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Make the earthquake sounds work properly with macro players
[voretournament/voretournament.git] / data / qcsrc / server / sv_main.qc
1 \r
2 void CreatureFrame (void)\r
3 {\r
4         local entity oldself;\r
5         local float dm;\r
6         oldself = self;\r
7         self = findfloat(world, iscreature, TRUE);\r
8         while (self)\r
9         {\r
10                 if (self.movetype != MOVETYPE_NOCLIP)\r
11                 {\r
12                         if (self.waterlevel)\r
13                         {\r
14                                 if (!(self.flags & FL_INWATER))\r
15                                 {\r
16                                         self.flags |= FL_INWATER;\r
17                                         self.dmgtime = 0;\r
18                                 }\r
19                                 if (self.waterlevel != WATERLEVEL_SUBMERGED)\r
20                                 {\r
21                                         if(self.air_finished < time + 9)\r
22                                                 PlayerSound(self, playersound_gasp, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
23                                         self.air_finished = time + 12;\r
24                                         self.dmg = 2;\r
25                                 }\r
26                                 else if (self.air_finished < time)\r
27                                 {       // drown!\r
28                                         if (!self.deadflag)\r
29                                         if (self.pain_finished < time)\r
30                                         {\r
31                                                 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');\r
32                                                 self.pain_finished = time + 0.5;\r
33                                         }\r
34                                 }\r
35                                 if (self.dmgtime < time)\r
36                                 {\r
37                                         self.dmgtime = time + 0.1;\r
38                                         if (self.watertype == CONTENT_LAVA)\r
39                                         {\r
40                                                 if (self.watersound_finished < time)\r
41                                                 {\r
42                                                         self.watersound_finished = time + 0.5;\r
43                                                         sound (self, CHAN_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);\r
44                                                 }\r
45                                                 Damage (self, world, world, 6 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');\r
46                                         }\r
47                                         else if (self.watertype == CONTENT_SLIME)\r
48                                         {\r
49                                                 if (self.watersound_finished < time)\r
50                                                 {\r
51                                                         self.watersound_finished = time + 0.5;\r
52                                                         sound (self, CHAN_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);\r
53                                                 }\r
54                                                 Damage (self, world, world, 2 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');\r
55                                         }\r
56                                 }\r
57                         }\r
58                         else\r
59                         {\r
60                                 if (self.flags & FL_INWATER)\r
61                                 {\r
62                                         // play leave water sound\r
63                                         self.flags &~= FL_INWATER;\r
64                                         self.dmgtime = 0;\r
65                                 }\r
66                                 self.air_finished = time + 12;\r
67                                 self.dmg = 2;\r
68                         }\r
69                         // check for falling damage\r
70                         if(!(g_cts && !cvar("g_cts_selfdamage")))\r
71                         {\r
72                                 dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.\r
73                                 if (self.deadflag)\r
74                                         dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");\r
75                                 else\r
76                                         dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
77                                 if(cvar("g_healthsize")) // if we are smaller or larger, we take more or less falling damage\r
78                                         dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale; \r
79                                 if (dm > 0)\r
