]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/sv_main.qc
Merge branch 'DefaultUser/func_button_dont_accumulate_dmg' into 'master'
[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/api.qh"
8
9 #include "command/common.qh"
10
11 #include "mutators/_mod.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, NULL, NULL, 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, NULL, NULL, 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, NULL, NULL, 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, NULL, 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, NULL, NULL, 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         }
92 }
93
94 void CreatureFrame_FallDamage(entity this)
95 {
96         if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
97         if(this.velocity || this.oldvelocity) // moving or has moved
98         {
99                 // check for falling damage
100                 float velocity_len = vlen(this.velocity);
101                 bool have_hook = false;
102                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
103             {
104                 .entity weaponentity = weaponentities[slot];
105                 if(this.(weaponentity).hook && this.(weaponentity).hook.state)
106                 {
107                         have_hook = true;
108                         break;
109                 }
110             }
111                 if(!have_hook)
112                 {
113                         float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
114                         if (IS_DEAD(this))
115                                 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
116                         else
117                                 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
118                         if (dm > 0)
119                                 Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
120                 }
121
122                 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
123                         Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
124         }
125 }
126
127 void CreatureFrame_All()
128 {
129         IL_EACH(g_damagedbycontents, it.damagedbycontents,
130         {
131                 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
132                 CreatureFrame_Liquids(it);
133                 CreatureFrame_FallDamage(it);
134                 it.oldvelocity = it.velocity;
135         });
136 }
137
138 void Pause_TryPause(bool ispaused)
139 {
140         int n = 0;
141         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
142                 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
143                 ++n;
144         });
145         if (!n) return;
146         setpause(ispaused);
147 }
148
149 void SV_PausedTic(float elapsedtime)
150 {
151         if (!server_is_dedicated) Pause_TryPause(false);
152 }
153
154 /*
155 =============
156 StartFrame
157
158 Called before each frame by the server
159 =============
160 */
161
162 bool game_delay_last;
163
164 bool autocvar_sv_autopause = false;
165 float RedirectionThink();
166 void systems_update();
167 void sys_phys_update(entity this, float dt);
168 void StartFrame()
169 {
170     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
171     IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
172     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
173
174         execute_next_frame();
175         if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
176
177         delete_fn = remove_unsafely; // not during spawning!
178         serverprevtime = servertime;
179         servertime = time;
180         serverframetime = frametime;
181
182 #ifdef PROFILING
183         if(time > client_cefc_accumulatortime + 1)
184         {
185                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
186                 int c_seeing = 0;
187                 int c_seen = 0;
188                 FOREACH_CLIENT(true, {
189                         if(IS_REAL_CLIENT(it))
190                                 ++c_seeing;
191                         if(IS_PLAYER(it))
192                                 ++c_seen;
193                 });
194                 LOG_INFO(
195                     "CEFC time: ", ftos(t * 1000), "ms; ",
196             "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
197             "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
198         );
199                 client_cefc_accumulatortime = time;
200                 client_cefc_accumulator = 0;
201         }
202 #endif
203
204         IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
205
206         if (RedirectionThink()) return;
207
208         UncustomizeEntitiesRun();
209         InitializeEntitiesRun();
210
211         WarpZone_StartFrame();
212
213         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
214         if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
215
216         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
217                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
218
219         skill = autocvar_skill;
220
221         // detect when the pre-game countdown (if any) has ended and the game has started
222         bool game_delay = (time < game_starttime);
223         if (autocvar_sv_eventlog && game_delay_last && !game_delay)
224                 GameLogEcho(":startdelay_ended");
225         game_delay_last = game_delay;
226
227         CreatureFrame_All();
228         CheckRules_World();
229
230         if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
231                 ReadyRestart();
232                 return;
233         }
234
235         bot_serverframe();
236         anticheat_startframe();
237         MUTATOR_CALLHOOK(SV_StartFrame);
238
239     FOREACH_CLIENT(true, GlobalStats_update(it));
240     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
241 }
242
243 .vector originjitter;
244 .vector anglesjitter;
245 .float anglejitter;
246 .string gametypefilter;
247 .string cvarfilter;
248 bool DoesQ3ARemoveThisEntity(entity this);
249
250 /**
251  * Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...
