mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-29 23:32:18 +00:00
366 lines
No EOL
8.9 KiB
C++
366 lines
No EOL
8.9 KiB
C++
/*
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server/utilities/game_restart.qc
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A utility for re-starting the game without going through the
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server unload procedure.
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Copyright (C) 2021-2023 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() PutClientInServer;
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void() InitRounds;
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void() func_door_nzp;
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void(entity e) Light_None;
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void() setup_perk;
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void() touch_perk;
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void(entity ent) MBOX_FreeEnt;
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entity() MBOX_GetFreeEnt;
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void() MBOX_Touch;
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#define MBOX_SPAWNFLAG_NOLIGHT 2
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//
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// GameRestart_CleanPowerUps()
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// Cleans Power-Ups thrown about on the map,
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// as well as a sanity check for their state.
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//
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void() GameRestart_CleanPowerUps =
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{
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entity tempe;
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// Delete lingering PU entities
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tempe = find(world, classname, "item_powerup");
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while(tempe != world) {
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// Kill their sounds
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sound(tempe.owner, CHAN_VOICE, "sounds/null.wav", 1, ATTN_NORM);
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sound(tempe, CHAN_AUTO, "sounds/null.wav", 1, ATTN_NONE);
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// Delete em
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remove(tempe.owner); // Sparkle
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remove(tempe);
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// Iterate to the next
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tempe = find(tempe, classname, "item_powerup");
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}
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// Turn off HUD icons
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tempe = find(world, classname, "player");
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while (tempe != world) {
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tempe.insta_icon = false;
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tempe.x2_icon = false;
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tempe = find(tempe, classname, "player");
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}
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// They're finished, stop doing the effects.
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instakill_finished = time;
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x2_finished = time;
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}
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//
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// GameRestart_CleanWallSummons()
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// Removes World models summoned from
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// weapon_wall.
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//
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void() GameRestart_CleanWallSummons =
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{
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entity tempe;
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tempe = find(world, classname, "weapon_wall");
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while (tempe != world) {
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// Check if it's model has been set, if it is undo the damage.
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if (tempe.enemy.model != "") {
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setmodel(tempe.enemy, "");
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tempe.enemy.boxstatus = 0;
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makevectors(tempe.angles);
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setorigin(tempe.enemy, tempe.origin + v_right*-4);
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}
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tempe = find(tempe, classname, "weapon_wall");
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}
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}
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//
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// GameRestart_RepairBarricades()
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// Resets the barricade health state.
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//
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void() GameRestart_RepairBarricades =
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{
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entity tempe;
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tempe = find(world, classname, "window");
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while (tempe != world) {
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if (tempe.health != -10) {
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tempe.health = 6;
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tempe.frame = 0;
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}
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tempe = find(tempe, classname, "window");
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}
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}
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//
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// GameRestart_TurnPerkOff()
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// Wrapper for turning off Perk lights.
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//
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void(string perk_classname) GameRestart_TurnPerkOff =
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{
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entity tempe;
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tempe = find(world, classname, perk_classname);
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while(tempe != world) {
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setmodel(tempe, tempe.door_model_name);
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setorigin(tempe, tempe.oldorigin);
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Light_None(tempe);
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tempe.velocity = '0 0 0';
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tempe.angles = tempe.finalangle;
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tempe.touch = touch_perk;
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tempe.revivesoda = 0;
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// Run our initial setup function
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tempe.think = setup_perk;
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tempe.nextthink = time + 0.1;
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tempe = find(tempe, classname, perk_classname);
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}
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}
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//
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// GameRestart_ResetPerkaColas()
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// Make sure Perk-a-Colas are in their
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// right states.
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//
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void() GameRestart_ResetPerkaColas =
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{
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// Go on a reset spree!
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GameRestart_TurnPerkOff("perk_revive"); // Quick Revive
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GameRestart_TurnPerkOff("perk_juggernog"); // Jugger-Nog
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GameRestart_TurnPerkOff("perk_speed"); // Speed Cola
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GameRestart_TurnPerkOff("perk_double"); // Double Tap Root Beer
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GameRestart_TurnPerkOff("perk_flopper"); // PhD Flopper
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GameRestart_TurnPerkOff("perk_staminup"); // Stamin-Up
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GameRestart_TurnPerkOff("perk_deadshot"); // Deadshot Daiquiri
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GameRestart_TurnPerkOff("perk_mule"); // Mule Kick
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}
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//
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// GameRestart_ResetMysteryBox
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// Clean-Up the Mystery Box.
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//
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void() GameRestart_ResetMysteryBox =
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{
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// Check if there is a Mystery Box in the map
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entity mystery_box = find(world, classname, "mystery");
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if (mystery_box != world) {
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mystery_box.boxstatus = 0;
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mystery_box.frame = 0;
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mystery_box.spins = 0;
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if (mystery_box.goaldummy != world)
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mystery_box.goaldummy.frame = 0;
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if (mystery_box.boxweapon)
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MBOX_FreeEnt(mystery_box.boxweapon);
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// If the Mystery Box is not in its original
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// location.
