nuclide/src/server/entry.c

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* main is a qcc leftover */
void main(void)
{
}
void StartFrame(void)
{
for (entity a = world; (a = findfloat(a, ::gflags, GF_CANRESPAWN));) {
CBaseEntity ent = (CBaseEntity)a;
ent.ParentUpdate();
}
g_grMode.FrameStart();
Vote_Frame();
}
void ClientConnect(float csqc_active)
{
g_grMode.PlayerConnect(self);
}
void ClientDisconnect(void)
{
g_grMode.PlayerDisconnect(self);
}
void ClientKill(void)
{
player pl = (player)self;
g_grMode.PlayerKill(pl);
}
void SpectatorThink(void)
{
Game_SpectatorThink();
}
void SpectatorConnect(void)
{
Game_SpectatorConnect();
}
void SpectatorDisconnect(void)
{
Game_SpectatorDisconnect();
}
void PutClientInServer(void)
{
player pl;
/* make sure you never change the classname. ever. */
if (self.classname != "player") {
spawnfunc_player();
}
pl = (player)self;
g_grMode.PlayerSpawn(pl);
/* activate all game_playerspawn entities */
for (entity a = world; (a = findfloat(a, ::gflags, GF_CANRESPAWN));) {
CBaseEntity ent = (CBaseEntity)a;
if (ent.m_strTargetName == "game_playerspawn") {
CBaseTrigger t = (CBaseTrigger)a;
t.Trigger(self, TRIG_TOGGLE);
}
}
}
void PlayerPreThink(void)
{
player pl = (player)self;
g_grMode.PlayerPreFrame(pl);
}
void PlayerPostThink(void)
{
player pl = (player)self;
g_grMode.PlayerPostFrame(pl);
}
void SetNewParms(void)
{
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iprint("Setting New Level Parameters");
g_grMode.LevelNewParms();
}
void SetChangeParms(void)
{
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iprint("Setting Level-Change Parameters");
player pl = (player)self;
g_grMode.LevelChangeParms(pl);
}
void SV_RunClientCommand(void)
{
if (!Plugin_RunClientCommand()) {
Game_RunClientCommand();
}
}
void SV_ParseClientCommand(string cmd)
{
if (!Plugin_ParseClientCommand(cmd)) {
Game_ParseClientCommand(cmd);
}
}
void init(float prevprogs)
{
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iprint("Initializing Server-Module");
Plugin_Init();
}
void init_respawn(void)
{
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iprint("Respawning Entities");
g_grMode.InitPostEnts();
for (entity a = world; (a = findfloat(a, ::gflags, GF_CANRESPAWN));) {
CBaseEntity ent = (CBaseEntity)a;
ent.Respawn();
}
remove(self);
}
void initents(void)
{
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iprint("Initializing Entities");
/* sound shader init */
Sound_Init();
if (serverkeyfloat("*bspversion") != 30) {
/* load materials.txt because someone thought this was the best idea */
filestream fileMaterial = fopen("sound/materials.txt", FILE_READ);
hashMaterials = __NULL__;
hashMaterials = hash_createtab(2, HASH_ADD);
if (fileMaterial >= 0) {
string sTemp;
while ((sTemp = fgets(fileMaterial))) {
/* tokenize and just parse this stuff in */
if (tokenize_console(sTemp) == 2) {
hash_add(hashMaterials, strtolower(argv(1)), str2chr(argv(0), 0));
}
}
fclose(fileMaterial);
} else {
print("Failed to load sound/materials.txt!\n");
}
}
PMove_Init();
/* TODO: turn these effects into sound shaders */
precache_sound("weapons/explode3.wav");
precache_sound("weapons/explode4.wav");
precache_sound("weapons/explode5.wav");
precache_sound("debris/glass1.wav");
precache_sound("debris/glass2.wav");
precache_sound("debris/glass3.wav");
precache_sound("debris/wood1.wav");
precache_sound("debris/wood2.wav");
precache_sound("debris/wood3.wav");
precache_sound("debris/metal1.wav");
precache_sound("debris/metal2.wav");
precache_sound("debris/metal3.wav");
precache_sound("debris/flesh1.wav");
precache_sound("debris/flesh2.wav");
precache_sound("debris/flesh3.wav");
precache_sound("debris/flesh5.wav");
precache_sound("debris/flesh6.wav");
precache_sound("debris/flesh7.wav");
precache_sound("debris/concrete1.wav");
precache_sound("debris/concrete2.wav");
precache_sound("debris/concrete3.wav");
Sound_Precache("step_default.left");
Sound_Precache("step_default.right");
Sound_Precache("step_alien.left");
Sound_Precache("step_alien.right");
Sound_Precache("step_bloodyflesh.left");
Sound_Precache("step_bloodyflesh.right");
Sound_Precache("step_computer.left");
Sound_Precache("step_computer.right");
Sound_Precache("step_concrete.left");
Sound_Precache("step_concrete.right");
Sound_Precache("step_dirt.left");
Sound_Precache("step_dirt.right");
Sound_Precache("step_flesh.left");
Sound_Precache("step_flesh.right");
Sound_Precache("step_foliage.left");
Sound_Precache("step_foliage.right");
Sound_Precache("step_glass.left");
Sound_Precache("step_glass.right");
Sound_Precache("step_grate.left");
Sound_Precache("step_grate.right");
Sound_Precache("step_metal.left");
Sound_Precache("step_metal.right");
Sound_Precache("step_slosh.left");
Sound_Precache("step_slosh.right");
Sound_Precache("step_snow.left");
Sound_Precache("step_snow.right");
Sound_Precache("step_tile.left");
Sound_Precache("step_tile.right");
Sound_Precache("step_vent.left");
Sound_Precache("step_vent.right");
Sound_Precache("step_wood.left");
Sound_Precache("step_wood.right");
Sound_Precache("step_ladder.left");
Sound_Precache("step_ladder.right");
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precache_sound("player/pl_fallpain3.wav");
precache_sound("items/9mmclip1.wav");
precache_sound("items/gunpickup2.wav");
precache_sound("common/wpn_select.wav");
precache_sound("common/wpn_denyselect.wav");
precache_sound("player/sprayer.wav");
precache_sound("items/flashlight1.wav");
precache_sound("common/null.wav");
Game_InitRules();
Game_Worldspawn();
Decals_Init();
Sentences_Init();
/* TODO: Make sure every entity calls Respawn inside the constructor, then
* remove this */
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entity respawntimer = spawn();
respawntimer.think = init_respawn;
respawntimer.nextthink = time + 0.1f;
}
void worldspawn(void)
{
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iprint("Initializing World");
lightstyle(0, "m");
lightstyle(1, "mmnmmommommnonmmonqnmmo");
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
lightstyle(4, "mamamamamama");
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
lightstyle(6, "nmonqnmomnmomomno");
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
lightstyle(9, "aaaaaaaazzzzzzzz");
lightstyle(10, "mmamammmmammamamaaamammma");
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
Skill_Init();
}
float ConsoleCmd(string cmd)
{
player pl = (player)self;
return g_grMode.ConsoleCommand(pl, cmd);
}