524 lines
14 KiB
C++
524 lines
14 KiB
C++
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void() InitBodyQue;
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void() main =
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{
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dprint ("main function\n");
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// these are just commands the the prog compiler to copy these files
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precache_file ("progs.dat");
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precache_file ("gfx.wad");
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precache_file ("quake.rc");
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precache_file ("default.cfg");
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precache_file ("end1.bin");
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precache_file2 ("end2.bin");
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precache_file ("demo1.dem");
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precache_file ("demo2.dem");
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precache_file ("demo3.dem");
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//
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// these are all of the lumps from the cached.ls files
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//
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precache_file ("gfx/palette.lmp");
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precache_file ("gfx/colormap.lmp");
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precache_file2 ("gfx/pop.lmp");
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precache_file ("gfx/complete.lmp");
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precache_file ("gfx/inter.lmp");
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precache_file ("gfx/ranking.lmp");
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precache_file ("gfx/vidmodes.lmp");
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precache_file ("gfx/finale.lmp");
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precache_file ("gfx/conback.lmp");
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precache_file ("gfx/qplaque.lmp");
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precache_file ("gfx/menudot1.lmp");
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precache_file ("gfx/menudot2.lmp");
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precache_file ("gfx/menudot3.lmp");
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precache_file ("gfx/menudot4.lmp");
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precache_file ("gfx/menudot5.lmp");
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precache_file ("gfx/menudot6.lmp");
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precache_file ("gfx/menuplyr.lmp");
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precache_file ("gfx/bigbox.lmp");
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precache_file ("gfx/dim_modm.lmp");
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precache_file ("gfx/dim_drct.lmp");
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precache_file ("gfx/dim_ipx.lmp");
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precache_file ("gfx/dim_tcp.lmp");
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precache_file ("gfx/dim_mult.lmp");
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precache_file ("gfx/mainmenu.lmp");
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precache_file ("gfx/box_tl.lmp");
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precache_file ("gfx/box_tm.lmp");
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precache_file ("gfx/box_tr.lmp");
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precache_file ("gfx/box_ml.lmp");
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precache_file ("gfx/box_mm.lmp");
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precache_file ("gfx/box_mm2.lmp");
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precache_file ("gfx/box_mr.lmp");
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precache_file ("gfx/box_bl.lmp");
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precache_file ("gfx/box_bm.lmp");
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precache_file ("gfx/box_br.lmp");
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precache_file ("gfx/sp_menu.lmp");
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precache_file ("gfx/ttl_sgl.lmp");
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precache_file ("gfx/ttl_main.lmp");
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precache_file ("gfx/ttl_cstm.lmp");
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precache_file ("gfx/mp_menu.lmp");
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precache_file ("gfx/netmen1.lmp");
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precache_file ("gfx/netmen2.lmp");
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precache_file ("gfx/netmen3.lmp");
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precache_file ("gfx/netmen4.lmp");
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precache_file ("gfx/netmen5.lmp");
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precache_file ("gfx/sell.lmp");
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precache_file ("gfx/help0.lmp");
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precache_file ("gfx/help1.lmp");
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precache_file ("gfx/help2.lmp");
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precache_file ("gfx/help3.lmp");
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precache_file ("gfx/help4.lmp");
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precache_file ("gfx/help5.lmp");
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precache_file ("gfx/pause.lmp");
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precache_file ("gfx/loading.lmp");
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precache_file ("gfx/p_option.lmp");
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precache_file ("gfx/p_load.lmp");
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precache_file ("gfx/p_save.lmp");
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precache_file ("gfx/p_multi.lmp");
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// sounds loaded by C code
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precache_sound ("misc/menu1.wav");
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precache_sound ("misc/menu2.wav");
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precache_sound ("misc/menu3.wav");
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precache_sound ("ambience/water1.wav");
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precache_sound ("ambience/wind2.wav");
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// shareware
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precache_file ("maps/start.bsp");
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precache_file ("maps/e1m1.bsp");
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precache_file ("maps/e1m2.bsp");
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precache_file ("maps/e1m3.bsp");
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precache_file ("maps/e1m4.bsp");
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precache_file ("maps/e1m5.bsp");
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precache_file ("maps/e1m6.bsp");
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precache_file ("maps/e1m7.bsp");
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precache_file ("maps/e1m8.bsp");
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// registered
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precache_file2 ("gfx/pop.lmp");
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precache_file2 ("maps/e2m1.bsp");
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precache_file2 ("maps/e2m2.bsp");
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precache_file2 ("maps/e2m3.bsp");
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precache_file2 ("maps/e2m4.bsp");
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precache_file2 ("maps/e2m5.bsp");
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precache_file2 ("maps/e2m6.bsp");
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precache_file2 ("maps/e2m7.bsp");
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precache_file2 ("maps/e3m1.bsp");
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precache_file2 ("maps/e3m2.bsp");
