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Don't attempt to network more than the maximum number of shown spectators, fixes...
[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 "spawnpoints.qh"
8 #include <server/gamelog.qh>
9
10 #include "bot/api.qh"
11
12 #include "command/common.qh"
13
14 #include <server/mutators/_mod.qh>
15 #include "weapons/csqcprojectile.qh"
16 #include <server/weapons/common.qh>
17 #include <server/compat/quake3.qh>
18
19 #include "../common/constants.qh"
20 #include "../common/deathtypes/all.qh"
21 #include "../common/debug.qh"
22 #include "../common/mapinfo.qh"
23 #include "../common/util.qh"
24
25 #include "../common/vehicles/all.qh"
26 #include <common/monsters/sv_monsters.qh>
27 #include <common/weapons/_all.qh>
28
29 #include "../lib/csqcmodel/sv_model.qh"
30
31 #include "../lib/warpzone/common.qh"
32 #include "../lib/warpzone/server.qh"
33
34 void CreatureFrame_hotliquids(entity this)
35 {
36         if (this.contents_damagetime >= time)
37         {
38                 return;
39         }
40
41         this.contents_damagetime = time + autocvar_g_balance_contents_damagerate;
42
43         if (this.flags & FL_PROJECTILE)
44         {
45                 if (this.watertype == CONTENT_LAVA)
46                         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');
47                 else if (this.watertype == CONTENT_SLIME)
48                         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');
49         }
50         else
51         {
52                 if (STAT(FROZEN, this))
53                 {
54                         if (this.watertype == CONTENT_LAVA)
55                                 Damage(this, NULL, NULL, 10000, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
56                         else if (this.watertype == CONTENT_SLIME)
57                                 Damage(this, NULL, NULL, 10000, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
58                 }
59                 else if (this.watertype == CONTENT_LAVA)
60                 {
61                         if (this.watersound_finished < time)
62                         {
63                                 this.watersound_finished = time + 0.5;
64                                 sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
65                         }
66                         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');
67                         if(autocvar_g_balance_contents_playerdamage_lava_burn)
68                                 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);
69                 }
70                 else if (this.watertype == CONTENT_SLIME)
71                 {
72                         if (this.watersound_finished < time)
73                         {
74                                 this.watersound_finished = time + 0.5;
75                                 sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
76                         }
77                         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');
78                 }
79         }
80 }
81
82 void CreatureFrame_Liquids(entity this)
83 {
84         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)
85         {
86                 if (!(this.flags & FL_INWATER))
87                 {
88                         this.flags |= FL_INWATER;
89                         this.contents_damagetime = 0;
90                 }
91
92                 CreatureFrame_hotliquids(this);
93         }
94         else
95         {
96                 if (this.flags & FL_INWATER)
97                 {
98                         // play leave water sound
99                         this.flags &= ~FL_INWATER;
100                         this.contents_damagetime = 0;
101                 }
102         }
103 }
104
105 void CreatureFrame_FallDamage(entity this)
106 {
107         if(IS_VEHICLE(this) || (this.flags & FL_PROJECTILE))
108                 return; // vehicles and projectiles don't receive fall damage
109         if(!(this.velocity || this.oldvelocity))
110                 return; // if the entity hasn't moved and isn't moving, then don't do anything
111
112         // check for falling damage
113         bool have_hook = false;
114         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
115         {
116             .entity weaponentity = weaponentities[slot];
117             if(this.(weaponentity).hook && this.(weaponentity).hook.state)
118             {
119                 have_hook = true;
120                 break;
121             }
122         }
123         if(!have_hook)
124         {
125                 float dm; // dm is the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
126                 if(autocvar_g_balance_falldamage_onlyvertical)
127                         dm = fabs(this.oldvelocity.z) - vlen(this.velocity);
128                 else
129                         dm = vlen(this.oldvelocity) - vlen(this.velocity);
130                 if (IS_DEAD(this))
131                         dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
132                 else
133                         dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
134                 if (dm > 0)
135                 {
136                         tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
137                         if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODAMAGE))
138                                 Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
139                 }
140         }
141
142         if(autocvar_g_maxspeed > 0 && vdist(this.velocity, >, autocvar_g_maxspeed))
143                 Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, DMG_NOWEP, this.origin, '0 0 0');
144 }
145
146 void CreatureFrame_All()
147 {
148         if(game_stopped || time < game_starttime)
149                 return;
150
151         IL_EACH(g_damagedbycontents, it.damagedbycontents,
152         {
153                 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
154                 CreatureFrame_Liquids(it);
155                 CreatureFrame_FallDamage(it);
156                 it.oldvelocity = it.velocity;
157         });
158 }
159
160 void Pause_TryPause(bool ispaused)
161 {
162         int n = 0;
163         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
164                 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
165                 ++n;
166         });
167         if (!n) return;
168         setpause(ispaused);
169 }
170
171 void SV_PausedTic(float elapsedtime)
172 {
173         if (!server_is_dedicated) Pause_TryPause(false);
174 }
175
176 /*
177 =============
178 StartFrame
179
180 Called before each frame by the server
181 =============
182 */
183
184 bool game_delay_last;
185
186 bool autocvar_sv_autopause = false;
187 void systems_update();
188 void sys_phys_update(entity this, float dt);
189 void StartFrame()
190 {
191     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
192     IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
193     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
194
195         execute_next_frame();
196         if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
197
198         delete_fn = remove_unsafely; // not during spawning!
