X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fsv_main.qc;h=a10edf45b4173a8a01df3b1632aa0578430ca027;hp=b970bdb2291e7e6020e3420cd0f13e324ee4eff7;hb=05ee5b1212a6537e5c5acb76dbc1ef9df40f85c6;hpb=d375414217f72b57f70be4b12217f1adb56b266a diff --git a/qcsrc/server/sv_main.qc b/qcsrc/server/sv_main.qc index b970bdb22..a10edf45b 100644 --- a/qcsrc/server/sv_main.qc +++ b/qcsrc/server/sv_main.qc @@ -1,3 +1,4 @@ +#include "sv_main.qh" #include "anticheat.qh" #include "g_hook.qh" @@ -28,152 +29,118 @@ .float lastground; .int state; -void CreatureFrame () -{SELFPARAM(); - float dm; - - for(entity e = world; (e = findfloat(e, damagedbycontents, true)); ) +void CreatureFrame_hotliquids(entity this) +{ + if (this.dmgtime < time) { - setself(e); - if (self.movetype == MOVETYPE_NOCLIP) { continue; } + this.dmgtime = time + autocvar_g_balance_contents_damagerate; - float vehic = IS_VEHICLE(self); - float projectile = (self.flags & FL_PROJECTILE); - float monster = IS_MONSTER(self); - - 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) + if (this.flags & FL_PROJECTILE) { - if (!(self.flags & FL_INWATER)) - { - self.flags |= FL_INWATER; - self.dmgtime = 0; - } - - if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown + if (this.watertype == CONTENT_LAVA) + 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'); + else if (this.watertype == CONTENT_SLIME) + 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'); + } + else + { + if (this.watertype == CONTENT_LAVA) { - if (self.waterlevel != WATERLEVEL_SUBMERGED) + if (this.watersound_finished < time) { - if(self.air_finished < time) - PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND); - self.air_finished = time + autocvar_g_balance_contents_drowndelay; - self.dmg = 2; - } - else if (self.air_finished < time) - { // drown! - if (!self.deadflag) - if (self.pain_finished < time) - { - Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, self.origin, '0 0 0'); - self.pain_finished = time + 0.5; - } + this.watersound_finished = time + 0.5; + sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM); } + 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'); + if(autocvar_g_balance_contents_playerdamage_lava_burn) + 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); } - - if (self.dmgtime < time) + else if (this.watertype == CONTENT_SLIME) { - self.dmgtime = time + autocvar_g_balance_contents_damagerate; - - if (projectile) - { - if (self.watertype == CONTENT_LAVA) - { - Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA.m_id, self.origin, '0 0 0'); - } - else if (self.watertype == CONTENT_SLIME) - { - Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME.m_id, self.origin, '0 0 0'); - } - } - else + if (this.watersound_finished < time) { - if (self.watertype == CONTENT_LAVA) - { - if (self.watersound_finished < time) - { - self.watersound_finished = time + 0.5; - sound (self, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM); - } - Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA.m_id, self.origin, '0 0 0'); - if(autocvar_g_balance_contents_playerdamage_lava_burn) - Fire_AddDamage(self, world, autocvar_g_balance_contents_playerdamage_lava_burn * self.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * self.waterlevel, DEATH_LAVA.m_id); - } - else if (self.watertype == CONTENT_SLIME) - { - if (self.watersound_finished < time) - { - self.watersound_finished = time + 0.5; - sound (self, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM); - } - Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME.m_id, self.origin, '0 0 0'); - } + this.watersound_finished = time + 0.5; + sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM); } + 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'); } } - else + } +} + +void CreatureFrame_Liquids(entity this) +{ + 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) + { + if (!