]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/sv_main.qc
Merge branch 'TimePath/globalforces' into 'master'
[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/all.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         FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
121                 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
122                 CreatureFrame_Liquids(it);
123                 CreatureFrame_FallDamage(it);
124                 it.oldvelocity = it.velocity;
125         });
126 }
127
128 void Pause_TryPause(bool ispaused)
129 {
130         int n = 0;
131         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
132                 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
133                 ++n;
134         ));
135         if (!n) return;
136         setpause(ispaused);
137 }
138
139 void SV_PausedTic(float elapsedtime)
140 {
141         if (!server_is_dedicated) Pause_TryPause(false);
142 }
143
144 /*
145 =============
146 StartFrame
147
148 Called before each frame by the server
149 =============
150 */
151
152 float game_delay;
153 float game_delay_last;
154
155 bool autocvar_sv_autopause = false;
156 float RedirectionThink();
157 void systems_update();
158 void sys_phys_update(entity this, float dt);
159 void StartFrame()
160 {
161     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
162     FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
163     FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPreThink(it));
164
165         execute_next_frame();
166         if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
167
168         delete_fn = remove_unsafely; // not during spawning!
169         serverprevtime = servertime;
170         servertime = time;
171         serverframetime = frametime;
172
173 #ifdef PROFILING
174         if(time > client_cefc_accumulatortime + 1)
175         {
176                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
177                 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
178                 int c_seeing = 0;
179                 int c_seen = 0;
180                 FOREACH_CLIENT(true, LAMBDA(
181                         if(IS_REAL_CLIENT(it))
182                                 ++c_seeing;
183                         if(IS_PLAYER(it))
184                                 ++c_seen;
185                 ));
186                 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
187                 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
188
189                 client_cefc_accumulatortime = time;
190                 client_cefc_accumulator = 0;
191         }
192 #endif
193
194         FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it));
195
196         if (RedirectionThink()) return;
197
198         UncustomizeEntitiesRun();
199         InitializeEntitiesRun();
200
201         WarpZone_StartFrame();
202
203         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
204         if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
205
206         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
207                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
208
209         skill = autocvar_skill;
210
211         // detect when the pre-game countdown (if any) has ended and the game has started
212         game_delay = (time < game_starttime);
213
214         if (autocvar_sv_eventlog && game_delay_last && !game_delay)
215                 GameLogEcho(":startdelay_ended");
216
217         game_delay_last = game_delay;
218
219         CreatureFrame_All();
220         CheckRules_World();
221
222         if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) {
223                 ReadyRestart();
224                 return;
225         }
226
227         bot_serverframe();
228         anticheat_startframe();
229         MUTATOR_CALLHOOK(SV_StartFrame);
230
231     FOREACH_CLIENT(true, GlobalStats_update(it));
232     FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPostThink(it));
233 }
234
235 .vector originjitter;
236 .vector anglesjitter;
237 .float anglejitter;
238 .string gametypefilter;
239 .string cvarfilter;
240 bool DoesQ3ARemoveThisEntity(entity this);
241 void SV_OnEntityPreSpawnFunction(entity this)
242 {
243         __spawnfunc_expecting = true;
244         __spawnfunc_expect = this;
245         if (this)
246         if (this.gametypefilter != "")
247         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
248         {
249                 delete(this);
250                 __spawnfunc_expecting = false;
251                 return;
252         }
253         if(this.cvarfilter != "")
254         {
255                 float n, i, o, inv;
256                 string s, k, v;
257                 inv = 0;
258
259                 s = this.cvarfilter;
260                 if(substring(s, 0, 1) == "+")
261                 {
262                         s = substring(s, 1, -1);
263                 }
264                 else if(substring(s, 0, 1) == "-")
265                 {
266                         inv = 1;
267                         s = substring(s, 1, -1);
268                 }
269
270                 n = tokenize_console(s);
271                 for(i = 0; i < n; ++i)
272                 {
273                         s = argv(i);
274                         // syntax:
275                         // var>x
276                         // var<x
277                         // var>=x
278                         // var<=x
279                         // var==x
280                         // var!=x
281                         // var===x
282                         // var!==x
283                         if((o = strstrofs(s, ">=", 0)) >= 0)
284                         {
285                                 k = substring(s, 0, o);
286                                 v = substring(s, o+2, -1);
287                                 if(cvar(k) < stof(v))
288                                         goto cvar_fail;
