]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/sv_main.qc
Merge branch 'master' into TimePath/physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
1 #include "sv_main.qh"
2
3 #include "anticheat.qh"
4 #include "g_hook.qh"
5 #include "g_world.qh"
6
7 #include "bot/bot.qh"
8 #include "bot/waypoints.qh"
9
10 #include "command/common.qh"
11
12 #include "mutators/all.qh"
13 #include "weapons/csqcprojectile.qh"
14
15 #include "../common/constants.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/debug.qh"
18 #include "../common/mapinfo.qh"
19 #include "../common/util.qh"
20
21 #include "../common/vehicles/all.qh"
22 #include "../common/weapons/all.qh"
23
24 #include "../lib/csqcmodel/sv_model.qh"
25
26 #include "../lib/warpzone/common.qh"
27 #include "../lib/warpzone/server.qh"
28
29 .float lastground;
30 .int state;
31
32 void CreatureFrame_hotliquids(entity this)
33 {
34         if (this.dmgtime < time)
35         {
36                 this.dmgtime = time + autocvar_g_balance_contents_damagerate;
37
38                 if (this.flags & FL_PROJECTILE)
39                 {
40                         if (this.watertype == CONTENT_LAVA)
41                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
42                         else if (this.watertype == CONTENT_SLIME)
43                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
44                 }
45                 else
46                 {
47                         if (this.watertype == CONTENT_LAVA)
48                         {
49                                 if (this.watersound_finished < time)
50                                 {
51                                         this.watersound_finished = time + 0.5;
52                                         sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
53                                 }
54                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
55                                 if(autocvar_g_balance_contents_playerdamage_lava_burn)
56                                         Fire_AddDamage(this, NULL, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
57                         }
58                         else if (this.watertype == CONTENT_SLIME)
59                         {
60                                 if (this.watersound_finished < time)
61                                 {
62                                         this.watersound_finished = time + 0.5;
63                                         sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
64                                 }
65                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
66                         }
67                 }
68         }
69 }
70
71 void CreatureFrame_Liquids(entity this)
72 {
73         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)
74         {
75                 if (!(this.flags & FL_INWATER))
76                 {
77                         this.flags |= FL_INWATER;
78                         this.dmgtime = 0;
79                 }
80
81                 CreatureFrame_hotliquids(this);
82         }
83         else
84         {
85                 if (this.flags & FL_INWATER)
86                 {
87                         // play leave water sound
88                         this.flags &= ~FL_INWATER;
89                         this.dmgtime = 0;
90                 }
91                 this.air_finished = time + 12;
92                 this.dmg = 2;
93         }
94 }
95
96 void CreatureFrame_FallDamage(entity this)
97 {
98         if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
99         if(this.velocity || this.oldvelocity) // moving or has moved
100         {
101                 // check for falling damage
102                 float velocity_len = vlen(this.velocity);
103                 if(!this.hook.state)
104                 {
105                         float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
106                         if (IS_DEAD(this))
107                                 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
108                         else
109                                 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
110                         if (dm > 0)
111                                 Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
112                 }
113
114                 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
115                         Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
116         }
117 }
118
119 void CreatureFrame_All()
120 {
121         FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
122                 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
123                 CreatureFrame_Liquids(it);
124                 CreatureFrame_FallDamage(it);
125                 it.oldvelocity = it.velocity;
126         });
127 }
128
129 void Pause_TryPause(bool ispaused)
130 {
131         int n = 0;
132         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
133                 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
134                 ++n;
135         ));
136         if (!n) return;
137         setpause(ispaused);
138 }
139
140 void SV_PausedTic(float elapsedtime)
141 {
142         if (!server_is_dedicated) Pause_TryPause(false);
143 }
144
145 /*
146 =============
147 StartFrame
148
149 Called before each frame by the server
150 =============
151 */
152
153 float game_delay;
154 float game_delay_last;
155
156 bool autocvar_sv_autopause = false;
157 float RedirectionThink();
158 void systems_update();
159 void sys_phys_update(entity this, float dt);
160 void StartFrame()
161 {
162     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
163     FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
164     FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPreThink(it));
165
166         execute_next_frame();
167         if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
168
169         delete_fn = remove_unsafely; // not during spawning!
