]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/sv_main.qc
Merge branch 'TimePath/bot_api' into 'master'
[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 "command/common.qh"
8
9 #include "mutators/mutators_include.qh"
10 #include "weapons/csqcprojectile.qh"
11
12 #include "../common/constants.qh"
13 #include "../common/deathtypes.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/util.qh"
16
17 #include "../common/vehicles/all.qh"
18 #include "../common/weapons/all.qh"
19
20 #include "../csqcmodellib/sv_model.qh"
21
22 #include "../warpzonelib/common.qh"
23 #include "../warpzonelib/server.qh"
24
25 .float lastground;
26
27 void CreatureFrame (void)
28 {SELFPARAM();
29         float dm;
30
31         for(entity e = world; (e = findfloat(e, damagedbycontents, true)); )
32         {
33                 setself(e);
34                 if (self.movetype == MOVETYPE_NOCLIP) { continue; }
35
36                 float vehic = IS_VEHICLE(self);
37                 float projectile = (self.flags & FL_PROJECTILE);
38                 float monster = IS_MONSTER(self);
39
40                 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)
41                 {
42                         if (!(self.flags & FL_INWATER))
43                         {
44                                 self.flags |= FL_INWATER;
45                                 self.dmgtime = 0;
46                         }
47
48                         if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
49                         {
50                                 if (self.waterlevel != WATERLEVEL_SUBMERGED)
51                                 {
52                                         if(self.air_finished < time)
53                                                 PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
54                                         self.air_finished = time + autocvar_g_balance_contents_drowndelay;
55                                         self.dmg = 2;
56                                 }
57                                 else if (self.air_finished < time)
58                                 {       // drown!
59                                         if (!self.deadflag)
60                                         if (self.pain_finished < time)
61                                         {
62                                                 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN, self.origin, '0 0 0');
63                                                 self.pain_finished = time + 0.5;
64                                         }
65                                 }
66                         }
67
68                         if (self.dmgtime < time)
69                         {
70                                 self.dmgtime = time + autocvar_g_balance_contents_damagerate;
71
72                                 if (projectile)
73                                 {
74                                         if (self.watertype == CONTENT_LAVA)
75                                         {
76                                                 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
77                                         }
78                                         else if (self.watertype == CONTENT_SLIME)
79                                         {
80                                                 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
81                                         }
82                                 }
83                                 else
84                                 {
85                                         if (self.watertype == CONTENT_LAVA)
86                                         {
87                                                 if (self.watersound_finished < time)
88                                                 {
89                                                         self.watersound_finished = time + 0.5;
90                                                         sound (self, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
91                                                 }
92                                                 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
93                                         }
94                                         else if (self.watertype == CONTENT_SLIME)
95                                         {
96                                                 if (self.watersound_finished < time)
97                                                 {
98                                                         self.watersound_finished = time + 0.5;
99                                                         sound (self, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
100                                                 }
101                                                 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
102                                         }
103                                 }
104                         }
105                 }
106                 else
107                 {
108                         if (self.flags & FL_INWATER)
109                         {
110                                 // play leave water sound
111                                 self.flags &= ~FL_INWATER;
112                                 self.dmgtime = 0;
113                         }
114                         self.air_finished = time + 12;
115                         self.dmg = 2;
116                 }
117
118                 if(!vehic && !projectile) // vehicles don't get falling damage
119                 {
120                         // check for falling damage
121                         float velocity_len = vlen(self.velocity);
122                         if(!self.hook.state)
123                         {
124                                 dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
125                                 if (self.deadflag)
126                                         dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
127                                 else
128                                         dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
129                                 if (dm > 0)
130                                         Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
131                         }
132
133                         if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
134                                 Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
135                         // play stupid sounds
136                         if (g_footsteps)
137                         if (!gameover)
138                         if (self.flags & FL_ONGROUND)
139                         if (!self.crouch)
140                         if (velocity_len > autocvar_sv_maxspeed * 0.6)
141                         if (!self.deadflag)
142                         if (time < self.lastground + 0.2)
143                         {
144                                 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
145                                 {
146                                         self.nextstep = time + 0.3 + random() * 0.1;
147                                         trace_dphitq3surfaceflags = 0;
148                                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
149                                         /*
150                                         if(trace_fraction == 1)
151                                                 dprint("nohit\n");
152                                         else
153                                                 dprint(ftos(trace_dphitq3surfaceflags), "\n");
154                                         */
155                                         if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
156                                         {
157                                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
158                                                         GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
159                                                 else
160                                                         GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
161                                         }
162                                 }
163                         }
164                 }
165
166         self.oldvelocity = self.velocity;
167         }
168         setself(this);
169 }
170
171
172 /*
173 =============
174 StartFrame
175
176 Called before each frame by the server
177 =============
178 */
179
180 float game_delay;
181 float game_delay_last;
182
183 float RedirectionThink();
184 void StartFrame (void)
185 {SELFPARAM();
186         execute_next_frame();
187
188         remove = remove_unsafely; // not during spawning!
