mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-15 08:42:04 +00:00
3dffb7f245
It's used in too many places to precache on a per-entity basis reliably.
567 lines
No EOL
15 KiB
C++
567 lines
No EOL
15 KiB
C++
/*
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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
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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void() LS_Setup;
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void() PU_Init;
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void() Compat_Init;
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void() SUB_Remove = {remove(self);}
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//called when starting server/loading the map
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void() main =
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{
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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;
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float time_before_gamestart;
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//
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// Way_SetBrushEntNonSolid(ent_name)
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// FIXME: Move this elsewhere..
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// Wrapper for finding brush ents of classname
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// and making them non-solid. For use only
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// with Waypoint Mode.
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//
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void(string ent_name) Way_SetBrushEntNonSolid =
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{
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entity ent = find(world, classname, ent_name);
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while(ent != world) {
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ent.solid = SOLID_NOT;
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ent.touch = SUB_Null;
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ent = find(ent, classname, ent_name);
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}
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}
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//called for each frame that QC runs
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float zombie_cleaned_w;
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void() StartFrame =
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{
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framecount = framecount + 1;
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if (waypoint_mode) {
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if (!zombie_cleaned_w) {
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entity zent;
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zent = find (world, classname, "ai_zombie");
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while (zent)
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{
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remove (zent);
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zent = find (zent, classname, "ai_zombie");
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}
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zombie_cleaned_w = true;
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zent = find (world, classname, "waypoint");
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while (zent)
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{
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if (zent.targetname)
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setmodel(zent, "models/way/normal_way_door.spr");
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else
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setmodel(zent, "models/way/normal_way.spr");
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zent = find (zent, classname, "waypoint");
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}
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Way_SetBrushEntNonSolid("door_nzp_cost");
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Way_SetBrushEntNonSolid("door_nzp");
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Way_SetBrushEntNonSolid("door");
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}
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return;
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}
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// Start completely blacked out
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//if (time < 5)
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if (roundinit) {
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Round_Core();
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if (ai_delay_time < time) {
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Do_Zombie_AI ();
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// This determines the delay between each AI's update sequence.
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// It needs to be variable -- the more AI, the smaller this number
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// should end up being, or else you'll have AI completely stall
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// waiting for it's chance in the spotlight.
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// -----
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#ifdef FTE
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// On FTE, resources are available to make this super short (0.01s,
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// meaning all 24 ai update 4 times a second).
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ai_delay_time = time + 0.01;
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#else
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// On other platforms, have this be 0.03 / ai factor / 12.
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// This means that:
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// AI Updates at ~30Hz with 12 Zombies
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// AI Updates at ~45Hz with 18 Zombies
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// AI Updates at ~60Hz with 24 Zombies
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ai_delay_time = time + (0.03 / (nzp_maxai()/12));
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#endif // FTE
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}
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} else {
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if (!time_before_gamestart) {
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entity SpawnedIn;
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SpawnedIn = find(world, classname, "player");
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if (SpawnedIn) {
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entity hellhound = find(world, classname, "spawn_dog");
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if (hellhound != world)
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gotdog = true;
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Compat_Init();
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updateDogRound();
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time_before_gamestart = time + 3;
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}
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return;
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} else if (time_before_gamestart < time) {
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InitRounds();
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nzp_screenflash(world, SCREENFLASH_COLOR_BLACK, 1, SCREENFLASH_FADE_OUT);