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if (mystery_box.origin != mystery_box_start_origin) {
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mystery_box.model = "models/props/teddy.mdl";
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mystery_box.frame = 2;
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mystery_box.classname = "mystery_box_tp_spot";
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mystery_box.touch = SUB_Null;
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mystery_box.angles_y -= 90;
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if (mystery_box.goaldummy != world)
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MBOX_FreeEnt(mystery_box.goaldummy);
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// This isn't the normal spawn position
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if (mystery_box.origin != mystery_box_start_origin) {
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// Find the original spot
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entity original_box = find(world, classname, "mystery_box_tp_spot");
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while (original_box != world) {
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if (original_box.origin == mystery_box_start_origin)
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break;
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original_box = find(original_box, classname, "mystery_box_tp_spot");
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}
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// Spawn the Box Glow if permitted
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if (!(mystery_box.spawnflags & MBOX_SPAWNFLAG_NOLIGHT)) {
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entity light = MBOX_GetFreeEnt();
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light.classname = "mystery_glow";
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original_box.goaldummy = light;
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setmodel(light, mystery_box_glow_model);
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setorigin(light, original_box.origin);
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light.angles = original_box.angles;
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#ifdef FTE
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light.alpha = 0.5;
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#endif // FTE
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}
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original_box.touch = MBOX_Touch;
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original_box.solid = SOLID_TRIGGER;
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original_box.classname = "mystery";
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setorigin(original_box, original_box.origin);
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setmodel(original_box, mystery_box_model);
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setsize (original_box, VEC_HULL2_MIN, VEC_HULL2_MAX);
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}
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Light_None(mystery_box);
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setmodel(mystery_box, mystery_box.model);
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}
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}
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}
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void() GameRestart_RestoreFakeRemovals =
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{
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entity ent = findfloat(world, entity_removed, true);
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while(ent != world) {
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ent.entity_removed = false;
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ent.model = ent.oldmodel;
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ent.origin = ent.oldorigin;
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ent.mins = ent.bbmins;
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ent.maxs = ent.bbmaxs;
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ent.solid = ent.sprintflag;
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setsize(ent, ent.mins, ent.maxs);
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setmodel(ent, ent.model);
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ent = findfloat(ent, entity_removed, true);
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}
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}
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//moto -- put this here because it keeps soft_restart somewhat clean..
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void(entity door) reclose_door = {
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entity oldself;
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oldself = self;
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self = door;
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setmodel(self, self.oldmodel);
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self.solid = SOLID_BSP;
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setorigin(self, self.oldorigin);
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self.isopen = 0;
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func_door_nzp();
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//Close_Waypoint(self.wayTarget);
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self = oldself;
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}
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void() Soft_Restart = {
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entity who, oldself, doors, endgame;
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self = find(world,classname,"player");
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oldself = self;
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//remove all zombies
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who = find(world,classname,"ai_zombie");
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while(who != world)
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{
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if(who.health)
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{
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self = who;
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self.th_die();
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// hide bodies
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setmodel(self, "");
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if (self.head)
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setmodel(self.head, "");
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if (self.larm)
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setmodel(self.larm, "");
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if (self.rarm)
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setmodel(self.rarm, "");
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self = oldself;
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}
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who = find(who,classname,"ai_zombie");
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}
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GameRestart_CleanPowerUps(); // Get rid of any Power-Ups that were spawned and left.
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GameRestart_CleanWallSummons(); // Delete residual wall weapon spawns from our last game.
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GameRestart_RepairBarricades(); // Make sure all barricades are fully repaired.
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GameRestart_ResetPerkaColas(); // Turn all of the Perk-a-Cola lights off, reset states.
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GameRestart_ResetMysteryBox(); // Clean up the Mystery Box, delete floating weapon, etc.
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GameRestart_RestoreFakeRemovals(); // Puts back everything "removed" using Ent_FakeRemove().
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//close doors
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doors = findfloat(world, isopen, 1);
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while (doors) {
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if (doors.isopen)
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reclose_door(doors);
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doors = findfloat(world, isopen, 1);
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}
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//reset buyable ending
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endgame = find(world, classname, "func_ending");
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if (endgame) {
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endgame.activated = false;
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}
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//reset teleporters
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local entity tp;
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tp = find(world, classname, "func_teleporter_entrance");
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if (tp) {
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tp.activated = false;
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tp.isLinked = false;
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tp.cooldown = false;
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tp.waitLink = false;
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tp.think = SUB_Null;
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}
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local entity power;
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power = find(world, classname, "power_switch");
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if(power) {
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isPowerOn = false;
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power.frame = 0;
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}
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self = oldself;
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self.downed = 0;
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self.progress_bar = 0;
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self.progress_bar_time = 0;
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self.progress_bar_percent = 0;
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game_over = false;
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rounds = 0;
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self.score = 0;
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self.points = 0;
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for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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self.weapons[i].weapon_id = 0;
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}
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// naievil -- clear betty
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self.secondary_grenades = 0;
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self.grenades = 1;
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self.pri_grenade_state = 0;
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InitRounds();
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self.isspec = false;
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PutClientInServer();
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} |