189         serverprevtime = servertime;
190         servertime = time;
191         serverframetime = frametime;
192
193 #ifdef PROFILING
194         if(time > client_cefc_accumulatortime + 1)
195         {
196                 float t, pp, c_seeing, c_seen;
197                 entity cl;
198                 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
199                 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
200                 c_seeing = 0;
201                 c_seen = 0;
202                 FOR_EACH_CLIENT(cl)
203                 {
204                         if(IS_REAL_CLIENT(cl))
205                                 ++c_seeing;
206                         if(IS_PLAYER(cl))
207                                 ++c_seen;
208                 }
209                 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
210                 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
211
212                 client_cefc_accumulatortime = time;
213                 client_cefc_accumulator = 0;
214         }
215 #endif
216
217         for(entity e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
218                 CSQCProjectile_Check(e);
219
220         if(RedirectionThink())
221                 return;
222
223         UncustomizeEntitiesRun();
224         InitializeEntitiesRun();
225
226         WarpZone_StartFrame();
227
228         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
229         if(sys_frametime <= 0)
230                 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
231
232         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
233                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
234
235         skill = autocvar_skill;
236
237         // detect when the pre-game countdown (if any) has ended and the game has started
238         game_delay = (time < game_starttime) ? true : false;
239
240         if(game_delay_last == true)
241         if(game_delay == false)
242         if(autocvar_sv_eventlog)
243                 GameLogEcho(":startdelay_ended");
244
245         game_delay_last = game_delay;
246
247         CreatureFrame ();
248         CheckRules_World ();
249
250         // if in warmup stage and limit for warmup is hit start match
251         if(warmup_stage)
252         if(!gameover)
253         if((g_warmup_limit > 0 && time >= g_warmup_limit)
254          || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
255         {
256                 ReadyRestart();
257                 return;
258         }
259
260         bot_serverframe();
261
262         entity e;
263         FOR_EACH_PLAYER(e)
264                 e.porto_forbidden = max(0, e.porto_forbidden - 1);
265
266         anticheat_startframe();
267
268         MUTATOR_CALLHOOK(SV_StartFrame);
269 }
270
271 .vector originjitter;
272 .vector anglesjitter;
273 .float anglejitter;
274 .string gametypefilter;
275 .string cvarfilter;
276 float DoesQ3ARemoveThisEntity();
277 void SV_OnEntityPreSpawnFunction()
278 {SELFPARAM();
279         if (self)
280         if (self.gametypefilter != "")
281         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
282         {
283                 remove(self);
284                 return;
285         }
286         if(self.cvarfilter != "")
287         {
288                 float n, i, o, inv;
289                 string s, k, v;
290                 inv = 0;
291
292                 s = self.cvarfilter;
293                 if(substring(s, 0, 1) == "+")
294                 {
295                         s = substring(s, 1, -1);
296                 }
297                 else if(substring(s, 0, 1) == "-")
298                 {
299                         inv = 1;
300                         s = substring(s, 1, -1);
301                 }
302
303                 n = tokenize_console(s);
304                 for(i = 0; i < n; ++i)
305                 {
306                         s = argv(i);
307                         // syntax:
308                         // var>x
309                         // var<x
310                         // var>=x
311                         // var<=x
312                         // var==x
313                         // var!=x
314                         // var===x
315                         // var!==x
316                         if((o = strstrofs(s, ">=", 0)) >= 0)
317                         {
318                                 k = substring(s, 0, o);
319                                 v = substring(s, o+2, -1);
320                                 if(cvar(k) < stof(v))
321                                         goto cvar_fail;
322                         }
323                         else if((o = strstrofs(s, "<=", 0)) >= 0)
324                         {
325                                 k = substring(s, 0, o);
326                                 v = substring(s, o+2, -1);
327                                 if(cvar(k) > stof(v))
328                                         goto cvar_fail;
329                         }
330                         else if((o = strstrofs(s, ">", 0)) >= 0)
331                         {
