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Declare more ints as ints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
1 void CreatureFrame (void)
2 {
3         entity oldself;
4         float dm;
5
6         oldself = self;
7         for(self = world; (self = findfloat(self, damagedbycontents, true)); )
8         {
9                 if (self.movetype == MOVETYPE_NOCLIP) { continue; }
10
11                 float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
12                 float projectile = (self.flags & FL_PROJECTILE);
13                 float monster = (self.flags & FL_MONSTER);
14
15                 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)
16                 {
17                         if (!(self.flags & FL_INWATER))
18                         {
19                                 self.flags |= FL_INWATER;
20                                 self.dmgtime = 0;
21                         }
22
23                         if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
24                         {
25                                 if (self.waterlevel != WATERLEVEL_SUBMERGED)
26                                 {
27                                         if(self.air_finished < time)
28                                                 PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
29                                         self.air_finished = time + autocvar_g_balance_contents_drowndelay;
30                                         self.dmg = 2;
31                                 }
32                                 else if (self.air_finished < time)
33                                 {       // drown!
34                                         if (!self.deadflag)
35                                         if (self.pain_finished < time)
36                                         {
37                                                 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN, self.origin, '0 0 0');
38                                                 self.pain_finished = time + 0.5;
39                                         }
40                                 }
41                         }
42
43                         if (self.dmgtime < time)
44                         {
45                                 self.dmgtime = time + autocvar_g_balance_contents_damagerate;
46
47                                 if (projectile)
48                                 {
49                                         if (self.watertype == CONTENT_LAVA)
50                                         {
51                                                 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
52                                         }
53                                         else if (self.watertype == CONTENT_SLIME)
54                                         {
55                                                 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
56                                         }
57                                 }
58                                 else
59                                 {
60                                         if (self.watertype == CONTENT_LAVA)
61                                         {
62                                                 if (self.watersound_finished < time)
63                                                 {
64                                                         self.watersound_finished = time + 0.5;
65                                                         sound (self, CH_PLAYER_SINGLE, "player/lava.wav", VOL_BASE, ATTEN_NORM);
66                                                 }
67                                                 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
68                                         }
69                                         else if (self.watertype == CONTENT_SLIME)
70                                         {
71                                                 if (self.watersound_finished < time)
72                                                 {
73                                                         self.watersound_finished = time + 0.5;
74                                                         sound (self, CH_PLAYER_SINGLE, "player/slime.wav", VOL_BASE, ATTEN_NORM);
75                                                 }
76                                                 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
77                                         }
78                                 }
79                         }
80                 }
81                 else
82                 {
83                         if (self.flags & FL_INWATER)
84                         {
85                                 // play leave water sound
86                                 self.flags &= ~FL_INWATER;
87                                 self.dmgtime = 0;
88                         }
89                         self.air_finished = time + 12;
90                         self.dmg = 2;
91                 }
92
93                 if(!vehic && !projectile) // vehicles don't get falling damage
94                 {
95                         // check for falling damage
96                         float velocity_len = vlen(self.velocity);
97                         if(!self.hook.state)
98                         {
99                                 dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
100                                 if (self.deadflag)
101                                         dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
102                                 else
103                                         dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
104                                 if (dm > 0)
105                                         Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
106                         }
107
108                         if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
109                                 Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
110                         // play stupid sounds
111                         if (g_footsteps)
112                         if (!gameover)
113                         if (self.flags & FL_ONGROUND)
114                         if (velocity_len > autocvar_sv_maxspeed * 0.6)
115                         if (!self.deadflag)
116                         if (time < self.lastground + 0.2)
117                         {
118                                 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
119                                 {
120                                         self.nextstep = time + 0.3 + random() * 0.1;
121                                         trace_dphitq3surfaceflags = 0;
122                                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
123                                         /*
124                                         if(trace_fraction == 1)
125                                                 dprint("nohit\n");
126                                         else
127                                                 dprint(ftos(trace_dphitq3surfaceflags), "\n");
128                                         */
129                                         if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
130                                         {
131                                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
132                                                         GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
133                                                 else
134                                                         GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
135                                         }
136                                 }
137                         }
138                 }
139
140         self.oldvelocity = self.velocity;
141         }
142         self = oldself;
143 }
144
145
146 /*
147 =============
148 StartFrame
149
150 Called before each frame by the server
151 =============
152 */
153
154 float game_delay;
155 float game_delay_last;
156
157 float RedirectionThink();
158 void StartFrame (void)
159 {
160         execute_next_frame();
161
162         remove = remove_unsafely; // not during spawning!
