mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 20:01:34 +00:00
566 lines
No EOL
15 KiB
C++
566 lines
No EOL
15 KiB
C++
/*
|
|
server/main.qc
|
|
|
|
mostly functions that will be called from the engine and are
|
|
expected to exist
|
|
|
|
Copyright (C) 2021-2024 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() LS_Setup;
|
|
void() PU_Init;
|
|
void() Compat_Init;
|
|
void() SUB_Remove = {remove(self);}
|
|
|
|
//called when starting server/loading the map
|
|
void() main =
|
|
{
|
|
cheats_have_been_activated = false;
|
|
global_trace_damage_multiplier = 1;
|
|
}
|
|
|
|
float ai_delay_time;
|
|
float time_before_gamestart;
|
|
|
|
//
|
|
// Way_SetBrushEntNonSolid(ent_name)
|
|
// FIXME: Move this elsewhere..
|
|
// Wrapper for finding brush ents of classname
|
|
// and making them non-solid. For use only
|
|
// with Waypoint Mode.
|
|
//
|
|
void(string ent_name) Way_SetBrushEntNonSolid =
|
|
{
|
|
entity ent = find(world, classname, ent_name);
|
|
while(ent != world) {
|
|
ent.solid = SOLID_NOT;
|
|
ent.touch = SUB_Null;
|
|
ent = find(ent, classname, ent_name);
|
|
}
|
|
}
|
|
|
|
//called for each frame that QC runs
|
|
float zombie_cleaned_w;
|
|
void() StartFrame =
|
|
{
|
|
framecount = framecount + 1;
|
|
|
|
if (waypoint_mode) {
|
|
if (!zombie_cleaned_w) {
|
|
entity zent;
|
|
zent = find (world, classname, "ai_zombie");
|
|
while (zent)
|
|
{
|
|
remove (zent);
|
|
zent = find (zent, classname, "ai_zombie");
|
|
}
|
|
zombie_cleaned_w = true;
|
|
|
|
zent = find (world, classname, "waypoint");
|
|
while (zent)
|
|
{
|
|
if (zent.targetname)
|
|
setmodel(zent, "models/way/normal_way_door.spr");
|
|
else
|
|
setmodel(zent, "models/way/normal_way.spr");
|
|
zent = find (zent, classname, "waypoint");
|
|
}
|
|
Way_SetBrushEntNonSolid("door_nzp_cost");
|
|
Way_SetBrushEntNonSolid("door_nzp");
|
|
Way_SetBrushEntNonSolid("door");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Start completely blacked out
|
|
//if (time < 5)
|
|
|
|
|
|
|
|
if (roundinit) {
|
|
Round_Core();
|
|
|
|
if (ai_delay_time < time) {
|
|
Do_Zombie_AI ();
|
|
|
|
// This determines the delay between each AI's update sequence.
|
|
// It needs to be variable -- the more AI, the smaller this number
|
|
// should end up being, or else you'll have AI completely stall
|
|
// waiting for it's chance in the spotlight.
|
|
// -----
|
|
|
|
#ifdef FTE
|
|
|
|
// On FTE, resources are available to make this super short (0.01s,
|
|
// meaning all 24 ai update 4 times a second).
|
|
ai_delay_time = time + 0.01;
|
|
|
|
#else
|
|
|
|
// On other platforms, have this be 0.03 / ai factor / 12.
|
|
// This means that:
|
|
// AI Updates at ~30Hz with 12 Zombies
|
|
// AI Updates at ~45Hz with 18 Zombies
|
|
// AI Updates at ~60Hz with 24 Zombies
|
|
ai_delay_time = time + (0.03 / (nzp_maxai()/12));
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
} else {
|
|
if (!time_before_gamestart) {
|
|
entity SpawnedIn;
|
|
SpawnedIn = find(world, classname, "player");
|
|
|
|
if (SpawnedIn) {
|
|
entity hellhound = find(world, classname, "spawn_dog");
|
|
|
|
if (hellhound != world)
|
|
gotdog = true;
|
|
|
|
Compat_Init();
|
|
updateDogRound();
|
|
time_before_gamestart = time + 3;
|
|
}
|
|
return;
|
|
} else if (time_before_gamestart < time) {
|
|
InitRounds();
|
|
nzp_screenflash(world, SCREENFLASH_COLOR_BLACK, 1, SCREENFLASH_FADE_OUT);
|
|