252  * +: all must match. this is the default
253  * -: one must NOT match
254  *
255  * var>x
256  * var<x
257  * var>=x
258  * var<=x
259  * var==x
260  * var!=x
261  * var===x
262  * var!==x
263  */
264 bool expr_evaluate(string s)
265 {
266     bool ret = false;
267     if (str2chr(s, 0) == '+') {
268         s = substring(s, 1, -1);
269     } else if (str2chr(s, 0) == '-') {
270         ret = true;
271         s = substring(s, 1, -1);
272     }
273     bool expr_fail = false;
274     for (int i = 0, n = tokenize_console(s); i < n; ++i) {
275         int o;
276         string k, v;
277         s = argv(i);
278         #define X(expr) \
279             if (expr) { \
280                 continue; \
281             } else { \
282                 expr_fail = true; \
283                 break; \
284             }
285         #define BINOP(op, len, expr) \
286             if ((o = strstrofs(s, op, 0)) >= 0) { \
287                 k = substring(s, 0, o); \
288                 v = substring(s, o + len, -1); \
289                 X(expr); \
290             }
291         BINOP(">=", 2, cvar(k) >= stof(v));
292         BINOP("<=", 2, cvar(k) <= stof(v));
293         BINOP(">",  1, cvar(k) >  stof(v));
294         BINOP("<",  1, cvar(k) <  stof(v));
295         BINOP("==", 2, cvar(k) == stof(v));
296         BINOP("!=", 2, cvar(k) != stof(v));
297         BINOP("===", 3, cvar_string(k) == v);
298         BINOP("!==", 3, cvar_string(k) != v);
299         {
300             k = s;
301             bool b = true;
302             if (str2chr(k, 0) == '!') {
303                 k = substring(s, 1, -1);
304                 b = false;
305             }
306             float f = stof(k);
307             bool isnum = ftos(f) == k;
308             X(boolean(isnum ? f : cvar(k)) == b);
309         }
310         #undef BINOP
311         #undef X
312     }
313     if (!expr_fail) {
314         ret = !ret;
315     }
316     // now ret is true if we want to keep the item, and false if we want to get rid of it
317     return ret;
318 }
319
320 void SV_OnEntityPreSpawnFunction(entity this)
321 {
322         if (this)
323         if (this.gametypefilter != "")
324         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
325         {
326                 goto cleanup;
327         }
328         if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
329         goto cleanup;
330         }
331
332         if (DoesQ3ARemoveThisEntity(this)) {
333                 goto cleanup;
334         }
335
336         set_movetype(this, this.movetype);
337
338         if (this.monster_attack) {
339                 IL_PUSH(g_monster_targets, this);
340     }
341
342         // support special -1 and -2 angle from radiant
343         if (this.angles == '0 -1 0') {
344                 this.angles = '-90 0 0';
345         } else if (this.angles == '0 -2 0') {
346                 this.angles = '+90 0 0';
347     }
348
349     #define X(out, in) MACRO_BEGIN \
350         if (in != 0) { out = out + (random() * 2 - 1) * in; } \
351     MACRO_END
352     X(this.origin.x, this.originjitter.x); X(this.origin.y, this.originjitter.y); X(this.origin.z, this.originjitter.z);
353     X(this.angles.x, this.anglesjitter.x); X(this.angles.y, this.anglesjitter.y); X(this.angles.z, this.anglesjitter.z);
354     X(this.angles.y, this.anglejitter);
355     #undef X
356
357         if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
358                 goto cleanup;
359         }
360         return;
361 LABEL(cleanup)
362     builtin_remove(this);
363 }
364
365 void WarpZone_PostInitialize_Callback()
366 {
367         // create waypoint links for warpzones
368         //for(entity e = warpzone_first; e; e = e.warpzone_next)
369         for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
370         {
371                 vector src, dst;
372                 src = (e.absmin + e.absmax) * 0.5;
373                 makevectors(e.warpzone_angles);
374                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
375                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
376                 makevectors(e.enemy.warpzone_angles);
377                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
378                 waypoint_spawnforteleporter_v(e, src, dst, 0);
379         }
380 }