(this.flags & FL_INWATER)) { - if (self.flags & FL_INWATER) - { - // play leave water sound - self.flags &= ~FL_INWATER; - self.dmgtime = 0; - } - self.air_finished = time + 12; - self.dmg = 2; + this.flags |= FL_INWATER; + this.dmgtime = 0; } - if(!vehic && !projectile) // vehicles don't get falling damage + CreatureFrame_hotliquids(this); + } + else + { + if (this.flags & FL_INWATER) { - // check for falling damage - float velocity_len = vlen(self.velocity); - if(!self.hook.state) - { - dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage. - if (self.deadflag) - dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor; - else - dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage); - if (dm > 0) - Damage (self, world, world, dm, DEATH_FALL.m_id, self.origin, '0 0 0'); - } + // play leave water sound + this.flags &= ~FL_INWATER; + this.dmgtime = 0; + } + this.air_finished = time + 12; + this.dmg = 2; + } +} - if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed) - Damage (self, world, world, 100000, DEATH_SHOOTING_STAR.m_id, self.origin, '0 0 0'); - // play stupid sounds - if (g_footsteps) - if (!gameover) - if (self.flags & FL_ONGROUND) - if (!self.crouch) - if (velocity_len > autocvar_sv_maxspeed * 0.6) - if (!self.deadflag) - if (time < self.lastground + 0.2) - { - if((time > self.nextstep) || (time < (self.nextstep - 10.0))) - { - self.nextstep = time + 0.3 + random() * 0.1; - trace_dphitq3surfaceflags = 0; - tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self); - /* - if(trace_fraction == 1) - dprint("nohit\n"); - else - dprint(ftos(trace_dphitq3surfaceflags), "\n"); - */ - if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) - { - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) - GlobalSound(GS_STEP_METAL, CH_PLAYER, VOICETYPE_PLAYERSOUND); - else - GlobalSound(GS_STEP, CH_PLAYER, VOICETYPE_PLAYERSOUND); - } - } - } +void CreatureFrame_FallDamage(entity this) +{ + if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage + if(this.velocity || this.oldvelocity) // moving or has moved + { + // check for falling damage + float velocity_len = vlen(this.velocity); + if(!this.hook.state) + { + float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage. + if (IS_DEAD(this)) + dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor; + else + dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage); + if (dm > 0) + Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, this.origin, '0 0 0'); } - self.oldvelocity = self.velocity; + if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed) + Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0'); } - setself(this); } +void CreatureFrame_All() +{ + FOREACH_ENTITY_FLOAT(damagedbycontents, true, { + if (it.move_movetype == MOVETYPE_NOCLIP) continue; + CreatureFrame_Liquids(it); + CreatureFrame_FallDamage(it); + it.oldvelocity = it.velocity; + }); +} + +void Pause_TryPause(bool ispaused) +{ + int n = 0; + FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA( + if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return; + ++n; + )); + if (!n) return; + setpause(ispaused); +} + +void SV_PausedTic(float elapsedtime) +{ + if (!server_is_dedicated) Pause_TryPause(false); +} /* ============= @@ -186,13 +153,20 @@ Called before each frame by the server float game_delay; float game_delay_last; +bool autocvar_sv_autopause = false; float RedirectionThink(); +void systems_update(); +void sys_phys_update(entity this, float dt); void StartFrame() { - SELFPARAM(); + // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction) + FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime)); + FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPreThink(it)); + execute_next_frame(); + if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true); - remove = remove_unsafely; // not during spawning! + delete_fn = remove_unsafely; // not during spawning! serverprevtime = servertime; servertime = time; serverframetime = frametime; @@ -204,14 +178,12 @@ void StartFrame() LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; "); int c_seeing = 0; int c_seen = 0; - entity cl; - FOR_EACH_CLIENT(cl) - { - if(IS_REAL_CLIENT(cl)) + FOREACH_CLIENT(true, LAMBDA( + if(IS_REAL_CLIENT(it)) ++c_seeing; - if(IS_PLAYER(cl)) + if(IS_PLAYER(it)) ++c_seen; - } + )); LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; "); LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n"); @@ -220,11 +192,9 @@ void StartFrame() } #endif - for(entity e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); ) - CSQCProjectile_Check(e); + FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it)); - if(RedirectionThink()) - return; + if (RedirectionThink()) return; UncustomizeEntitiesRun(); InitializeEntitiesRun(); @@ -232,8 +202,7 @@ void StartFrame() WarpZone_StartFrame(); sys_frametime = autocvar_sys_ticrate * autocvar_slowmo; - if(sys_frametime <= 0) - sys_frametime = 1.0 / 60.0; // somewhat safe fallback + if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE) orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout @@ -243,20 +212,15 @@ void StartFrame() // detect when the pre-game countdown (if any) has ended and the game has started game_delay = (time < game_starttime); - if(autocvar_sv_eventlog && game_delay_last && !game_delay) + if (autocvar_sv_eventlog && game_delay_last && !game_delay) GameLogEcho(":startdelay_ended"); game_delay_last = game_delay; - CreatureFrame(); + CreatureFrame_All(); CheckRules_World(); - // if in warmup stage and limit for warmup is hit start match - if(warmup_stage) - if(!gameover) - if((g_warmup_limit > 0 && time >= g_warmup_limit) - || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60)) - { + if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) { ReadyRestart(); return; } @@ -264,6 +228,9 @@ void StartFrame() bot_serverframe(); anticheat_startframe(); MUTATOR_CALLHOOK(SV_StartFrame); + + FOREACH_CLIENT(true, GlobalStats_update(it)); + FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPostThink(it)); } .vector originjitter; @@ -271,23 +238,26 @@ void StartFrame() .float anglejitter; .string gametypefilter; .string cvarfilter; -float DoesQ3ARemoveThisEntity(); -void SV_OnEntityPreSpawnFunction() -{SELFPARAM(); - if (self) - if (self.gametypefilter != "") - if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter)) +bool DoesQ3ARemoveThisEntity(entity this); +void SV_OnEntityPreSpawnFunction(entity this) +{ + __spawnfunc_expecting = true; + __spawnfunc_expect = this; + if (this) + if (this.gametypefilter != "") + if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter)) { - remove(self); + remove(this); + __spawnfunc_expecting = false; return; } - if(self.cvarfilter != "") + if(this.cvarfilter != "") { float n, i, o, inv; string s, k, v; inv = 0; - s = self.cvarfilter; + s = this.cvarfilter; if(substring(s, 0, 1) == "+") { s = substring(s, 1, -1); @@ -381,46 +351,51 @@ void SV_OnEntityPreSpawnFunction() } } inv = !inv; -:cvar_fail +LABEL(cvar_fail) // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it if (!inv) { //print("cvarfilter fail\n"); - remove(self); + remove(this); + __spawnfunc_expecting = false; return; } } - if(DoesQ3ARemoveThisEntity()) + if(DoesQ3ARemoveThisEntity(this)) { - remove(self); + remove(this); + __spawnfunc_expecting = false; return; } + this.move_movetype = this.movetype; + // support special -1 and -2 angle from radiant - if (self.angles == '0 -1 0') - self.angles = '-90 0 0'; - else if (self.angles == '0 -2 0') - self.angles = '+90 0 0'; - - if(self.originjitter.x != 0) - self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x; - if(self.originjitter.y != 0) - self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y; - if(self.originjitter.z != 0) - self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z; - if(self.anglesjitter.x != 0) - self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x; - if(self.anglesjitter.y != 0) - self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y; - if(self.anglesjitter.z != 0) - self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z; - if(self.anglejitter != 0) - self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter; - - if(MUTATOR_CALLHOOK(OnEntityPreSpawn)) + if (this.angles == '0 -1 0') + this.angles = '-90 0 0'; + else if (this.angles == '0 -2 0') + this.angles = '+90 0 0'; + + if(this.originjitter.x != 0) + this.origin_x = this.origin.x + (random() * 2 - 1) * this.originjitter.x; + if(this.originjitter.y != 0) + this.origin_y = this.origin.y + (random() * 2 - 1) * this.originjitter.y; + if(this.originjitter.z != 0) + this.origin_z = this.origin.z + (random() * 2 - 1) * this.originjitter.z; + if(this.anglesjitter.x != 0) + this.angles_x = this.angles.x + (random() * 2 - 1) * this.anglesjitter.x; + if(this.anglesjitter.y != 0) + this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglesjitter.y; + if(this.anglesjitter.z != 0) + this.angles_z = this.angles.z + (random() * 2 - 1) * this.anglesjitter.z; + if(this.anglejitter != 0) + this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglejitter; + + if(MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) { - remove(self); + remove(this); + __spawnfunc_expecting = false; return; } } @@ -429,7 +404,7 @@ void WarpZone_PostInitialize_Callback() { // create waypoint links for warpzones entity e; - for(e = world; (e = find(e, classname, "trigger_warpzone")); ) + for(e = NULL; (e = find(e, classname, "trigger_warpzone")); ) { vector src, dst; src = (e.absmin + e.absmax) * 0.5;