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precache_file2 ("maps/e3m3.bsp");
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precache_file2 ("maps/e3m4.bsp");
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precache_file2 ("maps/e3m5.bsp");
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precache_file2 ("maps/e3m6.bsp");
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precache_file2 ("maps/e3m7.bsp");
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precache_file2 ("maps/e4m1.bsp");
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precache_file2 ("maps/e4m2.bsp");
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precache_file2 ("maps/e4m3.bsp");
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precache_file2 ("maps/e4m4.bsp");
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precache_file2 ("maps/e4m5.bsp");
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precache_file2 ("maps/e4m6.bsp");
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precache_file2 ("maps/e4m7.bsp");
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precache_file2 ("maps/e4m8.bsp");
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precache_file2 ("maps/end.bsp");
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precache_file2 ("maps/dm1.bsp");
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precache_file2 ("maps/dm2.bsp");
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precache_file2 ("maps/dm3.bsp");
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precache_file2 ("maps/dm4.bsp");
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precache_file2 ("maps/dm5.bsp");
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precache_file2 ("maps/dm6.bsp");
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};
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void () GameTimer =
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{
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local entity te, ze;
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local float switch;
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local float c, z;
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switch = 0;
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te = findradius(self.origin, 25000);
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while (c < 300 && switch == 0)
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{
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if (te.classname == "raider" && te.enemy != world && te.processed == 0 && te.active == 0 && switch == 0)
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{
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te.active = 1;
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te.processed = 1;
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bprint(2, "it is now ");
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bprint(2, te.netname);
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bprint(2, "'s turn.\n");
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te.maxspeed = 300;
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switch = 1;
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ze = findradius(self.origin, 25000);
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z = 0;
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while (z < 300)
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{
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if ((ze.classname == "player" || ze.classname == "raider") && ze != te)
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{
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ze.active = 0;
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ze.maxspeed = 0;
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}
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z = z + 1;
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ze = ze.chain;
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}
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}
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if (te.classname == "player" && te.processed == 0 && te.active == 0 && switch == 0)
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{
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te.active = 1;
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te.processed = 1;
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bprint(2, "it is now ");
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bprint(2, te.netname);
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bprint(2, "'s turn.\n");
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te.maxspeed = 300;
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switch = 1;
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ze = findradius(self.origin, 25000);
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z = 0;
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while (z < 300)
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{
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if ((ze.classname == "player" || ze.classname == "raider") && ze != te)
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{
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ze.active = 0;
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ze.maxspeed = 0;
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}
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z = z + 1;
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ze = ze.chain;
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}
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}
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c = c + 1;
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te = te.chain;
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}
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c = 0;
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if (switch == 0) // no entities left, turn is over
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{
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bprint(2, "round is now over.\n");
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te = findradius(self.origin, 25000);
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while (c < 300)
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{
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if (te.classname == "player" || te.classname == "raider")
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{
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te.active = 0;
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te.processed = 0;
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te.maxspeed = 0;
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}
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c = c + 1;
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te = te.chain;
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}
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}
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self.think = GameTimer;
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self.nextthink = time + 1;
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};
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void () create_timer =
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{
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newmis = spawn ();
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newmis.owner = self;
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newmis.movetype = MOVETYPE_NONE;
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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newmis.solid = SOLID_BBOX;
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newmis.velocity = VEC_ORIGIN;
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newmis.touch = SUB_Null;
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setorigin (newmis, '0 0 -300');
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newmis.nextthink = (time + 1);
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newmis.think = GameTimer;
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newmis.classname = "referee";
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};
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entity lastspawn;
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//=======================
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/*QUAKED worldspawn (0 0 0) ?
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Only used for the world entity.
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Set message to the level name.
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Set sounds to the cd track to play.