80                                         Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
81                                 else if(vlen(self.velocity) > 100000 && cvar("developer"))\r
82                                 {\r
83                                         dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));\r
84                                         Damage (self, world, world, 50000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');\r
85                                 }\r
86                         }\r
87 \r
88                         // play stupid sounds\r
89                         if (g_footsteps)\r
90                         if (!gameover)\r
91                         if (self.flags & FL_ONGROUND)\r
92                         if (vlen(self.velocity) > sv_maxspeed * 0.6)\r
93                         if (!self.deadflag)\r
94                         if (time < self.lastground + 0.2)\r
95                         {\r
96                                 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))\r
97                                 {\r
98                                         self.nextstep = time + 0.3 + random() * 0.1;\r
99                                         trace_dphitq3surfaceflags = 0;\r
100                                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);\r
101                                         /*\r
102                                         if(trace_fraction == 1)\r
103                                                 dprint("nohit\n");\r
104                                         else\r
105                                                 dprint(ftos(trace_dphitq3surfaceflags), "\n");\r
106                                         */\r
107                                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)\r
108                                         {\r
109                                                 float micro_to_normal, normal_to_macro;\r
110                                                 if(cvar("g_healthsize"))\r
111                                                 {\r
112                                                         micro_to_normal = 1 - playersize_micro(self);\r
113                                                         normal_to_macro = playersize_macro(self);\r
114                                                 }\r
115                                                 else\r
116                                                 {\r
117                                                         // healthsize is disabled, always play normal sounds\r
118                                                         micro_to_normal = 1;\r
119                                                         normal_to_macro = 0;\r
120                                                 }\r
121 \r
122                                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
123                                                         GlobalSound(globalsound_metalstep, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * micro_to_normal, 1));\r
124                                                 else\r
125                                                         GlobalSound(globalsound_step, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * micro_to_normal, 1));\r
126 \r
127                                                 sound(self, CHAN_AUTO, "misc/macro_footstep.wav", bound(0, VOL_BASE * normal_to_macro, 1), ATTN_NORM);\r
128                                         }\r
129                                 }\r
130                         }\r
131                         self.oldvelocity = self.velocity;\r
132                 }\r
133                 self = findfloat(self, iscreature, TRUE);\r
134         }\r
135         self = oldself;\r
136 }\r
137 \r
138 \r
139 /*\r
140 =============\r
141 StartFrame\r
142 \r
143 Called before each frame by the server\r
144 =============\r
145 */\r
146 \r
147 float game_delay;\r
148 float game_delay_last;\r
149 \r
150 float RedirectionThink();\r
151 entity SelectSpawnPoint (float anypoint);\r
152 void StartFrame (void)\r
153 {\r
154         remove = remove_unsafely; // not during spawning!\r
155         serverprevtime = servertime;\r
156         servertime = time;\r
157         serverframetime = frametime;\r
158 \r
159 #ifdef PROFILING\r
160         if(time > client_cefc_accumulatortime + 1)\r
161         {\r
162                 float t, pp, c_seeing, c_seen;\r
163                 entity cl;\r
164                 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);\r
165                 print("CEFC time: ", ftos(t * 1000), "ms; ");\r
166                 c_seeing = 0;\r
167                 c_seen = 0;\r
168                 FOR_EACH_CLIENT(cl)\r
169                 {\r
170                         if(clienttype(cl) == CLIENTTYPE_REAL)\r
171                                 ++c_seeing;\r
172                         if(cl.classname == "player")\r
173                                 ++c_seen;\r
174                 }\r
175                 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");\r
176                 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");\r