199         serverprevtime = servertime;
200         servertime = time;
201         serverframetime = frametime;
202
203 #ifdef PROFILING
204         if(time > client_cefc_accumulatortime + 1)
205         {
206                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
207                 int c_seeing = 0;
208                 int c_seen = 0;
209                 FOREACH_CLIENT(true, {
210                         if(IS_REAL_CLIENT(it))
211                                 ++c_seeing;
212                         if(IS_PLAYER(it))
213                                 ++c_seen;
214                 });
215                 LOG_INFO(
216                     "CEFC time: ", ftos(t * 1000), "ms; ",
217             "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
218             "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
219         );
220                 client_cefc_accumulatortime = time;
221                 client_cefc_accumulator = 0;
222         }
223 #endif
224
225         IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
226
227         if (RedirectionThink()) return;
228
229         UncustomizeEntitiesRun();
230         InitializeEntitiesRun();
231
232         WarpZone_StartFrame();
233
234         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
235         if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
236
237         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
238                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
239
240         // detect when the pre-game countdown (if any) has ended and the game has started
241         bool game_delay = (time < game_starttime);
242         if (autocvar_sv_eventlog && game_delay_last && !game_delay)
243                 GameLogEcho(":startdelay_ended");
244         game_delay_last = game_delay;
245
246         CreatureFrame_All();
247         CheckRules_World();
248
249         if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
250                 ReadyRestart();
251                 return;
252         }
253
254         bot_serverframe();
255         anticheat_startframe();
256         MUTATOR_CALLHOOK(SV_StartFrame);
257
258         GlobalStats_updateglobal();
259     FOREACH_CLIENT(true, GlobalStats_update(it));
260     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
261 }
262
263 .vector originjitter;
264 .vector anglesjitter;
265 .float anglejitter;
266 .string gametypefilter;
267 .string cvarfilter;
268
269 /**
270  * Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...
271  * +: all must match. this is the default
272  * -: one must NOT match
273  *
274  * var>x
275  * var<x
276  * var>=x
277  * var<=x
278  * var==x
279  * var!=x
280  * var===x
281  * var!==x
282  */
283 bool expr_evaluate(string s)
284 {
285     bool ret = false;
286     if (str2chr(s, 0) == '+') {
287         s = substring(s, 1, -1);
288     } else if (str2chr(s, 0) == '-') {
289         ret = true;
290         s = substring(s, 1, -1);
291     }
292     bool expr_fail = false;
293     for (int i = 0, n = tokenize_console(s); i < n; ++i) {
294         int o;
295         string k, v;
296         s = argv(i);
297         #define X(expr) \
298             if (expr) \
299                 continue; \
300             expr_fail = true; \
301             break;
302
303         #define BINOP(op, len, expr) \
304             if ((o = strstrofs(s, op, 0)) >= 0) { \
305                 k = substring(s, 0, o); \
306                 v = substring(s, o + len, -1); \
307                 X(expr); \
308             }
309         BINOP(">=", 2, cvar(k) >= stof(v));
310         BINOP("<=", 2, cvar(k) <= stof(v));
311         BINOP(">",  1, cvar(k) >  stof(v));
312         BINOP("<",  1, cvar(k) <  stof(v));
313         BINOP("==", 2, cvar(k) == stof(v));
314         BINOP("!=", 2, cvar(k) != stof(v));
315         BINOP("===", 3, cvar_string(k) == v);
316         BINOP("!==", 3, cvar_string(k) != v);
317         {
318             k = s;
319             bool b = true;
320             if (str2chr(k, 0) == '!') {
321                 k = substring(s, 1, -1);
322                 b = false;
323             }
324             float f = stof(k);
325             bool isnum = ftos(f) == k;
326             X(boolean(isnum ? f : cvar(k)) == b);
327         }
328         #undef BINOP
329         #undef X
330     }
331     if (!expr_fail) {
332         ret = !ret;
333     }
334     // now ret is true if we want to keep the item, and false if we want to get rid of it
335     return ret;
336 }
337
338 void SV_OnEntityPreSpawnFunction(entity this)
339 {
340         if (this)
341         if (this.gametypefilter != "")
342         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
343         {
344                 delete(this);
345                 return;
346         }
347         if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
348                 delete(this);
349                 return;
350         }
351
352         if (DoesQ3ARemoveThisEntity(this)) {
353                 delete(this);
354                 return;
355         }
356
357         set_movetype(this, this.movetype);
358
359         if (this.monster_attack) {
360                 IL_PUSH(g_monster_targets, this);
361     }
362
363         // support special -1 and -2 angle from radiant
364         if (this.angles == '0 -1 0') {
365                 this.angles = '-90 0 0';
366         } else if (this.angles == '0 -2 0') {
367                 this.angles = '+90 0 0';
368     }
369
370     #define X(out, in) MACRO_BEGIN \
371         if (in != 0) { out = out + (random() * 2 - 1) * in; } \
372     MACRO_END
373     X(this.origin.x, this.originjitter.x); X(this.origin.y, this.originjitter.y); X(this.origin.z, this.originjitter.z);
374     X(this.angles.x, this.anglesjitter.x); X(this.angles.y, this.anglesjitter.y); X(this.angles.z, this.anglesjitter.z);
375     X(this.angles.y, this.anglejitter);
376     #undef X
377
378         if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
379                 delete(this);
380                 return;
381         }
382 }
383
384 void WarpZone_PostInitialize_Callback()
385 {
386         // create waypoint links for warpzones
387         entity tracetest_ent = spawn();
388         setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
389         tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
390         //for(entity e = warpzone_first; e; e = e.warpzone_next)
391         for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
392                 waypoint_spawnforteleporter_wz(e, tracetest_ent);
393         delete(tracetest_ent);
394 }
395
396 /*
397 ==================
398 main
399
400 unused but required by the engine
401 ==================
402 */
403 void main ()
404 {
405
406 }