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