quakec/source/server/main.qc

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/*
server/main.qc
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mostly functions that will be called from the engine and are
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expected to exist
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Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
void() LS_Setup;
void() PU_Init;
void() Compat_Init;
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void() SUB_Remove = {remove(self);}
//called when starting server/loading the map
void() main =
{
cheats_have_been_activated = false;
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global_trace_damage_multiplier = 1;
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}
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float ai_delay_time;
float time_before_gamestart;
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//
// Way_SetBrushEntNonSolid(ent_name)
// FIXME: Move this elsewhere..
// Wrapper for finding brush ents of classname
// and making them non-solid. For use only
// with Waypoint Mode.
//
void(string ent_name) Way_SetBrushEntNonSolid =
{
entity ent = find(world, classname, ent_name);
while(ent != world) {
ent.solid = SOLID_NOT;
ent.touch = SUB_Null;
ent = find(ent, classname, ent_name);
}
}
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//called for each frame that QC runs
float zombie_cleaned_w;
void() StartFrame =
{
framecount = framecount + 1;
if (waypoint_mode) {
if (!zombie_cleaned_w) {
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entity zent;
zent = find (world, classname, "ai_zombie");
while (zent)
{
remove (zent);
zent = find (zent, classname, "ai_zombie");
}
zombie_cleaned_w = true;
zent = find (world, classname, "waypoint");
while (zent)
{
if (zent.targetname)
setmodel(zent, "models/way/normal_way_door.spr");
else
setmodel(zent, "models/way/normal_way.spr");
zent = find (zent, classname, "waypoint");
}
Way_SetBrushEntNonSolid("door_nzp_cost");
Way_SetBrushEntNonSolid("door_nzp");
Way_SetBrushEntNonSolid("door");
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}
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return;
}
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// Start completely blacked out
//if (time < 5)
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if (roundinit) {
Round_Core();
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if (ai_delay_time < time) {
Do_Zombie_AI ();
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// This determines the delay between each AI's update sequence.
// It needs to be variable -- the more AI, the smaller this number
// should end up being, or else you'll have AI completely stall
// waiting for it's chance in the spotlight.
// -----
#ifdef FTE
// On FTE, resources are available to make this super short (0.01s,
// meaning all 24 ai update 4 times a second).
ai_delay_time = time + 0.01;
#else
// On other platforms, have this be 0.03 / ai factor / 12.
// This means that:
// AI Updates at ~30Hz with 12 Zombies
// AI Updates at ~45Hz with 18 Zombies
// AI Updates at ~60Hz with 24 Zombies
ai_delay_time = time + (0.03 / (nzp_maxai()/12));
#endif // FTE
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}
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} else {
if (!time_before_gamestart) {
entity SpawnedIn;
SpawnedIn = find(world, classname, "player");
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if (SpawnedIn) {
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entity hellhound = find(world, classname, "spawn_dog");
if (hellhound != world)
gotdog = true;
Compat_Init();
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updateDogRound();
time_before_gamestart = time + 3;
}
return;
} else if (time_before_gamestart < time) {
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InitRounds();
nzp_screenflash(world, SCREENFLASH_COLOR_BLACK, 1, SCREENFLASH_FADE_OUT);
sound(self, CHAN_AUTO, "sounds/rounds/splash.wav", 1, ATTN_NONE);
entity players = find(world, classname, "player");
while(players != world) {
if (players.name != "")
nzp_setplayername(players, players.name);
players = find(players, classname, "player");
}
} else {
nzp_screenflash(world, SCREENFLASH_COLOR_BLACK, 90, SCREENFLASH_FADE_OUT);
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}
}
}
string(string s) precache_model = #20;
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void() precaches =
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{
precache_model ("models/player.mdl");
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//
// Models
//
// sprites
precache_model ("models/sprites/sprkle.spr");
precache_model ("models/sprites/explosion.spr");
precache_model ("models/sprites/null.spr");
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if (cvar("waypoint_mode")) {
precache_model ("models/way/current_way.spr");
precache_model ("models/way/current_way_door.spr");
precache_model ("models/way/last_way.spr");
precache_model ("models/way/last_way_door.spr");
precache_model ("models/way/normal_way.spr");
precache_model ("models/way/normal_way_door.spr");
precache_model ("models/way/way_jump.spr");
precache_model ("models/way/way_land.spr");
}
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// zombie
precache_model ("models/ai/zfull.mdl");
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precache_model ("models/ai/zal(.mdl");
precache_model ("models/ai/zar(.mdl");
precache_model ("models/ai/zb%.mdl");
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precache_model ("models/ai/zh^.mdl");
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// For debugging zombie AI
if (cvar("developer")) {
precache_model ("models/way/normal_way.spr");
}
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// zombie crawler
precache_model ("models/ai/zcfull.mdl");
precache_model ("models/ai/zbc%.mdl");
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precache_model ("models/ai/zalc(.mdl");
precache_model ("models/ai/zarc(.mdl");
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precache_model ("models/ai/zhc^.mdl");
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// start weapons
precache_model ("models/weapons/m1911/v_colt.mdl");
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precache_model ("models/weapons/m1911/g_colt.mdl");
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precache_model ("models/weapons/knife/v_knife.mdl");
precache_model ("models/weapons/grenade/v_grenade.mdl");
precache_model ("models/weapons/grenade/g_grenade.mdl");
#ifdef FTE
// FTE only has co-op, so don't precache morphine elsewhere.