163         serverprevtime = servertime;
164         servertime = time;
165         serverframetime = frametime;
166
167 #ifdef PROFILING
168         if(time > client_cefc_accumulatortime + 1)
169         {
170                 float t, pp, c_seeing, c_seen;
171                 entity cl;
172                 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
173                 print("CEFC time: ", ftos(t * 1000), "ms; ");
174                 c_seeing = 0;
175                 c_seen = 0;
176                 FOR_EACH_CLIENT(cl)
177                 {
178                         if(IS_REAL_CLIENT(cl))
179                                 ++c_seeing;
180                         if(IS_PLAYER(cl))
181                                 ++c_seen;
182                 }
183                 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
184                 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
185
186                 client_cefc_accumulatortime = time;
187                 client_cefc_accumulator = 0;
188         }
189 #endif
190
191         entity e;
192         for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
193                 CSQCProjectile_Check(e);
194
195         if(RedirectionThink())
196                 return;
197
198         UncustomizeEntitiesRun();
199         InitializeEntitiesRun();
200
201         WarpZone_StartFrame();
202
203         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
204         if(sys_frametime <= 0)
205                 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
206
207         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
208                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
209
210         skill = autocvar_skill;
211
212         // detect when the pre-game countdown (if any) has ended and the game has started
213         game_delay = (time < game_starttime) ? true : false;
214
215         if(game_delay_last == true)
216         if(game_delay == false)
217         if(autocvar_sv_eventlog)
218                 GameLogEcho(":startdelay_ended");
219
220         game_delay_last = game_delay;
221
222         CreatureFrame ();
223         CheckRules_World ();
224
225         // if in warmup stage and limit for warmup is hit start match
226         if(warmup_stage)
227         if(!gameover)
228         if((g_warmup_limit > 0 && time >= g_warmup_limit)
229          || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
230         {
231                 ReadyRestart();
232                 return;
233         }
234
235         bot_serverframe();
236
237         FOR_EACH_PLAYER(self)
238                 self.porto_forbidden = max(0, self.porto_forbidden - 1);
239
240         anticheat_startframe();
241
242         MUTATOR_CALLHOOK(SV_StartFrame);
243 }
244
245 .vector originjitter;
246 .vector anglesjitter;
247 .float anglejitter;
248 .string gametypefilter;
249 .string cvarfilter;
250 float DoesQ3ARemoveThisEntity();
251 void SV_OnEntityPreSpawnFunction()
252 {
253         if (self)
254         if (self.gametypefilter != "")
255         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
256         {
257                 remove(self);
258                 return;
259         }
260         if(self.cvarfilter != "")
261         {
262                 float n, i, o, inv;
263                 string s, k, v;
264                 inv = 0;
265
266                 s = self.cvarfilter;
267                 if(substring(s, 0, 1) == "+")
268                 {
269                         s = substring(s, 1, -1);
270                 }
271                 else if(substring(s, 0, 1) == "-")
272                 {
273                         inv = 1;
274                         s = substring(s, 1, -1);
275                 }
276
277                 n = tokenize_console(s);
278                 for(i = 0; i < n; ++i)
279                 {
280                         s = argv(i);
281                         // syntax:
282                         // var>x
283                         // var<x
284                         // var>=x
285                         // var<=x
286                         // var==x
287                         // var!=x
288                         // var===x
289                         // var!==x
290                         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+2, -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+1, -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(k) == stof(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((o = strstrofs(s, "!==", 0)) >= 0)
340                         {
341                                 k = substring(s, 0, o);
342                                 v = substring(s, o+2, -1);
343                                 if(cvar_string(k) == v)
344                                         goto cvar_fail;
345                         }
346                         else if(substring(s, 0, 1) == "!")
347                         {
348                                 k = substring(s, 1, -1);
349                                 if(cvar(k))
350                                         goto cvar_fail;
351                         }
352                         else
353                         {
354                                 k = s;
355                                 if (!cvar(k))
356                                         goto cvar_fail;
357                         }
358                 }
359                 inv = !inv;
360 :cvar_fail
361                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
362                 if (!inv)
363                 {
364                         //print("cvarfilter fail\n");
365                         remove(self);
366                         return;
367                 }
368         }
369
370         if(DoesQ3ARemoveThisEntity())
371         {
372                 remove(self);
373                 return;
374         }
375
376         // support special -1 and -2 angle from radiant
377         if (self.angles == '0 -1 0')
378                 self.angles = '-90 0 0';
379         else if (self.angles == '0 -2 0')
380                 self.angles = '+90 0 0';
381
382         if(self.originjitter.x != 0)
383                 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
384         if(self.originjitter.y != 0)
385                 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
386         if(self.originjitter.z != 0)
387                 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
388         if(self.anglesjitter.x != 0)
389                 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
390         if(self.anglesjitter.y != 0)
391                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
392         if(self.anglesjitter.z != 0)
393                 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
394         if(self.anglejitter != 0)
395                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
396
397         if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
398         {
399                 remove(self);
400                 return;
401         }
402 }
403
404 void WarpZone_PostInitialize_Callback(void)
405 {
406         // create waypoint links for warpzones
407         entity e;
408         for(e = world; (e = find(e, classname, "trigger_warpzone")); )
409         {
410                 vector src, dst;
411                 src = (e.absmin + e.absmax) * 0.5;
412                 makevectors(e.warpzone_angles);
413                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
414                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
415                 makevectors(e.enemy.warpzone_angles);
416                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
417                 waypoint_spawnforteleporter_v(e, src, dst, 0);
418         }
419 }