SERVER: Enable Soft_Restart for FTE, add command for it, clean Power-Ups

Use qc_soft_restart in FTE to see it.
This commit is contained in:
Steam Deck User 2023-02-16 15:57:35 -05:00
parent 1498f61986
commit f69ab208f7
6 changed files with 225 additions and 154 deletions

View file

@ -10,6 +10,7 @@
../source/server/rounds.qc ../source/server/rounds.qc
../source/server/nzdparser.qc ../source/server/nzdparser.qc
../source/server/main.qc ../source/server/main.qc
../source/server/utilities/game_restart.qc
../source/server/utilities/command_parser.qc ../source/server/utilities/command_parser.qc
../source/server/utilities/math.qc ../source/server/utilities/math.qc
../source/server/player.qc ../source/server/player.qc

View file

@ -13,7 +13,8 @@
../source/server/dummies.qc ../source/server/dummies.qc
../source/server/rounds.qc ../source/server/rounds.qc
../source/server/nzdparser.qc ../source/server/nzdparser.qc
../source/server/main.qc ../source/server/main.qc
../source/server/utilities/game_restart.qc
../source/server/utilities/command_parser.qc ../source/server/utilities/command_parser.qc
../source/server/utilities/math.qc ../source/server/utilities/math.qc
../source/server/player.qc ../source/server/player.qc

View file

@ -365,14 +365,6 @@ void() item_barricade =
setsize(self, '-20 -20 -64', '20 20 16'); setsize(self, '-20 -20 -64', '20 20 16');
setorigin(self, self.origin); setorigin(self, self.origin);
spawn_boxes(); spawn_boxes();
#ifndef FTE
windows[wincnt] = self;
wincnt++;
#endif // FTE
}; };
void() item_cover = {item_barricade();}; void() item_cover = {item_barricade();};

View file

@ -26,12 +26,8 @@
*/ */
void() Do_Zombie_A = {}; void() Do_Zombie_A = {};
void() func_door_nzp;
void() mystery_box; void() mystery_box;
entity windows[32];
float wincnt;
void () CL_SendWeaponFire = void () CL_SendWeaponFire =
{ {
float return_time; float return_time;
@ -50,138 +46,4 @@ void () CL_SendWeaponFire =
self.recoil_delay = 60/return_time + time; self.recoil_delay = 60/return_time + time;
} }
void() ParseClientCommand = {SV_ParseClientCommand(CMD_STRING);} void() ParseClientCommand = {SV_ParseClientCommand(CMD_STRING);}
void() PutClientInServer;
void() InitRounds;
//moto -- put this here because it keeps soft_restart somewhat clean..
void(entity door) reclose_door = {
entity oldself;
oldself = self;
self = door;
setmodel(self, self.oldmodel);
self.solid = SOLID_BSP;
setorigin(self, self.oldorigin);
self.isopen = 0;
func_door_nzp();
//Close_Waypoint(self.wayTarget);
self = oldself;
}
void() Soft_Restart = {
entity who, oldself, doors, box, revive, endgame;
self = find(world,classname,"player");
oldself = self;
//remove all zombies
who = find(world,classname,"ai_zombie");
while(who != world)
{
if(who.health)
{
self = who;
self.th_die();
// hide bodies
setmodel(self, "");
if (self.head)
setmodel(self.head, "");
if (self.larm)
setmodel(self.larm, "");
if (self.rarm)
setmodel(self.rarm, "");
self = oldself;
}
who = find(who,classname,"ai_zombie");
}
//repair all windows
for(float i = 0; i < wincnt; i++) {
if (windows[i].health != -10) {
windows[i].health = 6;
windows[i].frame = 0;
}
}
//close doors
doors = findfloat(world, isopen, 1);
while (doors) {
if (doors.isopen)
reclose_door(doors);
doors = findfloat(world, isopen, 1);
}
//revert mystery box
box = find(world, classname, "mystery");
if (box) {
box.boxstatus = 0;
box.frame = 0;
box.goaldummy.frame = 0;
boxCount = 0;
box.origin = boxOrigin;
//self = box;
if (box.boxweapon)
remove(box.boxweapon);
//mystery_box();
//self = oldself;
}
//reset quick revive
revive = find(world, classname, "perk_revive");
if (revive) {
setmodel(revive, revive.model);
oldself.revivesoda = 0;
}
//reset buyable ending
endgame = find(world, classname, "func_ending");
if (endgame) {
endgame.activated = false;
}
//reset teleporters
local entity tp;
tp = find(world, classname, "func_teleporter_entrance");
if (tp) {
tp.activated = false;
tp.isLinked = false;
tp.cooldown = false;
tp.waitLink = false;
tp.think = SUB_Null;
}
local entity power;
power = find(world, classname, "power_switch");
if(power) {
isPowerOn = false;
power.frame = 0;
}
self = oldself;
self.downed = 0;
self.progress_bar = 0;
self.progress_bar_time = 0;
self.progress_bar_percent = 0;
game_over = false;
rounds = 0;
self.score = 0;
self.points = 0;
self.secondaryweapon = 0;
// naievil -- clear betty
self.secondary_grenades = 0;
self.grenades = 1;
self.pri_grenade_state = 0;
InitRounds();
self.isspec = false;
PutClientInServer();
}