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precache_model ("models/weapons/morphine/v_morphine.mdl");
#endif // FTE
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//
// Sounds
//
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// player-made
#ifdef FTE
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precache_sound("sounds/player/footstep1.wav");
precache_sound("sounds/player/footstep2.wav");
precache_sound("sounds/player/footstep3.wav");
precache_sound("sounds/player/footstep4.wav");
precache_sound("sounds/player/footstep5.wav");
#endif // FTE
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precache_sound("sounds/player/jump.wav");
precache_sound("sounds/player/land.wav");
precache_sound("sounds/player/pain4.wav");
// weapons
precache_sound("sounds/weapons/colt/magin.wav");
precache_sound("sounds/weapons/colt/magout.wav");
precache_sound("sounds/weapons/colt/shoot.wav");
precache_sound("sounds/weapons/colt/slide.wav");
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// grenade
precache_sound("sounds/weapons/grenade/prime.wav");
precache_sound("sounds/weapons/grenade/throw.wav");
precache_sound("sounds/weapons/grenade/explode.wav");
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// melee
precache_sound("sounds/weapons/knife/knife_hitbod.wav");
precache_sound("sounds/weapons/knife/knife.wav");
precache_sound("sounds/weapons/knife/knife_hit.wav");
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// tunes
precache_sound("sounds/rounds/eround.wav");
precache_sound("sounds/rounds/nround.wav");
precache_sound("sounds/rounds/splash.wav");
precache_sound("sounds/music/end.wav");
// purchasing
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precache_sound("sounds/misc/buy.wav");
precache_sound("sounds/misc/denybuy.wav");
// power-ups
precache_sound ("sounds/pu/pickup.wav");
precache_sound ("sounds/pu/powerup.wav");
precache_sound ("sounds/pu/drop.wav");
// zombie walk
precache_sound ("sounds/zombie/w0.wav");
precache_sound ("sounds/zombie/w1.wav");
precache_sound ("sounds/zombie/w2.wav");
precache_sound ("sounds/zombie/w3.wav");
precache_sound ("sounds/zombie/w4.wav");
precache_sound ("sounds/zombie/w5.wav");
precache_sound ("sounds/zombie/w6.wav");
precache_sound ("sounds/zombie/w7.wav");
precache_sound ("sounds/zombie/w8.wav");
precache_sound ("sounds/zombie/w9.wav");
// zombie run
precache_sound ("sounds/zombie/r0.wav");
precache_sound ("sounds/zombie/r1.wav");
precache_sound ("sounds/zombie/r2.wav");
precache_sound ("sounds/zombie/r3.wav");
precache_sound ("sounds/zombie/r4.wav");
precache_sound ("sounds/zombie/r5.wav");
precache_sound ("sounds/zombie/r6.wav");
precache_sound ("sounds/zombie/r7.wav");
precache_sound ("sounds/zombie/r8.wav");
precache_sound ("sounds/zombie/r9.wav");
// zombie swipe
precache_sound ("sounds/zombie/a0.wav");
precache_sound ("sounds/zombie/a1.wav");
precache_sound ("sounds/zombie/a2.wav");
precache_sound ("sounds/zombie/a3.wav");
precache_sound ("sounds/zombie/a4.wav");
precache_sound ("sounds/zombie/a5.wav");
precache_sound ("sounds/zombie/a6.wav");
precache_sound ("sounds/zombie/a7.wav");
// zombie death
precache_sound ("sounds/zombie/d0.wav");
precache_sound ("sounds/zombie/d1.wav");
precache_sound ("sounds/zombie/d2.wav");
precache_sound ("sounds/zombie/d3.wav");
precache_sound ("sounds/zombie/d4.wav");
precache_sound ("sounds/zombie/d5.wav");
precache_sound ("sounds/zombie/d6.wav");
precache_sound ("sounds/zombie/d7.wav");
// zombie taunt
