mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-23 04:02:02 +00:00
353 lines
No EOL
12 KiB
C++
353 lines
No EOL
12 KiB
C++
/*
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server/utilities/map_compatibility.qc
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Converts entities and other gameplay functions from earlier versions
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of NZ:P to work here.
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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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//
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// NZ:P Beta Waypoints
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//
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//
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// Compat_TryLoadBetaWaypoints()
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// Called by FTE in LoadWaypointData(), if
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// it can't find a traditional .way file, it'll
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// look for an old one here.
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//
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#ifdef FTE
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void() Compat_TryLoadBetaWaypoints =
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{
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// NZ:P Beta Waypoint files are simple, but contain redundant and
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// hard to understand data. As far as I can gather both by interpretation
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// and by reading aging source code, the structure for waypoints are as
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// follows:
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// <origin> : Origin of waypoint entity, always comes before all else.
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// <id> : Starts at one, index/id of waypoint.
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// <link1> : First Waypoint link ID, of four. Zero refers to a non-link.
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// <link2> : Second Waypoint link ID, of four. Zero refers to a non-link.
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// <link3> : Third Waypoint link ID, of four. Zero refers to a non-link.
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// <link1> : Fourth Waypoint link ID, of four. Zero refers to a non-link.
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// <owner1> : First marked "owner" ID, of four. Seems to only serve as a duplicate of links.
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// <owner2> : Second marked "owner" ID, of four. Seems to only serve as a duplicate of links.
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// <owner3> : Third marked "owner" ID, of four. Seems to only serve as a duplicate of links.
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// <owner4> : Fourth marked "owner" ID, of four. Seems to only serve as a duplicate of links.
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// File path refers to just "mapname" (no extension), the source port at
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// the time always defaulted this to data/mapname.
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float file_handle;
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file_handle = fopen(mapname, FILE_READ);
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if (file_handle == -1) {
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dprint("Compat_TryLoadBetaWaypoints: No Beta waypoint data found.\n");
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return;
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}
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float i;
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// Clear all waypoints
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for(i = 0; i < MAX_WAYPOINTS; i++) {
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waypoints[i].id = -1;
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for(float j = 0; j < 10; j++) {
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waypoints[i].target_id[j] = -1;
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}
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}
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string file_line;
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vector way_origin;
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float way_id;
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float way_targets[4];
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while(1) {
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file_line = fgets(file_handle);
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// End of file.
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if (!file_line)
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break;
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way_origin = stov(file_line); // <origin>
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file_line = fgets(file_handle);
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way_id = stof(file_line); // <id>
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// <link1> - <link4>, <owner1> - <owner4>
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for(i = 0; i < 8; i++) {
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file_line = fgets(file_handle);
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if (i < 4) {
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way_targets[i] = stof(file_line);
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}
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}
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// Fill our data structure.
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waypoint_ai waypoint;
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waypoint = waypoints[way_id];
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waypoints[way_id].id = way_id;
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waypoints[way_id].org = way_origin;
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if (waypoint_mode) {
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entity new_way = spawn();
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new_way.solid = SOLID_TRIGGER;
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new_way.touch = creator_way_touch;
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new_way.classname = "waypoint";
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new_way.waynum = ftos(way_id);
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new_way.targets[0] = ftos(way_targets[0]);
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new_way.targets[1] = ftos(way_targets[1]);
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new_way.targets[2] = ftos(way_targets[2]);
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new_way.targets[3] = ftos(way_targets[3]);
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setorigin(new_way, way_origin);
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setmodel(new_way, "models/way/normal_way.spr");
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}
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for(i = 0; i < 4; i++) {
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if (way_targets[i] > 0)
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waypoints[way_id].target_id[i] = way_targets[i];
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}
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}
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fclose(file_handle);
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}
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#endif // FTE
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//
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// NZ:P Beta Props
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//
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//
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// Compat_ConvertPropScale(model_path, scale_factor)
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// Does the dirty work for Compat_ConvertPropScaling().