177 \r
178                 client_cefc_accumulatortime = time;\r
179                 client_cefc_accumulator = 0;\r
180         }\r
181 #endif\r
182 \r
183         entity e;\r
184         for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )\r
185                 CSQCProjectile_Check(e);\r
186 \r
187         if(RedirectionThink())\r
188                 return;\r
189 \r
190         UncustomizeEntitiesRun();\r
191         InitializeEntitiesRun();\r
192 \r
193         WarpZone_StartFrame();\r
194 \r
195         sv_gravity = cvar("sv_gravity");\r
196         sv_maxairspeed = cvar("sv_maxairspeed");\r
197         sv_maxspeed = cvar ("sv_maxspeed");\r
198         sv_friction = cvar ("sv_friction");\r
199         sv_accelerate = cvar ("sv_accelerate");\r
200         sv_airaccelerate = cvar("sv_airaccelerate");\r
201         sv_airaccel_sideways_friction = cvar("sv_airaccel_sideways_friction");\r
202         sv_airaccel_qw = cvar("sv_airaccel_qw");\r
203         sv_stopspeed = cvar ("sv_stopspeed");\r
204         sv_airstopaccelerate = cvar("sv_airstopaccelerate");\r
205         sv_airstrafeaccelerate = cvar("sv_airstrafeaccelerate");\r
206         sv_maxairstrafespeed = cvar("sv_maxairstrafespeed");\r
207         sv_aircontrol = cvar("sv_aircontrol");\r
208         sv_warsowbunny_airforwardaccel = cvar("sv_warsowbunny_airforwardaccel");\r
209         sv_warsowbunny_accel = cvar("sv_warsowbunny_accel");\r
210         sv_warsowbunny_topspeed = cvar("sv_warsowbunny_topspeed");\r
211         sv_warsowbunny_turnaccel = cvar("sv_warsowbunny_turnaccel");\r
212         sv_warsowbunny_backtosideratio = cvar("sv_warsowbunny_backtosideratio");\r
213         teamplay = cvar ("teamplay");\r
214         sys_frametime = cvar("sys_ticrate") * cvar("slowmo");\r
215 \r
216         if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)\r
217                 orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout\r
218 \r
219         if(teams_matter && !teamplay)\r
220                 teamplay = 3;\r
221         if(!teams_matter && teamplay)\r
222                 teamplay = 0;\r
223 \r
224         skill = cvar("skill");\r
225 \r
226         Spawnqueue_Check();\r
227 \r
228 \r
229         // detect when the pre-game countdown (if any) has ended and the game has started\r
230         game_delay = (time < game_starttime) ? TRUE : FALSE;\r
231 \r
232         if(game_delay_last == TRUE)\r
233         if(game_delay == FALSE)\r
234         if(cvar("sv_eventlog"))\r
235                         GameLogEcho(":startdelay_ended");\r
236 \r
237         game_delay_last = game_delay;\r
238 \r
239         // if in warmup stage and limit for warmup is hit start match\r
240         if (inWarmupStage)\r
241         if ((g_warmup_limit > 0 && time >= g_warmup_limit)\r
242          || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))\r
243         {\r
244                 ReadyRestart();\r
245                 return;\r
246         }\r
247 \r
248         CreatureFrame ();\r
249         CheckRules_World ();\r
250 \r
251         AuditTeams();\r
252 \r
253         bot_serverframe();\r
254 \r
255         if(cvar("spawn_debugview"))\r
256         {\r
257                 RandomSelection_Init();\r
258                 for(self = world; (self = find(self, classname, "player")); )\r
259                         RandomSelection_Add(self, 0, string_null, 1, 0);\r
260                 self = RandomSelection_chosen_ent;\r
261                 SelectSpawnPoint(0);\r
262         }\r
263 \r
264         FOR_EACH_PLAYER(self)\r
265                 self.porto_forbidden = max(0, self.porto_forbidden - 1);\r
266 }\r
267 \r
268 .vector originjitter;\r
269 .vector anglesjitter;\r
270 .float anglejitter;\r
271 .string gametypefilter;\r
272 .string cvarfilter;\r
273 void SV_OnEntityPreSpawnFunction()\r
274 {\r
275         if(self.gametypefilter != "")\r
276         if not(isGametypeInFilter(game, teams_matter, self.gametypefilter))\r
277         {\r
278                 remove(self);\r
279                 return;\r
280         }\r
281         if(self.cvarfilter != "")\r
282         {\r
283                 float n, i, o, inv;\r
284                 string s, k, v;\r
285                 inv = 0;\r
286 \r
287                 s = self.cvarfilter;\r
288                 if(substring(s, 0, 1) == "+")\r
289                 {\r
290                         s = substring(s, 1, -1);\r
291                 }\r
292                 else if(substring(s, 0, 1) == "-")\r
293                 {\r
294                         inv = 1;\r
295                         s = substring(s, 1, -1);\r
296                 }\r
297 \r
298                 n = tokenize(s);\r
299                 for(i = 0; i < n; ++i)\r
300                 {\r
301                         s = argv(i);\r
302                         // syntax:\r
303                         // var>x\r
304                         // var<x\r
305                         // var>=x\r
306                         // var<=x\r
307                         // var==x\r
308                         // var!=x\r
309                         // var===x\r
310                         // var!==x\r