170         serverprevtime = servertime;
171         servertime = time;
172         serverframetime = frametime;
173
174 #ifdef PROFILING
175         if(time > client_cefc_accumulatortime + 1)
176         {
177                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
178                 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
179                 int c_seeing = 0;
180                 int c_seen = 0;
181                 FOREACH_CLIENT(true, LAMBDA(
182                         if(IS_REAL_CLIENT(it))
183                                 ++c_seeing;
184                         if(IS_PLAYER(it))
185                                 ++c_seen;
186                 ));
187                 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
188                 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
189
190                 client_cefc_accumulatortime = time;
191                 client_cefc_accumulator = 0;
192         }
193 #endif
194
195         FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it));
196
197         if (RedirectionThink()) return;
198
199         UncustomizeEntitiesRun();
200         InitializeEntitiesRun();
201
202         WarpZone_StartFrame();
203
204         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
205         if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
206
207         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
208                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
209
210         skill = autocvar_skill;
211
212         // detect when the pre-game countdown (if any) has ended and the game has started
213         game_delay = (time < game_starttime);
214
215         if (autocvar_sv_eventlog && game_delay_last && !game_delay)
216                 GameLogEcho(":startdelay_ended");
217
218         game_delay_last = game_delay;
219
220         CreatureFrame_All();
221         CheckRules_World();
222
223         if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) {
224                 ReadyRestart();
225                 return;
226         }
227
228         bot_serverframe();
229         anticheat_startframe();
230         MUTATOR_CALLHOOK(SV_StartFrame);
231
232     FOREACH_CLIENT(true, GlobalStats_update(it));
233     FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPostThink(it));
234 }
235
236 .vector originjitter;
237 .vector anglesjitter;
238 .float anglejitter;
239 .string gametypefilter;
240 .string cvarfilter;
241 bool DoesQ3ARemoveThisEntity(entity this);
242 void SV_OnEntityPreSpawnFunction(entity this)
243 {
244         __spawnfunc_expecting = true;
245         __spawnfunc_expect = this;
246         if (this)
247         if (this.gametypefilter != "")
248         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
249         {
250                 remove(this);
251                 __spawnfunc_expecting = false;
252                 return;
253         }
254         if(this.cvarfilter != "")
255         {
256                 float n, i, o, inv;
257                 string s, k, v;
258                 inv = 0;
259
260                 s = this.cvarfilter;
261                 if(substring(s, 0, 1) == "+")
262                 {
263                         s = substring(s, 1, -1);
264                 }
265                 else if(substring(s, 0, 1) == "-")
266                 {
267                         inv = 1;
268                         s = substring(s, 1, -1);
269                 }
270
271                 n = tokenize_console(s);
272                 for(i = 0; i < n; ++i)
273                 {
274                         s = argv(i);
275                         // syntax:
276                         // var>x
277                         // var<x
278                         // var>=x
279                         // var<=x
280                         // var==x
281                         // var!=x
282                         // var===x
283                         // var!==x
284                         if((o = strstrofs(s, ">=", 0)) >= 0)
285                         {
286                                 k = substring(s, 0, o);
287                                 v = substring(s, o+2, -1);
288                                 if(cvar(k) < stof(v))
289                                         goto cvar_fail;
290                         }
291                         else if((o = strstrofs(s, "<=", 0)) >= 0)
292                         {
293                                 k = substring(s, 0, o);
294                                 v = substring(s, o+2, -1);
295                                 if(cvar(k) > stof(v))
296                                         goto cvar_fail;
297                         }
298                         else if((o = strstrofs(s, ">", 0)) >= 0)
299                         {
300                                 k = substring(s, 0, o);
301                                 v = substring(s, o+1, -1);
302                                 if(cvar(k) <= stof(v))
303                                         goto cvar_fail;
304                         }
305                         else if((o = strstrofs(s, "<", 0)) >= 0)
