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Move expr_evaluate to cvar.qh in lib
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / main.qc
1 #include "main.qh"
2
3 #include "anticheat.qh"
4 #include "hook.qh"
5 #include "damage.qh"
6 #include "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 void dedicated_print(string input)
177 {
178         if (server_is_dedicated) print(input);
179 }
180
181 /*
182 =============
183 StartFrame
184
185 Called before each frame by the server
186 =============
187 */
188
189 bool game_delay_last;
190
191 bool autocvar_sv_autopause = false;
192 void systems_update();
193 void sys_phys_update(entity this, float dt);
194 void StartFrame()
195 {
196     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
197     IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
198     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
199
200         execute_next_frame();
201         if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
202
203         delete_fn = remove_unsafely; // not during spawning!
204         serverprevtime = servertime;
205         servertime = time;
206         serverframetime = frametime;
207
208 #ifdef PROFILING
209         if(time > client_cefc_accumulatortime + 1)
210         {
211                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
212                 int c_seeing = 0;
213                 int c_seen = 0;
214                 FOREACH_CLIENT(true, {
215                         if(IS_REAL_CLIENT(it))
216                                 ++c_seeing;
217                         if(IS_PLAYER(it))
218                                 ++c_seen;
219                 });
220                 LOG_INFO(
221                     "CEFC time: ", ftos(t * 1000), "ms; ",
222             "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
223             "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
224         );
225                 client_cefc_accumulatortime = time;
226                 client_cefc_accumulator = 0;
227         }
228 #endif
229
230         IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
231
232         if (RedirectionThink()) return;
233
234         UncustomizeEntitiesRun();
235         InitializeEntitiesRun();
236
237         WarpZone_StartFrame();
238
239         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
240         if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
241
242         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
243                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
244
245         // detect when the pre-game countdown (if any) has ended and the game has started
246         bool game_delay = (time < game_starttime);
247         if (autocvar_sv_eventlog && game_delay_last && !game_delay)
248                 GameLogEcho(":startdelay_ended");
249         game_delay_last = game_delay;
250
251         CreatureFrame_All();
252         CheckRules_World();
253
254         if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
255                 ReadyRestart();
256                 return;
257         }
258
259         bot_serverframe();
260         anticheat_startframe();
261         MUTATOR_CALLHOOK(SV_StartFrame);
262
263         GlobalStats_updateglobal();
264     FOREACH_CLIENT(true, GlobalStats_update(it));
265     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
266 }
267
268 .vector originjitter;
269 .vector anglesjitter;
270 .float anglejitter;
271 .string gametypefilter;
272 .string cvarfilter;
273
274 void SV_OnEntityPreSpawnFunction(entity this)
275 {
276         if (this)
277         if (this.gametypefilter != "")
278         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
279         {
280                 delete(this);
281                 return;
282         }
283         if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
284                 delete(this);
285                 return;
286         }
287
288         if (DoesQ3ARemoveThisEntity(this)) {
289                 delete(this);
290                 return;
291         }
292
293         set_movetype(this, this.movetype);
294
295         if (this.monster_attack) {
296                 IL_PUSH(g_monster_targets, this);
297     }
298
299         // support special -1 and -2 angle from radiant
300         if (this.angles == '0 -1 0') {
301                 this.angles = '-90 0 0';
302         } else if (this.angles == '0 -2 0') {
303                 this.angles = '+90 0 0';
304     }
305
306     #define X(out, in) MACRO_BEGIN \
307         if (in != 0) { out = out + (random() * 2 - 1) * in; } \
308     MACRO_END
309     X(this.origin.x, this.originjitter.x); X(this.origin.y, this.originjitter.y); X(this.origin.z, this.originjitter.z);
310     X(this.angles.x, this.anglesjitter.x); X(this.angles.y, this.anglesjitter.y); X(this.angles.z, this.anglesjitter.z);
311     X(this.angles.y, this.anglejitter);
312     #undef X
313
314         if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
315                 delete(this);
316                 return;
317         }
318 }
319
320 void WarpZone_PostInitialize_Callback()
321 {
322         // create waypoint links for warpzones
323         entity tracetest_ent = spawn();
324         setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
325         tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
326         //for(entity e = warpzone_first; e; e = e.warpzone_next)
327         for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
328                 waypoint_spawnforteleporter_wz(e, tracetest_ent);
329         delete(tracetest_ent);
330 }
331
332 /*
333 ==================
334 main
335
336 unused but required by the engine
337 ==================
338 */
339 void main ()
340 {
341
342 }