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sound(self, CHAN_AUTO, "sounds/rounds/splash.wav", 1, ATTN_NONE);
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entity players = find(world, classname, "player");
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while(players != world) {
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if (players.name != "")
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nzp_setplayername(players, players.name);
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players = find(players, classname, "player");
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}
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} else {
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nzp_screenflash(world, SCREENFLASH_COLOR_BLACK, 90, SCREENFLASH_FADE_OUT);
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}
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}
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}
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string(string s) precache_model = #20;
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void() precaches =
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{
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precache_model ("models/player.mdl");
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//
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// Models
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//
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// sprites
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precache_model ("models/sprites/sprkle.spr");
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precache_model ("models/sprites/explosion.spr");
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precache_model ("models/sprites/null.spr");
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precache_model ("models/sprites/lightning.spr");
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if (cvar("waypoint_mode")) {
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precache_model ("models/way/current_way.spr");
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precache_model ("models/way/current_way_door.spr");
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precache_model ("models/way/last_way.spr");
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precache_model ("models/way/last_way_door.spr");
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precache_model ("models/way/normal_way.spr");
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precache_model ("models/way/normal_way_door.spr");
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precache_model ("models/way/way_jump.spr");
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precache_model ("models/way/way_land.spr");
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}
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// zombie
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precache_model ("models/ai/zfull.mdl");
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precache_model ("models/ai/zal(.mdl");
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precache_model ("models/ai/zar(.mdl");
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precache_model ("models/ai/zb%.mdl");
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precache_model ("models/ai/zh^.mdl");
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// For debugging zombie AI
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if (cvar("developer")) {
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precache_model ("models/way/normal_way.spr");
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}
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// zombie crawler
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precache_model ("models/ai/zcfull.mdl");
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precache_model ("models/ai/zbc%.mdl");
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precache_model ("models/ai/zalc(.mdl");
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precache_model ("models/ai/zarc(.mdl");
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precache_model ("models/ai/zhc^.mdl");
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// start weapons
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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");
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precache_model ("models/weapons/grenade/v_grenade.mdl");
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precache_model ("models/weapons/grenade/g_grenade.mdl");
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precache_extra (W_BIATCH);
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// perk machine defaults
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//precache_model (PERK_QUICKREVIVE_DEFAULT_MODEL);
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//precache_model (PERK_JUGGERNOG_DEFAULT_MODEL);
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//precache_model (PERK_SPEEDCOLA_DEFAULT_MODEL);
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//precache_model (PERK_)
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#ifdef FTE
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// FTE only has co-op, so don't precache morphine elsewhere.
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precache_model ("models/weapons/morphine/v_morphine.mdl");
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#endif // FTE
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//
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// Sounds
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//
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// player-made
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#ifdef FTE
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precache_sound("sounds/player/footstep1.wav");
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precache_sound("sounds/player/footstep2.wav");
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precache_sound("sounds/player/footstep3.wav");
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precache_sound("sounds/player/footstep4.wav");
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precache_sound("sounds/player/footstep5.wav");
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#endif // FTE
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precache_sound("sounds/player/jump.wav");
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precache_sound("sounds/player/land.wav");
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precache_sound("sounds/player/pain4.wav");
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// weapons
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precache_sound("sounds/weapons/colt/magin.wav");
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precache_sound("sounds/weapons/colt/magout.wav");
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precache_sound("sounds/weapons/colt/shoot.wav");
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precache_sound("sounds/weapons/colt/slide.wav");
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precache_sound("sounds/weapons/papfire.wav");
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// grenade
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precache_sound("sounds/weapons/grenade/prime.wav");
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precache_sound("sounds/weapons/grenade/throw.wav");
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precache_sound("sounds/weapons/grenade/explode.wav");
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// melee
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precache_sound("sounds/weapons/knife/knife_hitbod.wav");
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precache_sound("sounds/weapons/knife/knife.wav");
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precache_sound("sounds/weapons/knife/knife_hit.wav");