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//
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void(string model_path, float scale_factor) Compat_ConvertPropScale =
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{
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entity props = find(world, model, model_path);
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while(props != world) {
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props.scale = scale_factor;
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props = find(props, model, model_path);
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}
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}
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//
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// Compat_ConvertWorldModelScales()
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// Scales down every weapon world model in
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// mass.
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//
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void() Compat_ConvertWorldModelScales =
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{
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entity props = find(world, classname, "place_model");
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while(props != world) {
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// We only check the first path, this *technically* makes
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// a nasty assumption no one used the viewmodels ever..
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// which I damn sure hope is true, for the sake of that guy's sanity..
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if (substring(props.model, 0, 15) == "models/weapons/") {
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props.scale = 0.75;
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}
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props = find(props, classname, "place_model");
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}
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}
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//
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// Compat_ConvertPropScaling()
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// A lot of props nowadays are larger than
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// originally designed, so scale them back
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// down.
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//
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void() Compat_ConvertPropScaling =
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{
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// Manual Tweaking
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Compat_ConvertPropScale("models/props/sandbags.mdl", 0.88);
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// Automatic
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Compat_ConvertWorldModelScales();
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}
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//
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// NZ:P Beta Wall Weapons
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//
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//
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// Compat_ConvertBetaWallWeapons()
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// NZ:P Beta used different weapon IDs to refer
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// to weapon indexes, this fixes that.
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//
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void() Compat_ConvertBetaWallWeapons =
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{
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entity weapons;
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weapons = find(world, classname, "buy_weapon");
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while(weapons != world) {
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switch(weapons.weapon) {
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case 1: weapons.weapon = W_COLT; break;
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case 64: weapons.weapon = W_RAY; break;
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case 129: weapons.weapon = W_KAR_SCOPE; break;
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case 130: weapons.weapon = W_BAR; break;
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case 131: weapons.weapon = W_M1A1; break;
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case 132: weapons.weapon = W_M2; break;
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case 133: weapons.weapon = W_TESLA; break;
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case 134: weapons.weapon = W_THOMPSON; break;
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case 135: weapons.weapon = W_SAWNOFF; break;
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case 136: weapons.weapon = W_PPSH; break;
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case 137: weapons.weapon = W_DB; break;
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case 138: weapons.weapon = W_KAR; break;
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case 139: weapons.weapon = W_FG; break;
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case 140: weapons.weapon = W_TRENCH; break;
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case 141: weapons.weapon = W_MG; break;
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case 142: weapons.weapon = W_GEWEHR; break;
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case 143: weapons.weapon = W_BROWNING; break;
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case 144: weapons.weapon = W_MP5K; break;
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case 145: weapons.weapon = W_357; break;
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case 146: weapons.weapon = W_M1; break;
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case 147: weapons.weapon = W_BIATCH; break;
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case 148: weapons.weapon = W_MP40; break;
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case 149: weapons.weapon = W_PANZER; break;
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case 150: weapons.weapon = W_PTRS; break;
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case 153: weapons.weapon = W_BK; break;
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case 154: weapons.weapon = W_STG; break;
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case 155: weapons.weapon = W_BETTY; break;
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case 156: weapons.weapon = W_GRENADE; break;
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case 182: weapons.weapon = W_TYPE; break;
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case 157: weapons.weapon = W_PORTER; break;
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case 158: weapons.weapon = W_HEADCRACKER; break;
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case 159: weapons.weapon = W_WIDOW; break;
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case 160: weapons.weapon = W_WIDDER; break;
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case 161: weapons.weapon = W_FIW; break;
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case 162: weapons.weapon = W_WUNDER; break;
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case 163: weapons.weapon = W_GIBS; break;
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case 164: weapons.weapon = W_SNUFF; break;
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case 165: weapons.weapon = W_REAPER; break;
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case 166: weapons.weapon = W_BORE; break;
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case 167: weapons.weapon = W_ARMAGEDDON; break;
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case 168: weapons.weapon = W_IMPELLER; break;
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case 169: weapons.weapon = W_GUT; break;
