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Impulses: migration pathway
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1
2 #include "anticheat.qh"
3 #include "g_hook.qh"
4 #include "g_world.qh"
5
6 #include "bot/bot.qh"
7 #include "bot/waypoints.qh"
8
9 #include "command/common.qh"
10
11 #include "mutators/all.qh"
12 #include "weapons/csqcprojectile.qh"
13
14 #include "../common/constants.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/debug.qh"
17 #include "../common/mapinfo.qh"
18 #include "../common/util.qh"
19
20 #include "../common/vehicles/all.qh"
21 #include "../common/weapons/all.qh"
22
23 #include "../lib/csqcmodel/sv_model.qh"
24
25 #include "../lib/warpzone/common.qh"
26 #include "../lib/warpzone/server.qh"
27
28 .float lastground;
29 .int state;
30
31 void CreatureFrame_hotliquids(entity this)
32 {
33         if (this.dmgtime < time)
34         {
35                 this.dmgtime = time + autocvar_g_balance_contents_damagerate;
36
37                 if (this.flags & FL_PROJECTILE)
38                 {
39                         if (this.watertype == CONTENT_LAVA)
40                                 Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
41                         else if (this.watertype == CONTENT_SLIME)
42                                 Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
43                 }
44                 else
45                 {
46                         if (this.watertype == CONTENT_LAVA)
47                         {
48                                 if (this.watersound_finished < time)
49                                 {
50                                         this.watersound_finished = time + 0.5;
51                                         sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
52                                 }
53                                 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
54                                 if(autocvar_g_balance_contents_playerdamage_lava_burn)
55                                         Fire_AddDamage(this, world, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
56                         }
57                         else if (this.watertype == CONTENT_SLIME)
58                         {
59                                 if (this.watersound_finished < time)
60                                 {
61                                         this.watersound_finished = time + 0.5;
62                                         sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
63                                 }
64                                 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
65                         }
66                 }
67         }
68 }
69
70 void CreatureFrame_Liquids(entity this)
71 {
72         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)
73         {
74                 if (!(this.flags & FL_INWATER))
75                 {
76                         this.flags |= FL_INWATER;
77                         this.dmgtime = 0;
78                 }
79
80                 CreatureFrame_hotliquids(this);
81         }
82         else
83         {
84                 if (this.flags & FL_INWATER)
85                 {
86                         // play leave water sound
87                         this.flags &= ~FL_INWATER;
88                         this.dmgtime = 0;
89                 }
90                 this.air_finished = time + 12;
91                 this.dmg = 2;
92         }
93 }
94
95 void CreatureFrame_FallDamage(entity this)
96 {
97         if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
98         {
99                 // check for falling damage
100                 float velocity_len = vlen(this.velocity);
101                 if(!this.hook.state)
102                 {
103                         float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
104                         if (this.deadflag)
105                                 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
106                         else
107                                 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
108                         if (dm > 0)
109                                 Damage (this, world, world, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
110                 }
111
112                 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
113                         Damage (this, world, world, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
114         }
115 }
116
117 void CreatureFrame_All()
118 {
119         for(entity e = world; (e = findfloat(e, damagedbycontents, true)); )
120         {
121                 if (e.movetype == MOVETYPE_NOCLIP) { continue; }
122
123                 CreatureFrame_Liquids(e);
124                 CreatureFrame_FallDamage(e);
125
126         e.oldvelocity = e.velocity;
127         }
128 }
129
130
131 /*
132 =============
133 StartFrame
134
135 Called before each frame by the server
136 =============
137 */
138
139 float game_delay;
140 float game_delay_last;
141
142 float RedirectionThink();
143 void StartFrame()
144 {
145         SELFPARAM();
146         execute_next_frame();
147
148         remove = remove_unsafely; // not during spawning!
149         serverprevtime = servertime;
150         servertime = time;
151         serverframetime = frametime;
152
153 #ifdef PROFILING
154         if(time > client_cefc_accumulatortime + 1)
155         {
156                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
157                 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
158                 int c_seeing = 0;
159                 int c_seen = 0;
160                 entity cl;
161                 FOR_EACH_CLIENT(cl)
162                 {
163                         if(IS_REAL_CLIENT(cl))
164                                 ++c_seeing;
165                         if(IS_PLAYER(cl))
166                                 ++c_seen;
167                 }
168                 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
169                 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
170
171                 client_cefc_accumulatortime = time;
172                 client_cefc_accumulator = 0;
173         }
174 #endif
175
176         for(entity e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
177                 CSQCProjectile_Check(e);
178
179         if(RedirectionThink())
180                 return;
181
182         UncustomizeEntitiesRun();
183         InitializeEntitiesRun();
184
185         WarpZone_StartFrame();
186
187         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
188         if(sys_frametime <= 0)
189                 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
190
191         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
192                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
193
194         skill = autocvar_skill;
195
196         // detect when the pre-game countdown (if any) has ended and the game has started
197         game_delay = (time < game_starttime);
198
199         if(autocvar_sv_eventlog && game_delay_last && !game_delay)
200                 GameLogEcho(":startdelay_ended");
201
202         game_delay_last = game_delay;
203
204         CreatureFrame_All();
205         CheckRules_World();
206
207         // if in warmup stage and limit for warmup is hit start match
208         if(warmup_stage)
209         if(!gameover)
210         if((g_warmup_limit > 0 && time >= g_warmup_limit)
211          || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
212         {
213                 ReadyRestart();
214                 return;