311                         if((o = strstrofs(s, ">=", 0)) >= 0)\r
312                         {\r
313                                 k = substring(s, 0, o);\r
314                                 v = substring(s, o+2, -1);\r
315                                 if(cvar(k) < stof(v))\r
316                                         goto cvar_fail;\r
317                         }\r
318                         else if((o = strstrofs(s, "<=", 0)) >= 0)\r
319                         {\r
320                                 k = substring(s, 0, o);\r
321                                 v = substring(s, o+2, -1);\r
322                                 if(cvar(k) > stof(v))\r
323                                         goto cvar_fail;\r
324                         }\r
325                         else if((o = strstrofs(s, ">", 0)) >= 0)\r
326                         {\r
327                                 k = substring(s, 0, o);\r
328                                 v = substring(s, o+1, -1);\r
329                                 if(cvar(k) <= stof(v))\r
330                                         goto cvar_fail;\r
331                         }\r
332                         else if((o = strstrofs(s, "<", 0)) >= 0)\r
333                         {\r
334                                 k = substring(s, 0, o);\r
335                                 v = substring(s, o+1, -1);\r
336                                 if(cvar(k) >= stof(v))\r
337                                         goto cvar_fail;\r
338                         }\r
339                         else if((o = strstrofs(s, "==", 0)) >= 0)\r
340                         {\r
341                                 k = substring(s, 0, o);\r
342                                 v = substring(s, o+2, -1);\r
343                                 if(cvar(k) != stof(v))\r
344                                         goto cvar_fail;\r
345                         }\r
346                         else if((o = strstrofs(s, "!=", 0)) >= 0)\r
347                         {\r
348                                 k = substring(s, 0, o);\r
349                                 v = substring(s, o+2, -1);\r
350                                 if(cvar(k) == stof(v))\r
351                                         goto cvar_fail;\r
352                         }\r
353                         else if((o = strstrofs(s, "===", 0)) >= 0)\r
354                         {\r
355                                 k = substring(s, 0, o);\r
356                                 v = substring(s, o+2, -1);\r
357                                 if(cvar_string(k) != v)\r
358                                         goto cvar_fail;\r
359                         }\r
360                         else if((o = strstrofs(s, "!==", 0)) >= 0)\r
361                         {\r
362                                 k = substring(s, 0, o);\r
363                                 v = substring(s, o+2, -1);\r
364                                 if(cvar_string(k) == v)\r
365                                         goto cvar_fail;\r
366                         }\r
367                         else if(substring(s, 0, 1) == "!")\r
368                         {\r
369                                 k = substring(s, 1, -1);\r
370                                 if(cvar(k))\r
371                                         goto cvar_fail;\r
372                         }\r
373                         else\r
374                         {\r
375                                 k = s;\r
376                                 if not(cvar(k))\r
377                                         goto cvar_fail;\r
378                         }\r
379                 }\r
380                 inv = !inv;\r
381 :cvar_fail\r
382                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it\r
383                 if not(inv)\r
384                 {\r
385                         //print("cvarfilter fail\n");\r
386                         remove(self);\r
387                         return;\r
388                 }\r
389         }\r
390 \r
391         // support special -1 and -2 angle from radiant\r
392         if (self.angles == '0 -1 0')\r
393                 self.angles = '-90 0 0';\r
394         else if (self.angles == '0 -2 0')\r
395                 self.angles = '+90 0 0';\r
396 \r
397         if(self.originjitter_x != 0)\r
398                 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;\r
399         if(self.originjitter_y != 0)\r
400                 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;\r
401         if(self.originjitter_z != 0)\r
402                 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;\r
403         if(self.anglesjitter_x != 0)\r
404                 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;\r
405         if(self.anglesjitter_y != 0)\r
406                 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;\r
407         if(self.anglesjitter_z != 0)\r
408                 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;\r
409         if(self.anglejitter != 0)\r
410                 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;\r
411 }\r