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Replace some player loops with fancy ones
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
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         FOREACH_ENTITY_FLOAT(damagedbycontents, true, LAMBDA(
120                 if(it.movetype == MOVETYPE_NOCLIP) continue;
121                 CreatureFrame_Liquids(it);
122                 CreatureFrame_FallDamage(it);
123                 it.oldvelocity = it.velocity;
124         ));
125 }
126
127 void Pause_TryPause(bool ispaused)
128 {
129         int n = 0;
130         entity it;
131         FOR_EACH_REALPLAYER(it)
132         {
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 float RedirectionThink();
157 void StartFrame()
158 {
159         SELFPARAM();
160         execute_next_frame();
161         if (!server_is_dedicated) Pause_TryPause(true);
162
163         remove = remove_unsafely; // not during spawning!
164         serverprevtime = servertime;
165         servertime = time;
166         serverframetime = frametime;
167
168 #ifdef PROFILING
169         if(time > client_cefc_accumulatortime + 1)
170         {
171                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
172                 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
173                 int c_seeing = 0;
174                 int c_seen = 0;
175                 entity cl;
176                 FOR_EACH_CLIENT(cl)
177                 {
178                         if(IS_REAL_CLIENT(cl))
179                                 ++c_seeing;
180                         if(IS_PLAYER(cl))
181                                 ++c_seen;
182                 }
183                 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
184                 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
185
186                 client_cefc_accumulatortime = time;
187                 client_cefc_accumulator = 0;
188         }
189 #endif
190
191         FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, LAMBDA(CSQCProjectile_Check(it)));
192
193         if(RedirectionThink())
194                 return;
195
196         UncustomizeEntitiesRun();
197         InitializeEntitiesRun();
198
199         WarpZone_StartFrame();
200
201         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
202         if(sys_frametime <= 0)
203                 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
204
205         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
206                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
207
208         skill = autocvar_skill;
209
210         // detect when the pre-game countdown (if any) has ended and the game has started
211         game_delay = (time < game_starttime);
212
213         if(autocvar_sv_eventlog && game_delay_last && !game_delay)
214                 GameLogEcho(":startdelay_ended");
215
216         game_delay_last = game_delay;
217
218         CreatureFrame_All();
219         CheckRules_World();
220
221         // if in warmup stage and limit for warmup is hit start match
222         if(warmup_stage)
223         if(!gameover)
224         if((g_warmup_limit > 0 && time >= g_warmup_limit)
225          || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
226         {
227                 ReadyRestart();
228                 return;
229         }
230
231         bot_serverframe();
232         anticheat_startframe();
233         MUTATOR_CALLHOOK(SV_StartFrame);
234
235     FOREACH_CLIENT(true, LAMBDA(GlobalStats_update(it)));
236 }
237
238 .vector originjitter;
239 .vector anglesjitter;
240 .float anglejitter;
241 .string gametypefilter;
242 .string cvarfilter;
243 float DoesQ3ARemoveThisEntity();
244 void SV_OnEntityPreSpawnFunction()
245 {SELFPARAM();
246         __spawnfunc_expect = this;
247         if (self)
248         if (self.gametypefilter != "")
249         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
250         {
251                 remove(self);
252                 return;
253         }
254         if(self.cvarfilter != "")
255         {
256                 float n, i, o, inv;
257                 string s, k, v;
258                 inv = 0;
259
260                 s = self.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 :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(self);
360                         return;
361                 }
362         }
363
364         if(DoesQ3ARemoveThisEntity())
365         {
366                 remove(self);
367                 return;
368         }
369
370         // support special -1 and -2 angle from radiant
371         if (self.angles == '0 -1 0')
372                 self.angles = '-90 0 0';
373         else if (self.angles == '0 -2 0')
374                 self.angles = '+90 0 0';
375
376         if(self.originjitter.x != 0)
377                 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
378         if(self.originjitter.y != 0)
379                 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
380         if(self.originjitter.z != 0)
381                 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
382         if(self.anglesjitter.x != 0)
383                 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
384         if(self.anglesjitter.y != 0)
385                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
386         if(self.anglesjitter.z != 0)
387                 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
388         if(self.anglejitter != 0)
389                 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
390
391         if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
392         {
393                 remove(self);
394                 return;
395         }
396 }
397
398 void WarpZone_PostInitialize_Callback()
399 {
400         // create waypoint links for warpzones
401         entity e;
402         for(e = world; (e = find(e, classname, "trigger_warpzone")); )
403         {
404                 vector src, dst;
405                 src = (e.absmin + e.absmax) * 0.5;
406                 makevectors(e.warpzone_angles);
407                 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
408                 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
409                 makevectors(e.enemy.warpzone_angles);
410                 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
411                 waypoint_spawnforteleporter_v(e, src, dst, 0);
412         }
413 }