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World Types:
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0: medieval
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1: metal
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2: base
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*/
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//=======================
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void() worldspawn =
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{
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lastspawn = world;
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InitBodyQue ();
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coop = 1;
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// custom map attributes
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if (self.model == "maps/e1m8.bsp")
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cvar_set ("sv_gravity", "100");
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else
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cvar_set ("sv_gravity", "800");
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// the area based ambient sounds MUST be the first precache_sounds
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// player precaches
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W_Precache (); // get weapon precaches
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// sounds used from C physics code
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precache_sound ("demon/dland2.wav"); // landing thud
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precache_sound ("misc/h2ohit1.wav"); // landing splash
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// setup precaches allways needed
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precache_sound ("items/itembk2.wav"); // item respawn sound
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precache_sound ("player/plyrjmp8.wav"); // player jump
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precache_sound ("player/land.wav"); // player landing
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precache_sound ("player/land2.wav"); // player hurt landing
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precache_sound ("player/drown1.wav"); // drowning pain
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precache_sound ("player/drown2.wav"); // drowning pain
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precache_sound ("player/gasp1.wav"); // gasping for air
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precache_sound ("player/gasp2.wav"); // taking breath
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precache_sound ("player/h2odeath.wav"); // drowning death
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precache_sound ("misc/talk.wav"); // talk
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precache_sound ("player/teledth1.wav"); // telefrag
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precache_sound ("misc/r_tele1.wav"); // teleport sounds
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precache_sound ("misc/r_tele2.wav");
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precache_sound ("misc/r_tele3.wav");
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precache_sound ("misc/r_tele4.wav");
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precache_sound ("misc/r_tele5.wav");
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precache_sound ("weapons/lock4.wav"); // ammo pick up
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precache_sound ("weapons/pkup.wav"); // weapon up
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precache_sound ("items/armor1.wav"); // armor up
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precache_sound ("weapons/lhit.wav"); //lightning
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precache_sound ("weapons/lstart.wav"); //lightning start
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precache_sound ("items/damage3.wav");
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precache_sound ("misc/power.wav"); //lightning for boss
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// player gib sounds
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precache_sound ("player/gib.wav"); // player gib sound
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precache_sound ("player/udeath.wav"); // player gib sound
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precache_sound ("player/tornoff2.wav"); // gib sound
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// player pain sounds
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precache_sound ("player/pain1.wav");
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precache_sound ("player/pain2.wav");
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precache_sound ("player/pain3.wav");
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precache_sound ("player/pain4.wav");
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precache_sound ("player/pain5.wav");
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precache_sound ("player/pain6.wav");
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// player death sounds
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precache_sound ("player/death1.wav");
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precache_sound ("player/death2.wav");
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precache_sound ("player/death3.wav");
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precache_sound ("player/death4.wav");
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precache_sound ("player/death5.wav");
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precache_sound ("boss1/sight1.wav");
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// ax sounds
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precache_sound ("weapons/ax1.wav"); // ax swoosh
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precache_sound ("player/axhit1.wav"); // ax hit meat
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precache_sound ("player/axhit2.wav"); // ax hit world
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precache_sound ("player/h2ojump.wav"); // player jumping into water
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precache_sound ("player/slimbrn2.wav"); // player enter slime
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precache_sound ("player/inh2o.wav"); // player enter water
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precache_sound ("player/inlava.wav"); // player enter lava
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precache_sound ("misc/outwater.wav"); // leaving water sound
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precache_sound ("player/lburn1.wav"); // lava burn
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precache_sound ("player/lburn2.wav"); // lava burn
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precache_sound ("misc/water1.wav"); // swimming
