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