFPARAM();
282         if (self)
283         if (self.gametypefilter != "")
284         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
285         {
286                 remove(self);
287                 return;
288         }
289         if(self.cvarfilter != "")
290         {
291                 float n, i, o, inv;
292                 string s, k, v;
293                 inv = 0;
294
295                 s = self.cvarfilter;
296                 if(substring(s, 0, 1) == "+")
297                 {
298                         s = substring(s, 1, -1);
299                 }
300                 else if(substring(s, 0, 1) == "-")
301                 {
302                         inv = 1;
303                         s = substring(s, 1, -1);
304                 }
305
306                 n = tokenize_console(s);
307                 for(i = 0; i < n; ++i)
308                 {
309                         s = argv(i);
310                         // syntax:
311                         // var>x
312                         // var<x
313                         // var>=x
314                         // var<=x
315                         // var==x
316                         // var!=x
317                         // var===x
318                         // var!==x
319                         if((o = strstrofs(s, ">=", 0)) >= 0)
320                         {
321                                 k = substring(s, 0, o);
322                                 v = substring(s, o+2, -1);
323                                 if(cvar(k) < stof(v))
324                                         goto cvar_fail;
325                         }
326                         else if((o = strstrofs(s, "<=", 0)) >= 0)
327                         {
328                                 k = substring(s, 0, o);
329                                 v = substring(s, o+2, -1);
330                                 if(cvar(k) > stof(v))
331                                         goto cvar_fail;
332                         }
333                         else if((o = strstrofs(s, ">", 0)) >= 0)
334                         {
335                                 k = substring(s, 0, o);
336                                 v = substring(s, o+1, -1);
337                                 if(cvar(k) <= stof(v))
338                                         goto cvar_fail;
339                         }
340                         else if((o = strstrofs(s, "<", 0)) >= 0)
341                         {
342                                 k = substring(s, 0, o);
343                                 v = substring(s, o+1, -1);
344                                 if(cvar(k) >= stof(v))
345                                         goto cvar_fail;
346                         }
347                         else if((o = strstrofs(s, "==", 0)) >= 0)
348                         {
349                                 k = substring(s, 0, o);
350                                 v = substring(s, o+2, -1);
351                                 if(cvar(k) != stof(v))
352                                         goto cvar_fail;
353                         }
354                         else if((o = strstrofs(s, "!=", 0)) >= 0)
355                         {
356                                 k = substring(s, 0, o);
357                                 v = substring(s, o+2, -1);
358                                 if(cvar(k) == stof(v))
359                                         goto cvar_fail;
360                         }
361                         else if((o = strstrofs(s, "===", 0)) >= 0)
362                         {
363                                 k = substring(s, 0, o);
364                                 v = substring(s, o+2, -1);
365                                 if(cvar_string(k) != v)
366                                         goto cvar_fail;
367                         }
368                         else if((o = strstrofs(s, "!==", 0)) >= 0)
369                         {
370                                 k = substring(s, 0, o);
371                                 v = substring(s, o+2, -1);
372                                 if(cvar_string(k) == v)
373                                         goto cvar_fail;
374                         }
375                         else if(substring(s, 0, 1) == "!")
376                         {
377                                 k = substring(s, 1, -1);
378                                 if(cvar(k))
379                                         goto cvar_fail;
380                         }
381                         else
382                         {
383                                 k = s;
384                                 if (!cvar(k))
385                                         goto cvar_fail;
386                         }
387                 }
388                 inv = !inv;
389 :cvar_fail
390                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
391                 if (!inv)
392                 {
393                         //print("cvarfilter fail\n");
394                         remove(self);
395                         return;
396                 }
397         }
398
399         if(DoesQ3ARemoveThisEntity())
400         {
401                 remove(self);
402                 return;
403         }
404
405         // support special -1 and -2 angle from radiant
406         if (self.angles == '0 -1 0')
407                 self.angles = '-90 0 0';
408         else if (self.angles == '0 -2 0')
409                 self.angles = '+90 0 0';
410
411         if(self.originjitter.x != 0)
412                 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
413         if(self.originjitter.y != 0)
414                 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
415         if(self.originjitter.z != 0)
416                 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
417         if(self.anglesjitter.x != 0)
418                 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
419         if(self.anglesjitter.y != 0)
420                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
421         if(self.anglesjitter.z != 0)
422                 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
423         if(self.anglejitter != 0)
424                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
425
426         if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
427         {
428                 remove(self);
429                 return;
430         }
431 }
432
433 void WarpZone_PostInitialize_Callback(void)
434 {
435         // create waypoint links for warpzones
436         entity e;
437         for(e = world; (e = find(e, classname, "trigger_warpzone")); )
438         {
439                 vector src, dst;
440                 src = (e.absmin + e.absmax) * 0.5;
441                 makevectors(e.warpzone_angles);
442                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
443                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
444                 makevectors(e.enemy.warpzone_angles);
445                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
446                 waypoint_spawnforteleporter_v(e, src, dst, 0);
447         }
448 }