3 #include "anticheat.qh"
7 #include "spawnpoints.qh"
8 #include <server/gamelog.qh>
12 #include "command/common.qh"
14 #include <server/mutators/_mod.qh>
15 #include "weapons/csqcprojectile.qh"
16 #include <server/weapons/common.qh>
17 #include <server/compat/quake3.qh>
19 #include "../common/constants.qh"
20 #include "../common/deathtypes/all.qh"
21 #include "../common/debug.qh"
22 #include "../common/mapinfo.qh"
23 #include "../common/util.qh"
25 #include "../common/vehicles/all.qh"
26 #include <common/monsters/sv_monsters.qh>
27 #include <common/weapons/_all.qh>
29 #include "../lib/csqcmodel/sv_model.qh"
31 #include "../lib/warpzone/common.qh"
32 #include "../lib/warpzone/server.qh"
34 void CreatureFrame_hotliquids(entity this)
36 if (this.contents_damagetime >= time)
41 this.contents_damagetime = time + autocvar_g_balance_contents_damagerate;
43 if (this.flags & FL_PROJECTILE)
45 if (this.watertype == CONTENT_LAVA)
46 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
47 else if (this.watertype == CONTENT_SLIME)
48 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
52 if (STAT(FROZEN, this))
54 if (this.watertype == CONTENT_LAVA)
55 Damage(this, NULL, NULL, 10000, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
56 else if (this.watertype == CONTENT_SLIME)
57 Damage(this, NULL, NULL, 10000, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
59 else if (this.watertype == CONTENT_LAVA)
61 if (this.watersound_finished < time)
63 this.watersound_finished = time + 0.5;
64 sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
66 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
67 if(autocvar_g_balance_contents_playerdamage_lava_burn)
68 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);
70 else if (this.watertype == CONTENT_SLIME)
72 if (this.watersound_finished < time)
74 this.watersound_finished = time + 0.5;
75 sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
77 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
82 void CreatureFrame_Liquids(entity this)
84 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)
86 if (!(this.flags & FL_INWATER))
88 this.flags |= FL_INWATER;
89 this.contents_damagetime = 0;
92 CreatureFrame_hotliquids(this);
96 if (this.flags & FL_INWATER)
98 // play leave water sound
99 this.flags &= ~FL_INWATER;
100 this.contents_damagetime = 0;
105 void CreatureFrame_FallDamage(entity this)
107 if(IS_VEHICLE(this) || (this.flags & FL_PROJECTILE))
108 return; // vehicles and projectiles don't receive fall damage
109 if(!(this.velocity || this.oldvelocity))
110 return; // if the entity hasn't moved and isn't moving, then don't do anything
112 // check for falling damage
113 bool have_hook = false;
114 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
116 .entity weaponentity = weaponentities[slot];
117 if(this.(weaponentity).hook && this.(weaponentity).hook.state)
125 float dm; // dm is the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
126 if(autocvar_g_balance_falldamage_onlyvertical)
127 dm = fabs(this.oldvelocity.z) - vlen(this.velocity);
129 dm = vlen(this.oldvelocity) - vlen(this.velocity);
131 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
133 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
136 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
137 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODAMAGE))
138 Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
142 if(autocvar_g_maxspeed > 0 && vdist(this.velocity, >, autocvar_g_maxspeed))
143 Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, DMG_NOWEP, this.origin, '0 0 0');
146 void CreatureFrame_All()
148 if(game_stopped || time < game_starttime)
151 IL_EACH(g_damagedbycontents, it.damagedbycontents,
153 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
154 CreatureFrame_Liquids(it);
155 CreatureFrame_FallDamage(it);
156 it.oldvelocity = it.velocity;
160 void Pause_TryPause(bool ispaused)
163 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
164 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
171 void SV_PausedTic(float elapsedtime)
173 if (!server_is_dedicated) Pause_TryPause(false);
176 void dedicated_print(string input)
178 if (server_is_dedicated) print(input);
185 Called before each frame by the server
189 bool game_delay_last;
191 bool autocvar_sv_autopause = false;
192 void systems_update();
193 void sys_phys_update(entity this, float dt);
196 // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
197 IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
198 IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
200 execute_next_frame();
201 if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
203 delete_fn = remove_unsafely; // not during spawning!
