/* server/utilities/map_compatibility.qc Converts entities and other gameplay functions from earlier versions of NZ:P to work here. 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 */ // // NZ:P Beta Waypoints // // // Compat_TryLoadBetaWaypoints() // Called by FTE in LoadWaypointData(), if // it can't find a traditional .way file, it'll // look for an old one here. // #ifdef FTE void() Compat_TryLoadBetaWaypoints = { // NZ:P Beta Waypoint files are simple, but contain redundant and // hard to understand data. As far as I can gather both by interpretation // and by reading aging source code, the structure for waypoints are as // follows: // : Origin of waypoint entity, always comes before all else. // : Starts at one, index/id of waypoint. // : First Waypoint link ID, of four. Zero refers to a non-link. // : Second Waypoint link ID, of four. Zero refers to a non-link. // : Third Waypoint link ID, of four. Zero refers to a non-link. // : Fourth Waypoint link ID, of four. Zero refers to a non-link. // : First marked "owner" ID, of four. Seems to only serve as a duplicate of links. // : Second marked "owner" ID, of four. Seems to only serve as a duplicate of links. // : Third marked "owner" ID, of four. Seems to only serve as a duplicate of links. // : Fourth marked "owner" ID, of four. Seems to only serve as a duplicate of links. // File path refers to just "mapname" (no extension), the source port at // the time always defaulted this to data/mapname. float file_handle; file_handle = fopen(mapname, FILE_READ); if (file_handle == -1) { dprint("Compat_TryLoadBetaWaypoints: No Beta waypoint data found.\n"); return; } float i; // Clear all waypoints for(i = 0; i < MAX_WAYPOINTS; i++) { waypoints[i].id = -1; for(float j = 0; j < 10; j++) { waypoints[i].target_id[j] = -1; } } string file_line; vector way_origin; float way_id; float way_targets[4]; while(1) { file_line = fgets(file_handle); // End of file. if (!file_line) break; way_origin = stov(file_line); // file_line = fgets(file_handle); way_id = stof(file_line); // // - , - for(i = 0; i < 8; i++) { file_line = fgets(file_handle); if (i < 4) { way_targets[i] = stof(file_line); } } // Fill our data structure. waypoint_ai waypoint; waypoint = waypoints[way_id]; waypoints[way_id].id = way_id; waypoints[way_id].org = way_origin; if (waypoint_mode) { entity new_way = spawn(); new_way.solid = SOLID_TRIGGER; new_way.touch = creator_way_touch; new_way.classname = "waypoint"; new_way.waynum = ftos(way_id); new_way.targets[0] = ftos(way_targets[0]); new_way.targets[1] = ftos(way_targets[1]); new_way.targets[2] = ftos(way_targets[2]); new_way.targets[3] = ftos(way_targets[3]); setorigin(new_way, way_origin); setmodel(new_way, "models/way/normal_way.spr"); } for(i = 0; i < 4; i++) { if (way_targets[i] > 0) waypoints[way_id].target_id[i] = way_targets[i]; } } fclose(file_handle); } #endif // FTE // // NZ:P Beta Props // // // Compat_ConvertPropScale(model_path, scale_factor) // Does the dirty work for Compat_ConvertPropScaling(). // void(string model_path, float scale_factor) Compat_ConvertPropScale = { entity props = find(world, model, model_path); while(props != world) { props.scale = scale_factor; props = find(props, model, model_path); } } // // Compat_ConvertWorldModelScales() // Scales down every weapon world model in // mass. // void() Compat_ConvertWorldModelScales = { entity props = find(world, classname, "place_model"); while(props != world) { // We only check the first path, this *technically* makes // a nasty assumption no one used the viewmodels ever.. // which I damn sure hope is true, for the sake of that guy's sanity.. if (substring(props.model, 0, 15) == "models/weapons/") { props.scale = 0.75; } props = find(props, classname, "place_model"); } } // // Compat_ConvertPropScaling() // A lot of props nowadays are larger than // originally designed, so scale them back // down. // void() Compat_ConvertPropScaling = { // Manual Tweaking Compat_ConvertPropScale("models/props/sandbags.mdl", 0.88); // Automatic Compat_ConvertWorldModelScales(); } // // NZ:P Beta Wall Weapons // // // Compat_ConvertBetaWallWeapons() // NZ:P Beta used different weapon IDs to refer // to weapon indexes, this fixes that. // void() Compat_ConvertBetaWallWeapons = { entity weapons; weapons = find(world, classname, "buy_weapon"); while(weapons != world) { switch(weapons.weapon) { case 1: weapons.weapon = W_COLT; break; case 64: weapons.weapon = W_RAY; break; case 129: weapons.weapon = W_KAR_SCOPE; break; case 130: weapons.weapon = W_BAR; break; case 131: weapons.weapon = W_M1A1; break; case 132: weapons.weapon = W_M2; break; case 133: weapons.weapon = W_TESLA; break; case 134: weapons.weapon = W_THOMPSON; break; case 135: weapons.weapon = W_SAWNOFF; break; case 136: weapons.weapon = W_PPSH; break; case 137: weapons.weapon = W_DB; break; case 138: weapons.weapon = W_KAR; break; case 139: weapons.weapon = W_FG; break; case 140: weapons.weapon = W_TRENCH; break; case 141: weapons.weapon = W_MG; break; case 142: weapons.weapon = W_GEWEHR; break; case 143: weapons.weapon = W_BROWNING; break; case 144: weapons.weapon = W_MP5K; break; case 145: weapons.weapon = W_357; break; case 146: weapons.weapon = W_M1; break; case 147: weapons.weapon = W_BIATCH; break; case 148: weapons.weapon = W_MP40; break; case 