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// tunes
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precache_sound("sounds/rounds/eround.wav");
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precache_sound("sounds/rounds/nround.wav");
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precache_sound("sounds/rounds/splash.wav");
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precache_sound("sounds/music/end.wav");
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// purchasing
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precache_sound("sounds/misc/ching.wav");
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precache_sound("sounds/misc/buy.wav");
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precache_sound("sounds/misc/denybuy.wav");
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// power-ups
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precache_sound ("sounds/pu/pickup.wav");
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precache_sound ("sounds/pu/powerup.wav");
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precache_sound ("sounds/pu/drop.wav");
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precache_sound ("sounds/pu/byebye.wav");
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// zombie walk
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precache_sound ("sounds/zombie/w0.wav");
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precache_sound ("sounds/zombie/w1.wav");
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precache_sound ("sounds/zombie/w2.wav");
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precache_sound ("sounds/zombie/w3.wav");
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precache_sound ("sounds/zombie/w4.wav");
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precache_sound ("sounds/zombie/w5.wav");
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precache_sound ("sounds/zombie/w6.wav");
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precache_sound ("sounds/zombie/w7.wav");
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precache_sound ("sounds/zombie/w8.wav");
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precache_sound ("sounds/zombie/w9.wav");
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// zombie run
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precache_sound ("sounds/zombie/r0.wav");
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precache_sound ("sounds/zombie/r1.wav");
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precache_sound ("sounds/zombie/r2.wav");
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precache_sound ("sounds/zombie/r3.wav");
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precache_sound ("sounds/zombie/r4.wav");
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precache_sound ("sounds/zombie/r5.wav");
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precache_sound ("sounds/zombie/r6.wav");
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precache_sound ("sounds/zombie/r7.wav");
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precache_sound ("sounds/zombie/r8.wav");
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precache_sound ("sounds/zombie/r9.wav");
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// zombie swipe
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precache_sound ("sounds/zombie/a0.wav");
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precache_sound ("sounds/zombie/a1.wav");
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precache_sound ("sounds/zombie/a2.wav");
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precache_sound ("sounds/zombie/a3.wav");
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precache_sound ("sounds/zombie/a4.wav");
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precache_sound ("sounds/zombie/a5.wav");
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precache_sound ("sounds/zombie/a6.wav");
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precache_sound ("sounds/zombie/a7.wav");
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// zombie death
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precache_sound ("sounds/zombie/d0.wav");
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precache_sound ("sounds/zombie/d1.wav");
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precache_sound ("sounds/zombie/d2.wav");
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precache_sound ("sounds/zombie/d3.wav");
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precache_sound ("sounds/zombie/d4.wav");
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precache_sound ("sounds/zombie/d5.wav");
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precache_sound ("sounds/zombie/d6.wav");
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precache_sound ("sounds/zombie/d7.wav");
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// zombie taunt
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precache_sound ("sounds/zombie/t0.wav");
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precache_sound ("sounds/zombie/t1.wav");
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precache_sound ("sounds/zombie/t2.wav");
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precache_sound ("sounds/zombie/t3.wav");
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precache_sound ("sounds/zombie/t4.wav");
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// zombie footsteps
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precache_sound ("sounds/zombie/s0.wav");
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precache_sound ("sounds/zombie/s1.wav");
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precache_sound ("sounds/zombie/sc0.wav");
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precache_sound ("sounds/zombie/sc1.wav");
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// null
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precache_sound("sounds/null.wav");
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}
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//called when map loaded
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void() worldspawn =
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{
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precaches();
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// Define all of our Light Styles
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LS_Setup();
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// Init Power-Ups
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PU_Init();
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#ifdef FTE
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clientstat(STAT_CURRENTMAG, EV_FLOAT, weapons[0].weapon_magazine);
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clientstat(STAT_CURRENTMAG2, EV_FLOAT, weapons[0].weapon_magazine_left);
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clientstat(STAT_POINTS, EV_FLOAT, points);
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clientstat(STAT_WEAPON2FRAME, EV_FLOAT, weapon2frame);
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clientstat(STAT_WEAPON2MODELI, EV_FLOAT, weapon2modelindex);
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clientstat(STAT_WEAPONSKIN, EV_FLOAT, weaponskin);
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clientstat(STAT_GRENADES, EV_FLOAT, primary_grenades);
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clientstat(STAT_SECGRENADES, EV_FLOAT, secondary_grenades);
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clientstat(STAT_PROGRESSBAR, EV_FLOAT, progress_bar_percent);
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clientstat(STAT_WEAPONDURATION, EV_FLOAT, weapon_animduration);
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clientstat(STAT_WEAPON2DURATION, EV_FLOAT, weapon2_animduration);