289                         }
290                         else if((o = strstrofs(s, "<=", 0)) >= 0)
291                         {
292                                 k = substring(s, 0, o);
293                                 v = substring(s, o+2, -1);
294                                 if(cvar(k) > stof(v))
295                                         goto cvar_fail;
296                         }
297                         else if((o = strstrofs(s, ">", 0)) >= 0)
298                         {
299                                 k = substring(s, 0, o);
300                                 v = substring(s, o+1, -1);
301                                 if(cvar(k) <= stof(v))
302                                         goto cvar_fail;
303                         }
304                         else if((o = strstrofs(s, "<", 0)) >= 0)
305                         {
306                                 k = substring(s, 0, o);
307                                 v = substring(s, o+1, -1);
308                                 if(cvar(k) >= stof(v))
309                                         goto cvar_fail;
310                         }
311                         else if((o = strstrofs(s, "==", 0)) >= 0)
312                         {
313                                 k = substring(s, 0, o);
314                                 v = substring(s, o+2, -1);
315                                 if(cvar(k) != stof(v))
316                                         goto cvar_fail;
317                         }
318                         else if((o = strstrofs(s, "!=", 0)) >= 0)
319                         {
320                                 k = substring(s, 0, o);
321                                 v = substring(s, o+2, -1);
322                                 if(cvar(k) == stof(v))
323                                         goto cvar_fail;
324                         }
325                         else if((o = strstrofs(s, "===", 0)) >= 0)
326                         {
327                                 k = substring(s, 0, o);
328                                 v = substring(s, o+2, -1);
329                                 if(cvar_string(k) != v)
330                                         goto cvar_fail;
331                         }
332                         else if((o = strstrofs(s, "!==", 0)) >= 0)
333                         {
334                                 k = substring(s, 0, o);
335                                 v = substring(s, o+2, -1);
336                                 if(cvar_string(k) == v)
337                                         goto cvar_fail;
338                         }
339                         else if(substring(s, 0, 1) == "!")
340                         {
341                                 k = substring(s, 1, -1);
342                                 if(cvar(k))
343                                         goto cvar_fail;
344                         }
345                         else
346                         {
347                                 k = s;
348                                 if (!cvar(k))
349                                         goto cvar_fail;
350                         }
351                 }
352                 inv = !inv;
353 LABEL(cvar_fail)
354                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
355                 if (!inv)
356                 {
357                         //print("cvarfilter fail\n");
358                         delete(this);
359                         __spawnfunc_expecting = false;
360                         return;
361                 }
362         }
363
364         if(DoesQ3ARemoveThisEntity(this))
365         {
366                 delete(this);
367                 __spawnfunc_expecting = false;
368                 return;
369         }
370
371         set_movetype(this, this.movetype);
372
373         // support special -1 and -2 angle from radiant
374         if (this.angles == '0 -1 0')
375                 this.angles = '-90 0 0';
376         else if (this.angles == '0 -2 0')
377                 this.angles = '+90 0 0';
378
379         if(this.originjitter.x != 0)
380                 this.origin_x = this.origin.x + (random() * 2 - 1) * this.originjitter.x;
381         if(this.originjitter.y != 0)
382                 this.origin_y = this.origin.y + (random() * 2 - 1) * this.originjitter.y;
383         if(this.originjitter.z != 0)
384                 this.origin_z = this.origin.z + (random() * 2 - 1) * this.originjitter.z;
385         if(this.anglesjitter.x != 0)
386                 this.angles_x = this.angles.x + (random() * 2 - 1) * this.anglesjitter.x;
387         if(this.anglesjitter.y != 0)
388                 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglesjitter.y;
389         if(this.anglesjitter.z != 0)
390                 this.angles_z = this.angles.z + (random() * 2 - 1) * this.anglesjitter.z;
391         if(this.anglejitter != 0)
392                 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglejitter;
393
394         if(MUTATOR_CALLHOOK(OnEntityPreSpawn, this))
395         {
396                 delete(this);
397                 __spawnfunc_expecting = false;
398                 return;
399         }
400 }
401
402 void WarpZone_PostInitialize_Callback()
403 {
404         // create waypoint links for warpzones
405         entity e;
406         for(e = NULL; (e = find(e, classname, "trigger_warpzone")); )
407         {
408                 vector src, dst;
409                 src = (e.absmin + e.absmax) * 0.5;
410                 makevectors(e.warpzone_angles);
411                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
412                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
413                 makevectors(e.enemy.warpzone_angles);
414                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
415                 waypoint_spawnforteleporter_v(e, src, dst, 0);
416         }
417 }