sound(self, CHAN_AUTO, "sounds/rounds/splash.wav", 1, ATTN_NONE);
|
|
|
|
entity players = find(world, classname, "player");
|
|
|
|
while(players != world) {
|
|
if (players.name != "")
|
|
nzp_setplayername(players, players.name);
|
|
|
|
players = find(players, classname, "player");
|
|
}
|
|
|
|
} else {
|
|
nzp_screenflash(world, SCREENFLASH_COLOR_BLACK, 90, SCREENFLASH_FADE_OUT);
|
|
}
|
|
}
|
|
}
|
|
string(string s) precache_model = #20;
|
|
|
|
void() precaches =
|
|
{
|
|
precache_model ("models/player.mdl");
|
|
|
|
//
|
|
// Models
|
|
//
|
|
|
|
// sprites
|
|
precache_model ("models/sprites/sprkle.spr");
|
|
precache_model ("models/sprites/explosion.spr");
|
|
precache_model ("models/sprites/null.spr");
|
|
precache_model ("models/sprites/lightning.spr");
|
|
|
|
if (cvar("waypoint_mode")) {
|
|
precache_model ("models/way/current_way.spr");
|
|
precache_model ("models/way/current_way_door.spr");
|
|
precache_model ("models/way/last_way.spr");
|
|
precache_model ("models/way/last_way_door.spr");
|
|
precache_model ("models/way/normal_way.spr");
|
|
precache_model ("models/way/normal_way_door.spr");
|
|
precache_model ("models/way/way_jump.spr");
|
|
precache_model ("models/way/way_land.spr");
|
|
}
|
|
|
|
// zombie
|
|
precache_model ("models/ai/zfull.mdl");
|
|
precache_model ("models/ai/zal(.mdl");
|
|
precache_model ("models/ai/zar(.mdl");
|
|
precache_model ("models/ai/zb%.mdl");
|
|
precache_model ("models/ai/zh^.mdl");
|
|
|
|
// For debugging zombie AI
|
|
if (cvar("developer")) {
|
|
precache_model ("models/way/normal_way.spr");
|
|
}
|
|
|
|
// zombie crawler
|
|
precache_model ("models/ai/zcfull.mdl");
|
|
precache_model ("models/ai/zbc%.mdl");
|
|
precache_model ("models/ai/zalc(.mdl");
|
|
precache_model ("models/ai/zarc(.mdl");
|
|
precache_model ("models/ai/zhc^.mdl");
|
|
|
|
// start weapons
|
|
precache_model ("models/weapons/m1911/v_colt.mdl");
|
|
precache_model ("models/weapons/m1911/g_colt.mdl");
|
|
precache_model ("models/weapons/knife/v_knife.mdl");
|
|
precache_model ("models/weapons/grenade/v_grenade.mdl");
|
|
precache_model ("models/weapons/grenade/g_grenade.mdl");
|
|
precache_extra (W_BIATCH);
|
|
|
|
// perk machine defaults
|
|
//precache_model (PERK_QUICKREVIVE_DEFAULT_MODEL);
|
|
//precache_model (PERK_JUGGERNOG_DEFAULT_MODEL);
|
|
//precache_model (PERK_SPEEDCOLA_DEFAULT_MODEL);
|
|
//precache_model (PERK_)
|
|
|
|
#ifdef FTE
|
|
|
|
// FTE only has co-op, so don't precache morphine elsewhere.
|
|
precache_model ("models/weapons/morphine/v_morphine.mdl");
|
|
|
|
#endif // FTE
|
|
|
|
//
|
|
// Sounds
|
|
//
|
|
|
|
// player-made
|
|
|
|
#ifdef FTE
|
|
|
|
precache_sound("sounds/player/footstep1.wav");
|
|
precache_sound("sounds/player/footstep2.wav");
|
|
precache_sound("sounds/player/footstep3.wav");
|
|
precache_sound("sounds/player/footstep4.wav");
|
|
precache_sound("sounds/player/footstep5.wav");
|
|
|
|
#endif // FTE
|
|
|
|
precache_sound("sounds/player/jump.wav");
|
|
precache_sound("sounds/player/land.wav");
|
|
precache_sound("sounds/player/pain4.wav");
|
|
|
|
// weapons
|
|
precache_sound("sounds/weapons/colt/magin.wav");
|
|
precache_sound("sounds/weapons/colt/magout.wav");
|
|
precache_sound("sounds/weapons/colt/shoot.wav");
|
|
precache_sound("sounds/weapons/colt/slide.wav");
|
|
precache_sound("sounds/weapons/papfire.wav");
|
|
|
|
// grenade
|
|
precache_sound("sounds/weapons/grenade/prime.wav");