View file

@ -5,7 +5,7 @@
commands, and a table storing command information. Modeled after commands, and a table storing command information. Modeled after
pr_cmds. pr_cmds.
Copyright (C) 2021-2022 NZ:P Team Copyright (C) 2021-2023 NZ:P Team
This program is free software; you can redistribute it and/or This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License modify it under the terms of the GNU General Public License
@ -27,9 +27,6 @@
*/ */
// Needed to iterate through all of the command table.
#define NUMBER_OF_COMMANDS 2
// Success/Failure return codes // Success/Failure return codes
#define COMMAND_SUCCESS 0 #define COMMAND_SUCCESS 0
#define COMMAND_FAILURE 1 #define COMMAND_FAILURE 1
@ -105,6 +102,18 @@ float(string params) Command_addmoney =
return COMMAND_SUCCESS; return COMMAND_SUCCESS;
} }
//
// Command_softrestart()
// Executes the Soft_Restart QuakeC function.
// Useful for debugging its functionality.
//
float(string params) Command_softrestart =
{
Soft_Restart();
return COMMAND_SUCCESS;
}
// //
// Server command table // Server command table
// command_name : Command string entered into developer console. // command_name : Command string entered into developer console.
@ -121,7 +130,8 @@ var struct {
string command_description; string command_description;
} server_commands[] = { } server_commands[] = {
{"addmoney", Command_addmoney, true, "Usage: addmoney <point_value>\n Gives `point_value` amount of points to the client who requested it.\n"}, {"addmoney", Command_addmoney, true, "Usage: addmoney <point_value>\n Gives `point_value` amount of points to the client who requested it.\n"},
{"give", Command_give, true, "Usage: give <weapon number>\n Gives `weapon` of index.\n"} {"give", Command_give, true, "Usage: give <weapon number>\n Gives `weapon` of index.\n"},
{"qc_soft_restart", Command_softrestart, false, "Executes the Soft_Restart QuakeC function. Useful for debugging its functionality.\n"}
}; };
// //
@ -151,7 +161,7 @@ void(string command_string) SV_ParseClientCommand =
} }
// Now iterate over our commands // Now iterate over our commands
for (float i = 0; i < NUMBER_OF_COMMANDS; i++) { for (float i = 0; i < server_commands.length; i++) {
// Command names match // Command names match
if (command == server_commands[i].command_name) { if (command == server_commands[i].command_name) {
// Override Client Commands // Override Client Commands