306                         {
307                                 k = substring(s, 0, o);
308                                 v = substring(s, o+1, -1);
309                                 if(cvar(k) >= stof(v))
310                                         goto cvar_fail;
311                         }
312                         else if((o = strstrofs(s, "==", 0)) >= 0)
313                         {
314                                 k = substring(s, 0, o);
315                                 v = substring(s, o+2, -1);
316                                 if(cvar(k) != stof(v))
317                                         goto cvar_fail;
318                         }
319                         else if((o = strstrofs(s, "!=", 0)) >= 0)
320                         {
321                                 k = substring(s, 0, o);
322                                 v = substring(s, o+2, -1);
323                                 if(cvar(k) == stof(v))
324                                         goto cvar_fail;
325                         }
326                         else if((o = strstrofs(s, "===", 0)) >= 0)
327                         {
328                                 k = substring(s, 0, o);
329                                 v = substring(s, o+2, -1);
330                                 if(cvar_string(k) != v)
331                                         goto cvar_fail;
332                         }
333                         else if((o = strstrofs(s, "!==", 0)) >= 0)
334                         {
335                                 k = substring(s, 0, o);
336                                 v = substring(s, o+2, -1);
337                                 if(cvar_string(k) == v)
338                                         goto cvar_fail;
339                         }
340                         else if(substring(s, 0, 1) == "!")
341                         {
342                                 k = substring(s, 1, -1);
343                                 if(cvar(k))
344                                         goto cvar_fail;
345                         }
346                         else
347                         {
348                                 k = s;
349                                 if (!cvar(k))
350                                         goto cvar_fail;
351                         }
352                 }
353                 inv = !inv;
354 LABEL(cvar_fail)
355                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
356                 if (!inv)
357                 {
358                         //print("cvarfilter fail\n");
359                         remove(this);
360                         __spawnfunc_expecting = false;
361                         return;
362                 }
363         }
364
365         if(DoesQ3ARemoveThisEntity(this))
366         {
367                 remove(this);
368                 __spawnfunc_expecting = false;
369                 return;
370         }
371
372         this.move_movetype = this.movetype;
373
374         // support special -1 and -2 angle from radiant
375         if (this.angles == '0 -1 0')
376                 this.angles = '-90 0 0';
377         else if (this.angles == '0 -2 0')
378                 this.angles = '+90 0 0';
379
380         if(this.originjitter.x != 0)
381                 this.origin_x = this.origin.x + (random() * 2 - 1) * this.originjitter.x;
382         if(this.originjitter.y != 0)
383                 this.origin_y = this.origin.y + (random() * 2 - 1) * this.originjitter.y;
384         if(this.originjitter.z != 0)
385                 this.origin_z = this.origin.z + (random() * 2 - 1) * this.originjitter.z;
386         if(this.anglesjitter.x != 0)
387                 this.angles_x = this.angles.x + (random() * 2 - 1) * this.anglesjitter.x;
388         if(this.anglesjitter.y != 0)
389                 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglesjitter.y;
390         if(this.anglesjitter.z != 0)
391                 this.angles_z = this.angles.z + (random() * 2 - 1) * this.anglesjitter.z;
392         if(this.anglejitter != 0)
393                 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglejitter;
394
395         if(MUTATOR_CALLHOOK(OnEntityPreSpawn, this))
396         {
397                 remove(this);
398                 __spawnfunc_expecting = false;
399                 return;
400         }
401 }
402
403 void WarpZone_PostInitialize_Callback()
404 {
405         // create waypoint links for warpzones
406         entity e;
407         for(e = NULL; (e = find(e, classname, "trigger_warpzone")); )
408         {
409                 vector src, dst;
410                 src = (e.absmin + e.absmax) * 0.5;
411                 makevectors(e.warpzone_angles);
412                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
413                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
414                 makevectors(e.enemy.warpzone_angles);
415                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
416                 waypoint_spawnforteleporter_v(e, src, dst, 0);
417         }
418 }