149: weapons.weapon = W_PANZER; break; case 150: weapons.weapon = W_PTRS; break; case 153: weapons.weapon = W_BK; break; case 154: weapons.weapon = W_STG; break; case 155: weapons.weapon = W_BETTY; break; case 156: weapons.weapon = W_GRENADE; break; case 182: weapons.weapon = W_TYPE; break; case 157: weapons.weapon = W_PORTER; break; case 158: weapons.weapon = W_HEADCRACKER; break; case 159: weapons.weapon = W_WIDOW; break; case 160: weapons.weapon = W_WIDDER; break; case 161: weapons.weapon = W_FIW; break; case 162: weapons.weapon = W_WUNDER; break; case 163: weapons.weapon = W_GIBS; break; case 164: weapons.weapon = W_SNUFF; break; case 165: weapons.weapon = W_REAPER; break; case 166: weapons.weapon = W_BORE; break; case 167: weapons.weapon = W_ARMAGEDDON; break; case 168: weapons.weapon = W_IMPELLER; break; case 169: weapons.weapon = W_GUT; break; case 170: weapons.weapon = W_BARRACUDA; break; case 171: weapons.weapon = W_COMPRESSOR; break; case 172: weapons.weapon = W_ACCELERATOR; break; case 173: weapons.weapon = W_KILLU; break; case 174: weapons.weapon = W_KOLLIDER; break; case 175: weapons.weapon = W_M1000; break; case 176: weapons.weapon = W_AFTERBURNER; break; case 177: weapons.weapon = W_LONGINUS; break; case 178: weapons.weapon = W_PENETRATOR; break; case 179: weapons.weapon = W_KRAUS; break; case 180: weapons.weapon = W_SPATZ; break; case 181: weapons.weapon = W_BOWIE; break; case 183: weapons.weapon = W_SAMURAI; break; default: break; } weapons = find(weapons, classname, "buy_weapon"); } } // // NZ:P Beta Barricades // // // Compat_ConvertBetaBarricade // Barricades need relocated, scaled, // and their goal boxes re-positioned. // void() Compat_ConvertBetaBarricade = { makevectors(self.angles); self.origin += v_up*48; self.origin -= v_forward*2; setsize(self, '-30 -30 -10','30 30 10'); self.box1 = self.origin + (v_forward * -50) + (v_up * -50); self.box2 = self.box1 + (v_right * 50); self.box3 = self.box1 + (v_right * -50); self.idlebox = self.box1 + (v_forward * -50); self.hop_spot = self.origin + v_forward * 50; self.hop_spot_x -= 5; self.hop_spot_z -= 25; self.scale = 0.75; } void() item_cover = {map_compatibility_mode = MAP_COMPAT_BETA; item_barricade(); Compat_ConvertBetaBarricade();}; // // NZ:P Beta Mystery Box // // // Compat_FixMysteryBox // Fixes the Mystery Box scale, and removes glow from // all of the spawn points. // void() Compat_FixMysteryBox = { entity mystery_box = find(world, classname, "mystery"); while(mystery_box != world) { mystery_box.scale = 0.75; mystery_box.spawnflags += MBOX_SPAWNFLAG_NOLIGHT; if (mystery_box.goaldummy) { MBOX_FreeEnt(mystery_box.goaldummy); mystery_box.goaldummy = world; } mystery_box = find(mystery_box, classname, "mystery"); } entity mystery_box_spots = find(world, classname, "mystery_box_tp_spot"); while(mystery_box_spots != world) { mystery_box_spots.spawnflags += MBOX_SPAWNFLAG_NOLIGHT; mystery_box_spots = find(mystery_box_spots, classname, "mystery_box_tp_spot"); } } // // NZ:P Beta Power Switch // // // Compat_FixPowerSwitch // Power Switches had the same classname as they // do now, so we need to iterate over the world // and modify their scale and origin. // void() Compat_FixPowerSwitch = { entity power_switches = find(world, classname, "power_switch"); while(power_switches != world) { makevectors(power_switches.angles); power_switches.scale = 0.88; power_switches.origin += v_up*6; power_switches.origin += v_forward*10; power_switches = find(power_switches, classname, "power_switch"); } } // // NZ:P Beta Perk-A-Cola Machines // // // Compat_RelocateBetaPerkMachine() // Perk-A-Cola models in NZ:P Beta used to have // non-center origin offsets, so they need re-placed // to be (nearly) matching what they were intended to be. // This also sets the scaling correctly, sue me. // #define COMPAT_RELOCAT_NORM 0 #define COMPAT_RELOCAT_PAP 1 #define COMPAT_RELOCAT_SPEED 2 void(float mode) Compat_RelocateBetaPerkMachine = { makevectors(self.angles); switch(mode) { case COMPAT_RELOCAT_PAP: self.origin += v_forward*8; self.origin += v_up*24; break; case COMPAT_RELOCAT_SPEED: self.origin += v_forward*17; self.origin += v_up*2; break; default: self.origin += v_forward*10; self.origin += v_up*4; break; } self.scale = 0.85; } void() item_revive = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_revive();}; void() item_speed = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_SPEED); perk_speed();}; void() item_flopper = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_flopper();}; void() item_juggernog = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_juggernog();}; void() item_douple = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_double(); self.spawnflags += PERK_SPAWNFLAG_DOUBLETAPV1;}; void() item_staminup = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_staminup();}; void() item_pap = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_PAP); perk_pap();}; // // Compat_Init() // Called as soon as the server spawns in // a client, does more conversion for // map compatibility that cannot just be // done in QC logic or in spawn functions. // void() Compat_Init = { if (map_compatibility_mode != MAP_COMPAT_BETA) return; Compat_ConvertBetaWallWeapons(); Compat_ConvertPropScaling(); Compat_FixPowerSwitch(); Compat_FixMysteryBox(); }