precache_sound ("sounds/zombie/t0.wav");
precache_sound ("sounds/zombie/t1.wav");
precache_sound ("sounds/zombie/t2.wav");
precache_sound ("sounds/zombie/t3.wav");
precache_sound ("sounds/zombie/t4.wav");
// zombie footsteps
precache_sound ("sounds/zombie/s0.wav");
precache_sound ("sounds/zombie/s1.wav");
precache_sound ("sounds/zombie/sc0.wav");
precache_sound ("sounds/zombie/sc1.wav");
// null
precache_sound("sounds/null.wav");
}
//called when map loaded
void() worldspawn =
{
precaches();
// Define all of our Light Styles
LS_Setup();
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// Init Power-Ups
PU_Init();
#ifdef FTE
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clientstat(STAT_CURRENTMAG, EV_FLOAT, weapons[0].weapon_magazine);
clientstat(STAT_CURRENTMAG2, EV_FLOAT, weapons[0].weapon_magazine_left);
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clientstat(STAT_POINTS, EV_FLOAT, points);
clientstat(STAT_WEAPON2FRAME, EV_FLOAT, weapon2frame);
clientstat(STAT_WEAPON2MODELI, EV_FLOAT, weapon2modelindex);
clientstat(STAT_WEAPONSKIN, EV_FLOAT, weaponskin);
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clientstat(STAT_GRENADES, EV_FLOAT, primary_grenades);
clientstat(STAT_SECGRENADES, EV_FLOAT, secondary_grenades);
clientstat(STAT_PROGRESSBAR, EV_FLOAT, progress_bar_percent);
clientstat(STAT_WEAPONDURATION, EV_FLOAT, weapon_animduration);
clientstat(STAT_WEAPON2DURATION, EV_FLOAT, weapon2_animduration);
clientstat(STAT_WEAPONZOOM, EV_FLOAT, zoom);
clientstat(STAT_INSTA, EV_FLOAT, insta_icon);
clientstat(STAT_X2, EV_FLOAT, x2_icon);
clientstat(STAT_SPECTATING, EV_FLOAT, isspec);
clientstat(STAT_PLAYERNUM, EV_FLOAT, playernum); // literally useless but will be kept in case
clientstat(STAT_PLAYERSTANCE, EV_FLOAT, stance);
clientstat(STAT_FACINGENEMY, EV_FLOAT, facingenemy);
clientstat(STAT_VIEWZOOM, EV_FLOAT, viewzoom);
clientstat(STAT_MAXHEALTH, EV_FLOAT, max_health);
clientstat(STAT_PERKS, EV_FLOAT, perks);
#endif // FTE
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mappath = strcat("maps/", mapname);
mappath = strzone(mappath);
LoadWaypointData();
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//set game elements
G_STARTPOINTS = 500;
G_STARTROUND = 1;
G_PRONEPOINTS = 0;
G_STARTWEAPON[0] = W_COLT;
G_STARTWEAPON[1] = 8;
G_STARTWEAPON[2] = 32;
G_WORLDTEXT = 1;
G_PERKS = 0;
G_PERKPOWER = 0;
}
void() SpectatorConnect =
{
bprint(PRINT_HIGH, self.netname);
bprint(PRINT_HIGH, " has joined the spectators.\n");
}
void() RelinkZombies =
{
entity ent,ent2;
local float i;
local vector min, max;
//warn
ent = ent2 = world;
while ((ent = find (ent, classname, "ai_zombie")))
{
if(ent.currentHitBoxSetup == 0)//empty bbox, we don't care to update
continue;
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#ifdef FTE
// This is just a weird hack we do to avoid spamming other clients in co-op with
// the update positions for limbs. Brings bandwidth from 90kbps->30kbps without
// a tick rate limit. 30kbps->12kbps with a tickrate of 20Hz. Basically, like we
// do other platforms for render speedups, if a zombie has all of its limbs dont
// bother drawing them all separately. draw one full mesh instead, then when it
// has been gibbed, then begin drawing separately -- cypress
if (ent.larm.deadflag && ent.rarm.deadflag && ent.head.deadflag) {
setmodel(ent.larm, "");
setmodel(ent.rarm, "");
setmodel(ent.head, "");
if (ent.crawling == 1)
setmodel(ent, "models/ai/zcfull.mdl");
else
