mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-29 23:22:43 +00:00
487 lines
14 KiB
C++
487 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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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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clientInitMaxClients ();
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lastspawn = world;
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InitBodyQue ();
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// KasCam ->
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CamSpawn();
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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", "790");
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//POX - Set deathmatch to options specified in the setup menu
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deathmatch = cvar("deathmatch");
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//POX - LMS has it's own static fraglimit
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fraglimit_LMS = cvar("fraglimit");
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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 ("items/protect.wav"); //Needed for FFA
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precache_sound ("items/protect2.wav"); //Needed for FFA
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precache_sound ("items/protect3.wav"); //Needed for FFA
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precache_sound ("items/inv1.wav"); //Needed for Predator
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precache_sound ("items/inv2.wav"); //Needed for Predator
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precache_sound ("items/inv3.wav"); //Needed for Predator
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precache_model ("progs/eyes.mdl");
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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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// 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 ("misc/inh2ob.wav"); // player renter 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 ("misc/owater2.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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precache_sound ("misc/uwater.wav"); // swimming
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precache_model ("progs/player.mdl");
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precache_model ("progs/null.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_pulse.mdl");
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precache_model ("progs/v_bsaw.mdl");
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precache_model ("progs/v_tshot.mdl");
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precache_model ("progs/v_plasma.mdl");
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precache_model ("progs/v_gren.mdl");
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precache_model ("progs/v_combo.mdl");
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precache_model ("progs/v_nailg.mdl");
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precache_model ("progs/v_nailgl.mdl");
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precache_model ("progs/v_rhino.mdl");
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precache_model ("progs/null.spr"); //For flashlight
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//POX - Cloaked weapons - v1.11 GONE
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/*
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precache_model ("progs/vb_bsaw.mdl");
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precache_model ("progs/vb_tshot.mdl");
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precache_model ("progs/vb_plasm.mdl");
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precache_model ("progs/vb_gren.mdl");
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precache_model ("progs/vb_combo.mdl");
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precache_model ("progs/vb_nailg.mdl");
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precache_model ("progs/vb_rhino.mdl");
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*/
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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
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//precache_model ("progs/missile.mdl");
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precache_model ("progs/grenade.mdl");
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precache_model ("progs/spike.mdl");
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precache_model ("progs/s_spike.mdl");
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precache_model ("progs/backpack.mdl");
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precache_model ("progs/zom_gib.mdl");
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precache_model ("progs/v_light.mdl");
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//POX - footstep sounds
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precache_sound ("misc/foot1.wav");
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precache_sound ("misc/foot2.wav");
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precache_sound ("misc/foot3.wav");
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precache_sound ("misc/foot4.wav");
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//POX - Narration
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precache_sound ("nar/n_elim.wav");
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//POX - Needed these for the Dm setup Menu (Precahce in main() apparently only affects 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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//
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// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
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//
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// 0 normal
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lightstyle(0, "m");
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// 1 FLICKER (first variety)
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lightstyle(1, "mmnmmommommnonmmonqnmmo");
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// 2 SLOW STRONG PULSE
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lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
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// 3 CANDLE (first variety)
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lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
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// 4 FAST STROBE
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lightstyle(4, "mamamamamama");
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// 5 GENTLE PULSE 1
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lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
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// 6 FLICKER (second variety)
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lightstyle(6, "nmonqnmomnmomomno");
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// 7 CANDLE (second variety)
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lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
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// 8 CANDLE (third variety)
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lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
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// 9 SLOW STROBE (fourth variety)
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lightstyle(9, "zzzzzzgggggggggggg");
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//New lightstyles
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// 12 SLOW STROBE2
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lightstyle(12, "ggggggzzzzzzgggggg");
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// 13 SLOW STROBE3
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lightstyle(13, "ggggggggggggzzzzzz");
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// 10 FLUORESCENT FLICKER
|
||
|
lightstyle(10, "bbbbbmmmccmmamambbbmmbbbbmmaammmcccmamamm");
|
||
|
|
||
|
// 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 =
|
||
|
{
|
||
|
teamplay = cvar("teamplay");
|
||
|
skill = cvar("skill");
|
||
|
|
||
|
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 =
|
||
|
{
|
||
|
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 = spawn();
|
||
|
|
||
|
// VisWeap MOD: Doubled the length of the bodyque to account for weapons.
|
||
|
bodyque_head.owner.owner.owner.owner.classname = "bodyque";
|
||
|
|
||
|
bodyque_head.owner.owner.owner.owner.owner = spawn();
|
||
|
|
||
|
bodyque_head.owner.owner.owner.owner.owner.classname = "bodyque";
|
||
|
|
||
|
bodyque_head.owner.owner.owner.owner.owner.owner = spawn();
|
||
|
|
||
|
bodyque_head.owner.owner.owner.owner.owner.owner.classname = "bodyque";
|
||
|
|
||
|
bodyque_head.owner.owner.owner.owner.owner.owner.owner = spawn();
|
||
|
|
||
|
bodyque_head.owner.owner.owner.owner.owner.owner.owner.classname = "bodyque";
|
||
|
|
||
|
bodyque_head.owner.owner.owner.owner.owner.owner.owner.owner = spawn();
|
||
|
|
||
|
bodyque_head.owner.owner.owner.owner.owner.owner.owner.owner.classname = "bodyque";
|
||
|
|
||
|
bodyque_head.owner.owner.owner.owner.owner.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;
|
||
|
|
||
|
//Multiple skin support
|
||
|
bodyque_head.skin = ent.skin;
|
||
|
|
||
|
bodyque_head.flags = 0;
|
||
|
setorigin (bodyque_head, ent.origin);
|
||
|
setsize (bodyque_head, ent.mins, ent.maxs);
|
||
|
// KasCam ->
|
||
|
CamCopyBody (ent,bodyque_head);
|
||
|
// KasCam <-
|
||
|
bodyque_head = bodyque_head.owner;
|
||
|
};
|
||
|
|
||
|
float lms_gameover; //Send a game over message if true
|
||
|
|