332                                 k = substring(s, 0, o);
333                                 v = substring(s, o+1, -1);
334                                 if(cvar(k) <= stof(v))
335                                         goto cvar_fail;
336                         }
337                         else if((o = strstrofs(s, "<", 0)) >= 0)
338                         {
339                                 k = substring(s, 0, o);
340                                 v = substring(s, o+1, -1);
341                                 if(cvar(k) >= stof(v))
342                                         goto cvar_fail;
343                         }
344                         else if((o = strstrofs(s, "==", 0)) >= 0)
345                         {
346                                 k = substring(s, 0, o);
347                                 v = substring(s, o+2, -1);
348                                 if(cvar(k) != stof(v))
349                                         goto cvar_fail;
350                         }
351                         else if((o = strstrofs(s, "!=", 0)) >= 0)
352                         {
353                                 k = substring(s, 0, o);
354                                 v = substring(s, o+2, -1);
355                                 if(cvar(k) == stof(v))
356                                         goto cvar_fail;
357                         }
358                         else if((o = strstrofs(s, "===", 0)) >= 0)
359                         {
360                                 k = substring(s, 0, o);
361                                 v = substring(s, o+2, -1);
362                                 if(cvar_string(k) != v)
363                                         goto cvar_fail;
364                         }
365                         else if((o = strstrofs(s, "!==", 0)) >= 0)
366                         {
367                                 k = substring(s, 0, o);
368                                 v = substring(s, o+2, -1);
369                                 if(cvar_string(k) == v)
370                                         goto cvar_fail;
371                         }
372                         else if(substring(s, 0, 1) == "!")
373                         {
374                                 k = substring(s, 1, -1);
375                                 if(cvar(k))
376                                         goto cvar_fail;
377                         }
378                         else
379                         {
380                                 k = s;
381                                 if (!cvar(k))
382                                         goto cvar_fail;
383                         }
384                 }
385                 inv = !inv;
386 :cvar_fail
387                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
388                 if (!inv)
389                 {
390                         //print("cvarfilter fail\n");
391                         remove(self);
392                         return;
393                 }
394         }
395
396         if(DoesQ3ARemoveThisEntity())
397         {
398                 remove(self);
399                 return;
400         }
401
402         // support special -1 and -2 angle from radiant
403         if (self.angles == '0 -1 0')
404                 self.angles = '-90 0 0';
405         else if (self.angles == '0 -2 0')
406                 self.angles = '+90 0 0';
407
408         if(self.originjitter.x != 0)
409                 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
410         if(self.originjitter.y != 0)
411                 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
412         if(self.originjitter.z != 0)
413                 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
414         if(self.anglesjitter.x != 0)
415                 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
416         if(self.anglesjitter.y != 0)
417                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
418         if(self.anglesjitter.z != 0)
419                 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
420         if(self.anglejitter != 0)
421                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
422
423         if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
424         {
425                 remove(self);
426                 return;
427         }
428 }
429
430 void WarpZone_PostInitialize_Callback(void)
431 {
432         // create waypoint links for warpzones
433         entity e;
434         for(e = world; (e = find(e, classname, "trigger_warpzone")); )
435         {
436                 vector src, dst;
437                 src = (e.absmin + e.absmax) * 0.5;
438                 makevectors(e.warpzone_angles);
439                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
440                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
441                 makevectors(e.enemy.warpzone_angles);
442                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
443                 waypoint_spawnforteleporter_v(e, src, dst, 0);
444         }
445 }