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clientstat(STAT_WEAPONZOOM, EV_FLOAT, zoom);
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clientstat(STAT_INSTA, EV_FLOAT, insta_icon);
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clientstat(STAT_X2, EV_FLOAT, x2_icon);
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clientstat(STAT_SPECTATING, EV_FLOAT, isspec);
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clientstat(STAT_PLAYERNUM, EV_FLOAT, playernum); // literally useless but will be kept in case
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clientstat(STAT_PLAYERSTANCE, EV_FLOAT, stance);
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clientstat(STAT_FACINGENEMY, EV_FLOAT, facingenemy);
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clientstat(STAT_VIEWZOOM, EV_FLOAT, viewzoom);
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clientstat(STAT_MAXHEALTH, EV_FLOAT, max_health);
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clientstat(STAT_PERKS, EV_FLOAT, perks);
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#endif // FTE
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mappath = strcat("maps/", mapname);
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mappath = strzone(mappath);
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LoadWaypointData();
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//set game elements
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G_STARTPOINTS = 500;
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G_STARTROUND = 1;
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G_PRONEPOINTS = 0;
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G_STARTWEAPON[0] = W_COLT;
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G_STARTWEAPON[1] = 8;
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G_STARTWEAPON[2] = 32;
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G_WORLDTEXT = 1;
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G_PERKS = 0;
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G_PERKPOWER = 0;
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}
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void() SpectatorConnect =
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{
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bprint(PRINT_HIGH, self.netname);
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bprint(PRINT_HIGH, " has joined the spectators.\n");
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}
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void() RelinkZombies =
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{
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entity ent,ent2;
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local float i;
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local vector min, max;
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//warn
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ent = ent2 = world;
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while ((ent = find (ent, classname, "ai_zombie")))
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{
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if(ent.currentHitBoxSetup == 0)//empty bbox, we don't care to update
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continue;
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#ifdef FTE
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// This is just a weird hack we do to avoid spamming other clients in co-op with
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// the update positions for limbs. Brings bandwidth from 90kbps->30kbps without
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// a tick rate limit. 30kbps->12kbps with a tickrate of 20Hz. Basically, like we
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// do other platforms for render speedups, if a zombie has all of its limbs dont
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// bother drawing them all separately. draw one full mesh instead, then when it
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// has been gibbed, then begin drawing separately -- cypress
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if (ent.larm.deadflag && ent.rarm.deadflag && ent.head.deadflag) {
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setmodel(ent.larm, "");
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setmodel(ent.rarm, "");
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setmodel(ent.head, "");
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if (ent.crawling == 1)
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setmodel(ent, "models/ai/zcfull.mdl");
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else
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setmodel(ent, "models/ai/zfull.mdl");
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} else if (!(ent.crawling == 1 && ent.model == "models/ai/zbc%.mdl") || !(ent.model == "models/ai/zb%.mdl")) {
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if (ent.crawling == 1)
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setmodel(ent, "models/ai/zbc%.mdl");
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else
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setmodel(ent, "models/ai/zb%.mdl");
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if (ent.larm.deadflag) {
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if (ent.crawling == 1)
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setmodel(ent.larm, "models/ai/zalc(.mdl");
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else
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setmodel(ent.larm, "models/ai/zal(.mdl");
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}
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if (ent.rarm.deadflag) {
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if (ent.crawling == 1)
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setmodel(ent.rarm, "models/ai/zarc(.mdl");
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else
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setmodel(ent.rarm, "models/ai/zar(.mdl");
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}
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if (ent.head.deadflag) {
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if (ent.crawling == 1)
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setmodel(ent.head, "models/ai/zhc^.mdl");
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else
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setmodel(ent.head, "models/ai/zh^.mdl");
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}
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}
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#endif // FTE
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makevectors (ent.angles);
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for(i = 0; i < 3; i++)
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{
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if(i == 0)
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ent2 = ent.head;
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if(i == 1)
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ent2 = ent.larm;
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if(i == 2)
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ent2 = ent.rarm;
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if (ent2)
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{
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//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;
|
|
|
|
if(ent2.deadflag)
|
|
ent2.frame = ent.frame;
|
|
|
|
//if(OnlyOrigin)
|
|
// continue;
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void() EndFrame =
|
|
{
|
|
RelinkZombies();
|
|
|
|
if (cheats_have_been_activated == false && cvar("sv_cheats") == 1) {
|
|
cheats_have_been_activated = true;
|
|
}
|
|
}; |