204 serverprevtime = servertime;
206 serverframetime = frametime;
209 if(time > client_cefc_accumulatortime + 1)
211 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
214 FOREACH_CLIENT(true, {
215 if(IS_REAL_CLIENT(it))
221 "CEFC time: ", ftos(t * 1000), "ms; ",
222 "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
223 "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
225 client_cefc_accumulatortime = time;
226 client_cefc_accumulator = 0;
230 IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
232 if (RedirectionThink()) return;
234 UncustomizeEntitiesRun();
235 InitializeEntitiesRun();
237 WarpZone_StartFrame();
239 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
240 if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
242 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
243 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
245 // detect when the pre-game countdown (if any) has ended and the game has started
246 bool game_delay = (time < game_starttime);
247 if (autocvar_sv_eventlog && game_delay_last && !game_delay)
248 GameLogEcho(":startdelay_ended");
249 game_delay_last = game_delay;
254 if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
260 anticheat_startframe();
261 MUTATOR_CALLHOOK(SV_StartFrame);
263 GlobalStats_updateglobal();
264 FOREACH_CLIENT(true, GlobalStats_update(it));
265 IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
268 .vector originjitter;
269 .vector anglesjitter;
271 .string gametypefilter;
275 * Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...
276 * +: all must match. this is the default
277 * -: one must NOT match
288 bool expr_evaluate(string s)
291 if (str2chr(s, 0) == '+') {
292 s = substring(s, 1, -1);
293 } else if (str2chr(s, 0) == '-') {
295 s = substring(s, 1, -1);
297 bool expr_fail = false;
298 for (int i = 0, n = tokenize_console(s); i < n; ++i) {
308 #define BINOP(op, len, expr) \
309 if ((o = strstrofs(s, op, 0)) >= 0) { \
310 k = substring(s, 0, o); \
311 v = substring(s, o + len, -1); \
314 BINOP(">=", 2, cvar(k) >= stof(v));
315 BINOP("<=", 2, cvar(k) <= stof(v));
316 BINOP(">", 1, cvar(k) > stof(v));
317 BINOP("<", 1, cvar(k) < stof(v));
318 BINOP("==", 2, cvar(k) == stof(v));
319 BINOP("!=", 2, cvar(k) != stof(v));
320 BINOP("===", 3, cvar_string(k) == v);
321 BINOP("!==", 3, cvar_string(k) != v);
325 if (str2chr(k, 0) == '!') {
326 k = substring(s, 1, -1);
330 bool isnum = ftos(f) == k;
331 X(boolean(isnum ? f : cvar(k)) == b);
339 // now ret is true if we want to keep the item, and false if we want to get rid of it
343 void SV_OnEntityPreSpawnFunction(entity this)
346 if (this.gametypefilter != "")
347 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
352 if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
357 if (DoesQ3ARemoveThisEntity(this)) {
362 set_movetype(this, this.movetype);
364 if (this.monster_attack) {
365 IL_PUSH(g_monster_targets, this);
368 // support special -1 and -2 angle from radiant
369 if (this.angles == '0 -1 0') {
370 this.angles = '-90 0 0';
371 } else if (this.angles == '0 -2 0') {
372 this.angles = '+90 0 0';
375 #define X(out, in) MACRO_BEGIN \
376 if (in != 0) { out = out + (random() * 2 - 1) * in; } \
378 X(this.origin.x, this.originjitter.x); X(this.origin.y, this.originjitter.y); X(this.origin.z, this.originjitter.z);
379 X(this.angles.x, this.anglesjitter.x); X(this.angles.y, this.anglesjitter.y); X(this.angles.z, this.anglesjitter.z);
380 X(this.angles.y, this.anglejitter);
383 if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
389 void WarpZone_PostInitialize_Callback()
391 // create waypoint links for warpzones
392 entity tracetest_ent = spawn();
393 setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
394 tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
395 //for(entity e = warpzone_first; e; e = e.warpzone_next)
396 for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
397 waypoint_spawnforteleporter_wz(e, tracetest_ent);
398 delete(tracetest_ent);
405 unused but required by the engine