setmodel(ent, "models/ai/zfull.mdl");
} else if (!(ent.crawling == 1 && ent.model == "models/ai/zbc%.mdl") || !(ent.model == "models/ai/zb%.mdl")) {
if (ent.crawling == 1)
setmodel(ent, "models/ai/zbc%.mdl");
else
setmodel(ent, "models/ai/zb%.mdl");
if (ent.larm.deadflag) {
if (ent.crawling == 1)
setmodel(ent.larm, "models/ai/zalc(.mdl");
else
setmodel(ent.larm, "models/ai/zal(.mdl");
}
if (ent.rarm.deadflag) {
if (ent.crawling == 1)
setmodel(ent.rarm, "models/ai/zarc(.mdl");
else
setmodel(ent.rarm, "models/ai/zar(.mdl");
}
if (ent.head.deadflag) {
if (ent.crawling == 1)
setmodel(ent.head, "models/ai/zhc^.mdl");
else
setmodel(ent.head, "models/ai/zh^.mdl");
}
}
#endif // FTE
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makevectors (ent.angles);
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for(i = 0; i < 3; i++)
{
if(i == 0)
ent2 = ent.head;
if(i == 1)
ent2 = ent.larm;
if(i == 2)
ent2 = ent.rarm;
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if (ent2)
{
//setorigin (ent.head, ent.origin + v_right * ent.head.view_ofs_x + v_forward * ent.head.view_ofs_y + v_up * ent.head.view_ofs_z);
setorigin (ent2, ent.origin);
//fixme, move angles set and frame set to below the continue, we only want to update origin (maybe angles too?)
ent2.angles = ent.angles;
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if(ent2.deadflag)
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ent2.frame = ent.frame;
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//if(OnlyOrigin)
// continue;
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min = ent2.bbmins + (v_right * ent2.view_ofs_x) + (v_forward * ent2.view_ofs_y) + (v_up * ent2.view_ofs_z);
max = ent2.bbmaxs + (v_right * ent2.view_ofs_x) + (v_forward * ent2.view_ofs_y) + (v_up * ent2.view_ofs_z);
if(min_x > max_x) { min_x += max_x; max_x = min_x - max_x; min_x -= max_x; }
if(min_y > max_y) { min_y += max_y; max_y = min_y - max_y; min_y -= max_y; }
if(min_z > max_z) { min_z += max_z; max_z = min_z - max_z; min_z -= max_z; }
setsize(ent2,min,max);
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}
}
}
}
void() LinkZombiesHitbox =
{
entity ent,ent2;
local float i;
local vector min, max;
//warn
ent = ent2 = world;
while ((ent = find (ent, classname, "ai_zombie")))
{
if(ent.currentHitBoxSetup == 0)//empty bbox, we don't care to update
continue;
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makevectors (ent.angles);
for(i = 0; i < 3; i++)
{
if(i == 0)
ent2 = ent.head;
if(i == 1)
ent2 = ent.larm;
if(i == 2)
ent2 = ent.rarm;
if (ent2)
{
ent2.angles = ent.angles;
if(ent2.deadflag)
ent2.frame = ent.frame;
//if(OnlyOrigin)
// continue;
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min = ent2.bbmins + (v_right * ent2.view_ofs_x) + (v_forward * ent2.view_ofs_y) + (v_up * ent2.view_ofs_z);
max = ent2.bbmaxs + (v_right * ent2.view_ofs_x) + (v_forward * ent2.view_ofs_y) + (v_up * ent2.view_ofs_z);
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if(min_x > max_x) { min_x += max_x; max_x = min_x - max_x; min_x -= max_x; }
if(min_y > max_y) { min_y += max_y; max_y = min_y - max_y; min_y -= max_y; }
if(min_z > max_z) { min_z += max_z; max_z = min_z - max_z; min_z -= max_z; }
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setsize(ent2,min,max);
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}
}
}
}
void() EndFrame =
{
RelinkZombies();
if (cheats_have_been_activated == false && cvar("sv_cheats") == 1) {
cheats_have_been_activated = true;
}
};