quakec/source/server/utilities/game_restart.qc

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5.3 KiB
C++

/*
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;
}
//
// GameRestart_CleanWallSummons()
// Removes World models summoned from
// weapon_wall.
//
void() GameRestart_CleanWallSummons =
{
entity tempe;
tempe = find(world, classname, "weapon_wall");
while (tempe != world) {
// Check if it's model has been set, if it is undo the damage.
if (tempe.enemy.model != "") {
setmodel(tempe.enemy, "");
tempe.enemy.boxstatus = 0;
makevectors(tempe.angles);
setorigin(tempe.enemy, tempe.origin + v_right*-4);
}
tempe = find(tempe, classname, "weapon_wall");
}
}
//
// GameRestart_RepairBarricades()
// Resets the barricade health state.
//
void() GameRestart_RepairBarricades =
{
entity tempe;
tempe = find(world, classname, "window");
while (tempe != world) {
if (tempe.health != -10) {
tempe.health = 6;
tempe.frame = 0;
}
tempe = find(tempe, classname, "window");
}
}
//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");
}
GameRestart_CleanPowerUps(); // Get rid of any Power-Ups that were spawned and left.
GameRestart_CleanWallSummons(); // Delete residual wall weapon spawns from our last game.
GameRestart_RepairBarricades(); // Make sure all barricades are fully repaired.
//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();
}