]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/sv_main.qc
Fix some things I forgot, and make ground impact particles work again
[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                                                 // if healthsize is enabled, play effects based on player size\r
110                                                 if(cvar("g_healthsize"))\r
111                                                 {\r
112                                                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
113                                                                 GlobalSound(globalsound_metalstep, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
114                                                         else\r
115                                                                 GlobalSound(globalsound_step, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
116                                                         sound(self, CHAN_AUTO, "misc/macro_footstep.wav", bound(0, VOL_BASE * playersize_macro(self), 1), ATTN_NORM);\r
117                                                 }\r
118                                                 else\r
119                                                 {\r
120                                                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
121                                                                 GlobalSound(globalsound_metalstep, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);\r
122                                                         else\r
123                                                                 GlobalSound(globalsound_step, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);\r
124                                                 }\r
125                                         }\r
126                                 }\r
127                         }\r
128                         self.oldvelocity = self.velocity;\r
129                 }\r
130                 self = findfloat(self, iscreature, TRUE);\r
131         }\r
132         self = oldself;\r
133 }\r
134 \r
135 \r
136 /*\r
137 =============\r
138 StartFrame\r
139 \r
140 Called before each frame by the server\r
141 =============\r
142 */\r
143 \r
144 float game_delay;\r
145 float game_delay_last;\r
146 \r
147 float RedirectionThink();\r
148 entity SelectSpawnPoint (float anypoint);\r
149 void StartFrame (void)\r
150 {\r
151         remove = remove_unsafely; // not during spawning!\r
152         serverprevtime = servertime;\r
153         servertime = time;\r
154         serverframetime = frametime;\r
155 \r
156 #ifdef PROFILING\r
157         if(time > client_cefc_accumulatortime + 1)\r
158         {\r
159                 float t, pp, c_seeing, c_seen;\r
160                 entity cl;\r
161                 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);\r
162                 print("CEFC time: ", ftos(t * 1000), "ms; ");\r
163                 c_seeing = 0;\r
164                 c_seen = 0;\r
165                 FOR_EACH_CLIENT(cl)\r
166                 {\r
167                         if(clienttype(cl) == CLIENTTYPE_REAL)\r
168                                 ++c_seeing;\r
169                         if(cl.classname == "player")\r
170                                 ++c_seen;\r
171                 }\r
172                 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");\r
173                 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");\r
174 \r
175                 client_cefc_accumulatortime = time;\r
176                 client_cefc_accumulator = 0;\r
177         }\r
178 #endif\r
179 \r
180         entity e;\r
181         for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )\r
182                 CSQCProjectile_Check(e);\r
183 \r
184         if(RedirectionThink())\r
185                 return;\r
186 \r
187         UncustomizeEntitiesRun();\r
188         InitializeEntitiesRun();\r
189 \r
190         WarpZone_StartFrame();\r
191 \r
192         sv_gravity = cvar("sv_gravity");\r
193         sv_maxairspeed = cvar("sv_maxairspeed");\r
194         sv_maxspeed = cvar ("sv_maxspeed");\r
195         sv_friction = cvar ("sv_friction");\r
196         sv_accelerate = cvar ("sv_accelerate");\r
197         sv_airaccelerate = cvar("sv_airaccelerate");\r
198         sv_airaccel_sideways_friction = cvar("sv_airaccel_sideways_friction");\r
199         sv_airaccel_qw = cvar("sv_airaccel_qw");\r
200         sv_stopspeed = cvar ("sv_stopspeed");\r
201         sv_airstopaccelerate = cvar("sv_airstopaccelerate");\r
202         sv_airstrafeaccelerate = cvar("sv_airstrafeaccelerate");\r
203         sv_maxairstrafespeed = cvar("sv_maxairstrafespeed");\r
204         sv_aircontrol = cvar("sv_aircontrol");\r
205         sv_warsowbunny_airforwardaccel = cvar("sv_warsowbunny_airforwardaccel");\r
206         sv_warsowbunny_accel = cvar("sv_warsowbunny_accel");\r
207         sv_warsowbunny_topspeed = cvar("sv_warsowbunny_topspeed");\r
208         sv_warsowbunny_turnaccel = cvar("sv_warsowbunny_turnaccel");\r
209         sv_warsowbunny_backtosideratio = cvar("sv_warsowbunny_backtosideratio");\r
210         teamplay = cvar ("teamplay");\r
211         sys_frametime = cvar("sys_ticrate") * cvar("slowmo");\r
212 \r
213         if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)\r
214                 orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout\r
215 \r
216         if(teams_matter && !teamplay)\r
217                 teamplay = 3;\r
218         if(!teams_matter && teamplay)\r
219                 teamplay = 0;\r
220 \r
221         skill = cvar("skill");\r
222 \r
223         Spawnqueue_Check();\r
224 \r
225 \r
226         // detect when the pre-game countdown (if any) has ended and the game has started\r
227         game_delay = (time < game_starttime) ? TRUE : FALSE;\r
228 \r
229         if(game_delay_last == TRUE)\r
230         if(game_delay == FALSE)\r
231         if(cvar("sv_eventlog"))\r
232                         GameLogEcho(":startdelay_ended");\r
233 \r
234         game_delay_last = game_delay;\r
235 \r
236         // if in warmup stage and limit for warmup is hit start match\r
237         if (inWarmupStage)\r
238         if ((g_warmup_limit > 0 && time >= g_warmup_limit)\r
239          || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))\r
240         {\r
241                 ReadyRestart();\r
242                 return;\r
243         }\r
244 \r
245         CreatureFrame ();\r
246         CheckRules_World ();\r
247 \r
248         AuditTeams();\r
249 \r
250         bot_serverframe();\r
251 \r
252         if(cvar("spawn_debugview"))\r
253         {\r
254                 RandomSelection_Init();\r
255                 for(self = world; (self = find(self, classname, "player")); )\r
256                         RandomSelection_Add(self, 0, string_null, 1, 0);\r