|
|
precache_sound("sounds/weapons/grenade/throw.wav");
|
|
precache_sound("sounds/weapons/grenade/explode.wav");
|
|
|
|
// melee
|
|
precache_sound("sounds/weapons/knife/knife_hitbod.wav");
|
|
precache_sound("sounds/weapons/knife/knife.wav");
|
|
precache_sound("sounds/weapons/knife/knife_hit.wav");
|
|
|
|
// tunes
|
|
precache_sound("sounds/rounds/eround.wav");
|
|
precache_sound("sounds/rounds/nround.wav");
|
|
precache_sound("sounds/rounds/splash.wav");
|
|
precache_sound("sounds/music/end.wav");
|
|
|
|
// purchasing
|
|
precache_sound("sounds/misc/buy.wav");
|
|
precache_sound("sounds/misc/denybuy.wav");
|
|
|
|
// power-ups
|
|
precache_sound ("sounds/pu/pickup.wav");
|
|
precache_sound ("sounds/pu/powerup.wav");
|
|
precache_sound ("sounds/pu/drop.wav");
|
|
precache_sound ("sounds/pu/byebye.wav");
|
|
|
|
// zombie walk
|
|
precache_sound ("sounds/zombie/w0.wav");
|
|
precache_sound ("sounds/zombie/w1.wav");
|
|
precache_sound ("sounds/zombie/w2.wav");
|
|
precache_sound ("sounds/zombie/w3.wav");
|
|
precache_sound ("sounds/zombie/w4.wav");
|
|
precache_sound ("sounds/zombie/w5.wav");
|
|
precache_sound ("sounds/zombie/w6.wav");
|
|
precache_sound ("sounds/zombie/w7.wav");
|
|
precache_sound ("sounds/zombie/w8.wav");
|
|
precache_sound ("sounds/zombie/w9.wav");
|
|
|
|
// zombie run
|
|
precache_sound ("sounds/zombie/r0.wav");
|
|
precache_sound ("sounds/zombie/r1.wav");
|
|
precache_sound ("sounds/zombie/r2.wav");
|
|
precache_sound ("sounds/zombie/r3.wav");
|
|
precache_sound ("sounds/zombie/r4.wav");
|
|
precache_sound ("sounds/zombie/r5.wav");
|
|
precache_sound ("sounds/zombie/r6.wav");
|
|
precache_sound ("sounds/zombie/r7.wav");
|
|
precache_sound ("sounds/zombie/r8.wav");
|
|
precache_sound ("sounds/zombie/r9.wav");
|
|
|
|
// zombie swipe
|
|
precache_sound ("sounds/zombie/a0.wav");
|
|
precache_sound ("sounds/zombie/a1.wav");
|
|
precache_sound ("sounds/zombie/a2.wav");
|
|
precache_sound ("sounds/zombie/a3.wav");
|
|
precache_sound ("sounds/zombie/a4.wav");
|
|
precache_sound ("sounds/zombie/a5.wav");
|
|
precache_sound ("sounds/zombie/a6.wav");
|
|
precache_sound ("sounds/zombie/a7.wav");
|
|
|
|
// zombie death
|
|
precache_sound ("sounds/zombie/d0.wav");
|
|
precache_sound ("sounds/zombie/d1.wav");
|
|
precache_sound ("sounds/zombie/d2.wav");
|
|
precache_sound ("sounds/zombie/d3.wav");
|
|
precache_sound ("sounds/zombie/d4.wav");
|
|
precache_sound ("sounds/zombie/d5.wav");
|
|
precache_sound ("sounds/zombie/d6.wav");
|
|
precache_sound ("sounds/zombie/d7.wav");
|
|
|
|
// zombie taunt
|
|
precache_sound ("sounds/zombie/t0.wav");
|
|
precache_sound ("sounds/zombie/t1.wav");
|
|
precache_sound ("sounds/zombie/t2.wav");
|
|
precache_sound ("sounds/zombie/t3.wav");
|
|
precache_sound ("sounds/zombie/t4.wav");
|
|
|
|
// zombie footsteps
|
|
precache_sound ("sounds/zombie/s0.wav");
|
|
precache_sound ("sounds/zombie/s1.wav");
|
|
precache_sound ("sounds/zombie/sc0.wav");
|
|
precache_sound ("sounds/zombie/sc1.wav");
|
|
|
|
// null
|
|
precache_sound("sounds/null.wav");
|
|
}
|
|
|
|
//called when map loaded
|
|
void() worldspawn =
|
|
{
|
|
precaches();
|
|
|
|
// Define all of our Light Styles
|
|
LS_Setup();
|
|
|
|
// Init Power-Ups
|
|
PU_Init();
|
|
|
|
#ifdef FTE
|
|
|
|
clientstat(STAT_CURRENTMAG, EV_FLOAT, weapons[0].weapon_magazine);
|
|
clientstat(STAT_CURRENTMAG2, EV_FLOAT, weapons[0].weapon_magazine_left);