View file

@ -0,0 +1,205 @@
/*
server/utilities/game_restart.qc
A utility for re-starting the game without going through the
server unload procedure.
Copyright (C) 2021-2023 NZ:P Team
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() PutClientInServer;
void() InitRounds;
void() func_door_nzp;
//
// GameRestart_CleanPowerUps()
// Cleans Power-Ups thrown about on the map,
// as well as a sanity check for their state.
//
void() GameRestart_CleanPowerUps =
{
entity tempe;
// Delete lingering PU entities
tempe = find(world, classname, "item_powerup");
while(tempe != world) {
// Kill their sounds
sound(tempe.owner, CHAN_VOICE, "sounds/null.wav", 1, ATTN_NORM);
sound(tempe, CHAN_AUTO, "sounds/null.wav", 1, ATTN_NONE);
// Delete em
remove(tempe.owner); // Sparkle
remove(tempe);
// Iterate to the next
tempe = find(tempe, classname, "item_powerup");
}
// Turn off HUD icons
tempe = find(world, classname, "player");
while (tempe != world) {
tempe.insta_icon = false;
tempe.x2_icon = false;
tempe = find(tempe, classname, "player");
}
// They're finished, stop doing the effects.
instakill_finished = time;
x2_finished = time;
}
//moto -- put this here because it keeps soft_restart somewhat clean..
void(entity door) reclose_door = {
entity oldself;
oldself = self;
self = door;
setmodel(self, self.oldmodel);
self.solid = SOLID_BSP;
setorigin(self, self.oldorigin);
self.isopen = 0;
func_door_nzp();
//Close_Waypoint(self.wayTarget);
self = oldself;
}
void() Soft_Restart = {
entity who, oldself, doors, box, revive, endgame, barricades;
self = find(world,classname,"player");
oldself = self;
//remove all zombies
who = find(world,classname,"ai_zombie");
while(who != world)
{
if(who.health)
{
self = who;
self.th_die();
// hide bodies
setmodel(self, "");
if (self.head)
setmodel(self.head, "");
if (self.larm)
setmodel(self.larm, "");
if (self.rarm)
setmodel(self.rarm, "");
self = oldself;
}
who = find(who,classname,"ai_zombie");
}
GameRestart_CleanPowerUps();
//repair all windows
barricades = find(world, classname, "item_barricade");
while(barricades != world) {
if (barricades.health != -10) {
barricades.health = 6;
barricades.frame = 0;
}
barricades = find(barricades, classname, "item_barricade");
}
//close doors
doors = findfloat(world, isopen, 1);
while (doors) {
if (doors.isopen)
reclose_door(doors);
doors = findfloat(world, isopen, 1);
}
//revert mystery box
box = find(world, classname, "mystery");
if (box) {
box.boxstatus = 0;
box.frame = 0;
box.goaldummy.frame = 0;
boxCount = 0;
box.origin = boxOrigin;
//self = box;
if (box.boxweapon)
remove(box.boxweapon);
//mystery_box();
//self = oldself;
}
//reset quick revive
revive = find(world, classname, "perk_revive");
if (revive) {
setmodel(revive, revive.model);
oldself.revivesoda = 0;
}
//reset buyable ending
endgame = find(world, classname, "func_ending");
if (endgame) {
endgame.activated = false;
}
//reset teleporters
local entity tp;
tp = find(world, classname, "func_teleporter_entrance");
if (tp) {
tp.activated = false;
tp.isLinked = false;
tp.cooldown = false;
tp.waitLink = false;
tp.think = SUB_Null;
}
local entity power;
power = find(world, classname, "power_switch");
if(power) {
isPowerOn = false;
power.frame = 0;
}
self = oldself;
self.downed = 0;
self.progress_bar = 0;
self.progress_bar_time = 0;
self.progress_bar_percent = 0;
game_over = false;
rounds = 0;
self.score = 0;
self.points = 0;
self.secondaryweapon = 0;
// naievil -- clear betty
self.secondary_grenades = 0;
self.grenades = 1;
self.pri_grenade_state = 0;
InitRounds();
self.isspec = false;
PutClientInServer();
}