257                 self = RandomSelection_chosen_ent;\r
258                 SelectSpawnPoint(0);\r
259         }\r
260 \r
261         FOR_EACH_PLAYER(self)\r
262                 self.porto_forbidden = max(0, self.porto_forbidden - 1);\r
263 }\r
264 \r
265 .vector originjitter;\r
266 .vector anglesjitter;\r
267 .float anglejitter;\r
268 .string gametypefilter;\r
269 .string cvarfilter;\r
270 void SV_OnEntityPreSpawnFunction()\r
271 {\r
272         if(self.gametypefilter != "")\r
273         if not(isGametypeInFilter(game, teams_matter, self.gametypefilter))\r
274         {\r
275                 remove(self);\r
276                 return;\r
277         }\r
278         if(self.cvarfilter != "")\r
279         {\r
280                 float n, i, o, inv;\r
281                 string s, k, v;\r
282                 inv = 0;\r
283 \r
284                 s = self.cvarfilter;\r
285                 if(substring(s, 0, 1) == "+")\r
286                 {\r
287                         s = substring(s, 1, -1);\r
288                 }\r
289                 else if(substring(s, 0, 1) == "-")\r
290                 {\r
291                         inv = 1;\r
292                         s = substring(s, 1, -1);\r
293                 }\r
294 \r
295                 n = tokenize(s);\r
296                 for(i = 0; i < n; ++i)\r
297                 {\r
298                         s = argv(i);\r
299                         // syntax:\r
300                         // var>x\r
301                         // var<x\r
302                         // var>=x\r
303                         // var<=x\r
304                         // var==x\r
305                         // var!=x\r
306                         // var===x\r
307                         // var!==x\r
308                         if((o = strstrofs(s, ">=", 0)) >= 0)\r
309                         {\r
310                                 k = substring(s, 0, o);\r
311                                 v = substring(s, o+2, -1);\r
312                                 if(cvar(k) < stof(v))\r
313                                         goto cvar_fail;\r
314                         }\r
315                         else if((o = strstrofs(s, "<=", 0)) >= 0)\r
316                         {\r
317                                 k = substring(s, 0, o);\r
318                                 v = substring(s, o+2, -1);\r
319                                 if(cvar(k) > stof(v))\r
320                                         goto cvar_fail;\r
321                         }\r
322                         else if((o = strstrofs(s, ">", 0)) >= 0)\r
323                         {\r
324                                 k = substring(s, 0, o);\r
325                                 v = substring(s, o+1, -1);\r
326                                 if(cvar(k) <= stof(v))\r
327                                         goto cvar_fail;\r
328                         }\r
329                         else if((o = strstrofs(s, "<", 0)) >= 0)\r
330                         {\r
331                                 k = substring(s, 0, o);\r
332                                 v = substring(s, o+1, -1);\r
333                                 if(cvar(k) >= stof(v))\r
334                                         goto cvar_fail;\r
335                         }\r
336                         else if((o = strstrofs(s, "==", 0)) >= 0)\r
337                         {\r
338                                 k = substring(s, 0, o);\r
339                                 v = substring(s, o+2, -1);\r
340                                 if(cvar(k) != stof(v))\r
341                                         goto cvar_fail;\r
342                         }\r
343                         else if((o = strstrofs(s, "!=", 0)) >= 0)\r
344                         {\r
345                                 k = substring(s, 0, o);\r
346                                 v = substring(s, o+2, -1);\r
347                                 if(cvar(k) == stof(v))\r
348                                         goto cvar_fail;\r
349                         }\r
350                         else if((o = strstrofs(s, "===", 0)) >= 0)\r
351                         {\r
352                                 k = substring(s, 0, o);\r
353                                 v = substring(s, o+2, -1);\r
354                                 if(cvar_string(k) != v)\r
355                                         goto cvar_fail;\r
356                         }\r
357                         else if((o = strstrofs(s, "!==", 0)) >= 0)\r
358                         {\r
359                                 k = substring(s, 0, o);\r
360                                 v = substring(s, o+2, -1);\r
361                                 if(cvar_string(k) == v)\r
362                                         goto cvar_fail;\r
363                         }\r
364                         else if(substring(s, 0, 1) == "!")\r
365                         {\r
366                                 k = substring(s, 1, -1);\r
367                                 if(cvar(k))\r
368                                         goto cvar_fail;\r
369                         }\r
370                         else\r
371                         {\r
372                                 k = s;\r
373                                 if not(cvar(k))\r
374                                         goto cvar_fail;\r
375                         }\r
376                 }\r
377                 inv = !inv;\r
378 :cvar_fail\r
379                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it\r
380                 if not(inv)\r
381                 {\r
382                         //print("cvarfilter fail\n");\r
383                         remove(self);\r
384                         return;\r
385                 }\r
386         }\r
387 \r
388         // support special -1 and -2 angle from radiant\r
389         if (self.angles == '0 -1 0')\r
390                 self.angles = '-90 0 0';\r
391         else if (self.angles == '0 -2 0')\r
392                 self.angles = '+90 0 0';\r
393 \r
394         if(self.originjitter_x != 0)\r
395                 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;\r
396         if(self.originjitter_y != 0)\r
397                 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;\r
398         if(self.originjitter_z != 0)\r
399                 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;\r
400         if(self.anglesjitter_x != 0)\r
401                 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;\r
402         if(self.anglesjitter_y != 0)\r
403                 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;\r
404         if(self.anglesjitter_z != 0)\r
405                 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;\r
406         if(self.anglejitter != 0)\r
407                 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;\r
408 }\r