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case 170: weapons.weapon = W_BARRACUDA; break;
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case 171: weapons.weapon = W_COMPRESSOR; break;
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case 172: weapons.weapon = W_ACCELERATOR; break;
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case 173: weapons.weapon = W_KILLU; break;
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case 174: weapons.weapon = W_KOLLIDER; break;
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case 175: weapons.weapon = W_M1000; break;
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case 176: weapons.weapon = W_AFTERBURNER; break;
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case 177: weapons.weapon = W_LONGINUS; break;
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case 178: weapons.weapon = W_PENETRATOR; break;
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case 179: weapons.weapon = W_KRAUS; break;
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case 180: weapons.weapon = W_SPATZ; break;
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case 181: weapons.weapon = W_BOWIE; break;
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case 183: weapons.weapon = W_SAMURAI; break;
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default: break;
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}
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weapons = find(weapons, classname, "buy_weapon");
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}
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}
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//
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// NZ:P Beta Barricades
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//
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//
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// Compat_ConvertBetaBarricade
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// Barricades need relocated, scaled,
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// and their goal boxes re-positioned.
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//
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void() Compat_ConvertBetaBarricade =
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{
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makevectors(self.angles);
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self.origin += v_up*48;
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self.origin -= v_forward*2;
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setsize(self, '-30 -30 -10','30 30 10');
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self.box1 = self.origin + (v_forward * -50) + (v_up * -50);
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self.box2 = self.box1 + (v_right * 50);
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self.box3 = self.box1 + (v_right * -50);
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self.idlebox = self.box1 + (v_forward * -50);
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self.hop_spot = self.origin + v_forward * 50;
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self.hop_spot_x -= 5;
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self.hop_spot_z -= 25;
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self.scale = 0.75;
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}
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void() item_cover = {map_compatibility_mode = MAP_COMPAT_BETA; item_barricade(); Compat_ConvertBetaBarricade();};
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//
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// NZ:P Beta Perk-A-Cola Machines
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//
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//
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// Compat_RelocateBetaPerkMachine()
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// Perk-A-Cola models in NZ:P Beta used to have
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// non-center origin offsets, so they need re-placed
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// to be (nearly) matching what they were intended to be.
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// This also sets the scaling correctly, sue me.
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//
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#define COMPAT_RELOCAT_NORM 0
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#define COMPAT_RELOCAT_PAP 1
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#define COMPAT_RELOCAT_SPEED 2
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void(float mode) Compat_RelocateBetaPerkMachine =
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{
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makevectors(self.angles);
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switch(mode) {
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case COMPAT_RELOCAT_PAP:
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self.origin += v_forward*8;
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self.origin += v_up*24;
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break;
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case COMPAT_RELOCAT_SPEED:
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self.origin += v_forward*17;
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self.origin += v_up*2;
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break;
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default:
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self.origin += v_forward*10;
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self.origin += v_up*4;
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break;
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}
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self.scale = 0.85;
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}
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void() item_revive = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_revive();};
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void() item_speed = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_SPEED); perk_speed();};
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void() item_flopper = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_flopper();};
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void() item_juggernog = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_juggernog();};
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void() item_douple = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_double(); self.spawnflags += PERK_SPAWNFLAG_DOUBLETAPV1;};
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void() item_staminup = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_NORM); perk_staminup();};
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void() item_pap = {map_compatibility_mode = MAP_COMPAT_BETA; Compat_RelocateBetaPerkMachine(COMPAT_RELOCAT_PAP); perk_pap();};
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//
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// Compat_Init()
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// Called as soon as the server spawns in
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// a client, does more conversion for
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// map compatibility that cannot just be
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// done in QC logic or in spawn functions.
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//
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void() Compat_Init =
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{
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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return;
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Compat_ConvertBetaWallWeapons();
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Compat_ConvertPropScaling();
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} |