|
|
clientstat(STAT_POINTS, EV_FLOAT, points);
|
|
clientstat(STAT_WEAPON2FRAME, EV_FLOAT, weapon2frame);
|
|
clientstat(STAT_WEAPON2MODELI, EV_FLOAT, weapon2modelindex);
|
|
clientstat(STAT_WEAPONSKIN, EV_FLOAT, weaponskin);
|
|
clientstat(STAT_GRENADES, EV_FLOAT, primary_grenades);
|
|
clientstat(STAT_SECGRENADES, EV_FLOAT, secondary_grenades);
|
|
clientstat(STAT_PROGRESSBAR, EV_FLOAT, progress_bar_percent);
|
|
clientstat(STAT_WEAPONDURATION, EV_FLOAT, weapon_animduration);
|
|
clientstat(STAT_WEAPON2DURATION, EV_FLOAT, weapon2_animduration);
|
|
clientstat(STAT_WEAPONZOOM, EV_FLOAT, zoom);
|
|
clientstat(STAT_INSTA, EV_FLOAT, insta_icon);
|
|
clientstat(STAT_X2, EV_FLOAT, x2_icon);
|
|
clientstat(STAT_SPECTATING, EV_FLOAT, isspec);
|
|
clientstat(STAT_PLAYERNUM, EV_FLOAT, playernum); // literally useless but will be kept in case
|
|
clientstat(STAT_PLAYERSTANCE, EV_FLOAT, stance);
|
|
clientstat(STAT_FACINGENEMY, EV_FLOAT, facingenemy);
|
|
clientstat(STAT_VIEWZOOM, EV_FLOAT, viewzoom);
|
|
clientstat(STAT_MAXHEALTH, EV_FLOAT, max_health);
|
|
clientstat(STAT_PERKS, EV_FLOAT, perks);
|
|
|
|
#endif // FTE
|
|
|
|
mappath = strcat("maps/", mapname);
|
|
mappath = strzone(mappath);
|
|
|
|
LoadWaypointData();
|
|
|
|
//set game elements
|
|
G_STARTPOINTS = 500;
|
|
G_STARTROUND = 1;
|
|
G_PRONEPOINTS = 0;
|
|
G_STARTWEAPON[0] = W_COLT;
|
|
G_STARTWEAPON[1] = 8;
|
|
G_STARTWEAPON[2] = 32;
|
|
G_WORLDTEXT = 1;
|
|
G_PERKS = 0;
|
|
G_PERKPOWER = 0;
|
|
}
|
|
|
|
void() SpectatorConnect =
|
|
{
|
|
bprint(PRINT_HIGH, self.netname);
|
|
bprint(PRINT_HIGH, " has joined the spectators.\n");
|
|
}
|
|
|
|
void() RelinkZombies =
|
|
{
|
|
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;
|
|
|
|
#ifdef FTE
|
|
// This is just a weird hack we do to avoid spamming other clients in co-op with
|
|
// the update positions for limbs. Brings bandwidth from 90kbps->30kbps without
|
|
// a tick rate limit. 30kbps->12kbps with a tickrate of 20Hz. Basically, like we
|
|
// do other platforms for render speedups, if a zombie has all of its limbs dont
|
|
// bother drawing them all separately. draw one full mesh instead, then when it
|
|
// has been gibbed, then begin drawing separately -- cypress
|
|
if (ent.larm.deadflag && ent.rarm.deadflag && ent.head.deadflag) {
|
|
setmodel(ent.larm, "");
|
|
setmodel(ent.rarm, "");
|
|
setmodel(ent.head, "");
|
|
|
|
if (ent.crawling == 1)
|
|
setmodel(ent, "models/ai/zcfull.mdl");
|
|
else
|
|
setmodel(ent, "models/ai/zfull.mdl");
|
|
} else if (!(ent.crawling == 1 && ent.model == "models/ai/zbc%.mdl") || !(ent.model == "models/ai/zb%.mdl")) {
|
|
if (ent.crawling == 1)
|
|
setmodel(ent, "models/ai/zbc%.mdl");
|
|
else
|
|
setmodel(ent, "models/ai/zb%.mdl");
|
|
|
|
if (ent.larm.deadflag) {
|
|
if (ent.crawling == 1)
|
|
setmodel(ent.larm, "models/ai/zalc(.mdl");
|
|
else
|
|
setmodel(ent.larm, "models/ai/zal(.mdl");
|
|
}
|
|
|
|
if (ent.rarm.deadflag) {
|
|
if (ent.crawling == 1)
|
|
setmodel(ent.rarm, "models/ai/zarc(.mdl");
|
|
else
|
|
setmodel(ent.rarm, "models/ai/zar(.mdl");
|
|
}
|
|
|
|
if (ent.head.deadflag) {
|
|
if (ent.crawling == 1)
|
|
setmodel(ent.head, "models/ai/zhc^.mdl");
|
|
else
|
|
setmodel(ent.head, "models/ai/zh^.mdl");
|
|
}
|
|
}
|
|
#endif // FTE
|
|
|
|
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)
|
|
{
|
|
//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;
|
|
}
|
|
}; |