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precache_sound ("misc/water2.wav"); // swimming
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// Invulnerability sounds
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precache_sound ("items/protect.wav");
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precache_sound ("items/protect2.wav");
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precache_sound ("items/protect3.wav");
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precache_model ("progs/player.mdl");
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precache_model ("progs/guy.mdl");
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precache_model ("progs/lay.mdl");
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precache_model ("progs/eyes.mdl");
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precache_model ("progs/h_player.mdl");
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precache_model ("progs/gib1.mdl");
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precache_model ("progs/gib2.mdl");
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precache_model ("progs/gib3.mdl");
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precache_model ("progs/s_bubble.spr"); // drowning bubbles
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precache_model ("progs/s_explod.spr"); // sprite explosion
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precache_model ("progs/v_axe.mdl");
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precache_model ("progs/v_shot.mdl");
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precache_model ("progs/v_nail.mdl");
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precache_model ("progs/v_rock.mdl");
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precache_model ("progs/v_shot2.mdl");
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precache_model ("progs/v_nail2.mdl");
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precache_model ("progs/v_rock2.mdl");
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precache_model ("progs/v_fist.mdl");
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precache_model ("progs/v_knife.mdl");
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precache_model ("progs/v_1911.mdl");
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precache_model ("progs/v_mp5.mdl");
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precache_model ("progs/v_ak47.mdl");
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precache_model ("progs/v_night.mdl");
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precache_model ("progs/sneak.mdl");
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precache_model ("progs/dead.mdl");
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precache_sound ("weapons/1911.wav");
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precache_sound ("weapons/ak47.wav");
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precache_sound ("weapons/reload.wav");
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precache_sound ("weapons/click.wav");
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precache_model ("progs/bolt.mdl"); // for lightning gun
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precache_model ("progs/bolt2.mdl"); // for lightning gun
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precache_model ("progs/bolt3.mdl"); // for boss shock
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precache_model ("progs/lavaball.mdl"); // for testing
|
||
|
|
||
|
precache_model ("progs/missile.mdl");
|
||
|
precache_model ("progs/grenade.mdl");
|
||
|
precache_model ("progs/spike.mdl");
|
||
|
precache_model ("progs/s_spike.mdl");
|
||
|
|
||
|
precache_model ("progs/backpack.mdl");
|
||
|
|
||
|
precache_model ("progs/zom_gib.mdl");
|
||
|
|
||
|
precache_model ("progs/v_light.mdl");
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
||
|
//
|
||
|
|
||
|
// 0 normal
|
||
|
lightstyle(0, "m");
|
||
|
|
||
|
// 1 FLICKER (first variety)
|
||
|
lightstyle(1, "mmnmmommommnonmmonqnmmo");
|
||
|
|
||
|
// 2 SLOW STRONG PULSE
|
||
|
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
|
||
|
|
||
|
// 3 CANDLE (first variety)
|
||
|
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
|
||
|
|
||
|
// 4 FAST STROBE
|
||
|
lightstyle(4, "mamamamamama");
|
||
|
|
||
|
// 5 GENTLE PULSE 1
|
||
|
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
|
||
|
|
||
|
// 6 FLICKER (second variety)
|
||
|
lightstyle(6, "nmonqnmomnmomomno");
|
||
|
|
||
|
// 7 CANDLE (second variety)
|
||
|
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
|
||
|
|
||
|
// 8 CANDLE (third variety)
|
||
|
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
|
||
|
|
||
|
// 9 SLOW STROBE (fourth variety)
|
||
|
lightstyle(9, "aaaaaaaazzzzzzzz");
|
||
|
|
||
|
// 10 FLUORESCENT FLICKER
|
||
|
lightstyle(10, "mmamammmmammamamaaamammma");
|
||
|
|
||
|
// 11 SLOW PULSE NOT FADE TO BLACK
|
||
|
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
|
||
|
|
||
|
// styles 32-62 are assigned by the light program for switchable lights
|
||
|
|
||
|
// 63 testing
|
||
|
lightstyle(63, "a");
|
||
|
};
|
||
|
|
||
|
void() StartFrame =
|
||
|
{
|
||
|
timelimit = cvar("timelimit") * 60;
|
||
|
fraglimit = cvar("fraglimit");
|
||
|
teamplay = cvar("teamplay");
|
||
|
deathmatch = cvar("deathmatch");
|
||
|
|
||
|
framecount = framecount + 1;
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
==============================================================================
|
||
|
|
||
|
BODY QUE
|
||
|
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
entity bodyque_head;
|
||
|
|
||
|
void() bodyque =
|
||
|
{ // just here so spawn functions don't complain after the world
|
||
|
// creates bodyques
|
||
|
};
|
||
|
|
||
|
void() InitBodyQue =
|
||
|
{
|
||
|
local entity e;
|
||
|
|
||
|
bodyque_head = spawn();
|
||
|
bodyque_head.classname = "bodyque";
|
||
|
bodyque_head.owner = spawn();
|
||
|
bodyque_head.owner.classname = "bodyque";
|
||
|
bodyque_head.owner.owner = spawn();
|
||
|
bodyque_head.owner.owner.classname = "bodyque";
|
||
|
bodyque_head.owner.owner.owner = spawn();
|
||
|
bodyque_head.owner.owner.owner.classname = "bodyque";
|
||
|
bodyque_head.owner.owner.owner.owner = bodyque_head;
|
||
|
};
|
||
|
|
||
|
|
||
|
// make a body que entry for the given ent so the ent can be
|
||
|
// respawned elsewhere
|
||
|
void(entity ent) CopyToBodyQue =
|
||
|
{
|
||
|
bodyque_head.angles = ent.angles;
|
||
|
bodyque_head.model = ent.model;
|
||
|
bodyque_head.modelindex = ent.modelindex;
|
||
|
bodyque_head.frame = ent.frame;
|
||
|
bodyque_head.colormap = ent.colormap;
|
||
|
bodyque_head.movetype = ent.movetype;
|
||
|
bodyque_head.velocity = ent.velocity;
|
||
|
bodyque_head.flags = 0;
|
||
|
setorigin (bodyque_head, ent.origin);
|
||
|
setsize (bodyque_head, ent.mins, ent.maxs);
|
||
|
bodyque_head = bodyque_head.owner;
|
||
|
};
|
||
|
|
||
|
|