215         }
216
217         bot_serverframe();
218         anticheat_startframe();
219         MUTATOR_CALLHOOK(SV_StartFrame);
220         {
221         entity e;
222         FOR_EACH_CLIENT(e)
223         {
224             GlobalStats_update(e);
225         }
226     }
227 }
228
229 .vector originjitter;
230 .vector anglesjitter;
231 .float anglejitter;
232 .string gametypefilter;
233 .string cvarfilter;
234 float DoesQ3ARemoveThisEntity();
235 void SV_OnEntityPreSpawnFunction()
236 {SELFPARAM();
237         if (self)
238         if (self.gametypefilter != "")
239         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
240         {
241                 remove(self);
242                 return;
243         }
244         if(self.cvarfilter != "")
245         {
246                 float n, i, o, inv;
247                 string s, k, v;
248                 inv = 0;
249
250                 s = self.cvarfilter;
251                 if(substring(s, 0, 1) == "+")
252                 {
253                         s = substring(s, 1, -1);
254                 }
255                 else if(substring(s, 0, 1) == "-")
256                 {
257                         inv = 1;
258                         s = substring(s, 1, -1);
259                 }
260
261                 n = tokenize_console(s);
262                 for(i = 0; i < n; ++i)
263                 {
264                         s = argv(i);
265                         // syntax:
266                         // var>x
267                         // var<x
268                         // var>=x
269                         // var<=x
270                         // var==x
271                         // var!=x
272                         // var===x
273                         // var!==x
274                         if((o = strstrofs(s, ">=", 0)) >= 0)
275                         {
276                                 k = substring(s, 0, o);
277                                 v = substring(s, o+2, -1);
278                                 if(cvar(k) < stof(v))
279                                         goto cvar_fail;
280                         }
281                         else if((o = strstrofs(s, "<=", 0)) >= 0)
282                         {
283                                 k = substring(s, 0, o);
284                                 v = substring(s, o+2, -1);
285                                 if(cvar(k) > stof(v))
286                                         goto cvar_fail;
287                         }
288                         else if((o = strstrofs(s, ">", 0)) >= 0)
289                         {
290                                 k = substring(s, 0, o);
291                                 v = substring(s, o+1, -1);
292                                 if(cvar(k) <= stof(v))
293                                         goto cvar_fail;
294                         }
295                         else if((o = strstrofs(s, "<", 0)) >= 0)
296                         {
297                                 k = substring(s, 0, o);
298                                 v = substring(s, o+1, -1);
299                                 if(cvar(k) >= stof(v))
300                                         goto cvar_fail;
301                         }
302                         else if((o = strstrofs(s, "==", 0)) >= 0)
303                         {
304                                 k = substring(s, 0, o);
305                                 v = substring(s, o+2, -1);
306                                 if(cvar(k) != stof(v))
307                                         goto cvar_fail;
308                         }
309                         else if((o = strstrofs(s, "!=", 0)) >= 0)
310                         {
311                                 k = substring(s, 0, o);
312                                 v = substring(s, o+2, -1);
313                                 if(cvar(k) == stof(v))
314                                         goto cvar_fail;
315                         }
316                         else if((o = strstrofs(s, "===", 0)) >= 0)
317                         {
318                                 k = substring(s, 0, o);
319                                 v = substring(s, o+2, -1);
320                                 if(cvar_string(k) != v)
321                                         goto cvar_fail;
322                         }
323                         else if((o = strstrofs(s, "!==", 0)) >= 0)
324                         {
325                                 k = substring(s, 0, o);
326                                 v = substring(s, o+2, -1);
327                                 if(cvar_string(k) == v)
328                                         goto cvar_fail;
329                         }
330                         else if(substring(s, 0, 1) == "!")
331                         {
332                                 k = substring(s, 1, -1);
333                                 if(cvar(k))
334                                         goto cvar_fail;
335                         }
336                         else
337                         {
338                                 k = s;
339                                 if (!cvar(k))
340                                         goto cvar_fail;
341                         }
342                 }
343                 inv = !inv;
344 :cvar_fail
345                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
346                 if (!inv)
347                 {
348                         //print("cvarfilter fail\n");
349                         remove(self);
350                         return;
351                 }
352         }
353
354         if(DoesQ3ARemoveThisEntity())
355         {
356                 remove(self);
357                 return;
358         }
359
360         // support special -1 and -2 angle from radiant
361         if (self.angles == '0 -1 0')
362                 self.angles = '-90 0 0';
363         else if (self.angles == '0 -2 0')
364                 self.angles = '+90 0 0';
365
366         if(self.originjitter.x != 0)
367                 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
368         if(self.originjitter.y != 0)
369                 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
370         if(self.originjitter.z != 0)
371                 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
372         if(self.anglesjitter.x != 0)
373                 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
374         if(self.anglesjitter.y != 0)
375                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
376         if(self.anglesjitter.z != 0)
377                 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
378         if(self.anglejitter != 0)
379                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
380
381         if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
382         {
383                 remove(self);
384                 return;
385         }
386 }
387
388 void WarpZone_PostInitialize_Callback()
389 {
390         // create waypoint links for warpzones
391         entity e;
392         for(e = world; (e = find(e, classname, "trigger_warpzone")); )
393         {
394                 vector src, dst;
395                 src = (e.absmin + e.absmax) * 0.5;
396                 makevectors(e.warpzone_angles);
397                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
398                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
399                 makevectors(e.enemy.warpzone_angles);
400                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
401                 waypoint_spawnforteleporter_v(e, src, dst, 0);
402         }
403 }