mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
5b81f01e3b
It works, and is playable, but you need to symlink source/config.qw to source/config.qw -- otherwise it won't build a qwprogs.dat for you. :)
509 lines
14 KiB
R
509 lines
14 KiB
R
#include "config.rh"
|
|
|
|
#include "paroxysm.rh"
|
|
|
|
void() bubble_bob;
|
|
|
|
void() InitBodyQue;
|
|
void() main =
|
|
{
|
|
dprint ("main function\n");
|
|
|
|
// these are just commands the the prog compiler to copy these files
|
|
precache_file ("progs.dat");
|
|
precache_file ("gfx.wad");
|
|
precache_file ("quake.rc");
|
|
precache_file ("default.cfg");
|
|
|
|
precache_file ("end1.bin");
|
|
precache_file2 ("end2.bin");
|
|
|
|
precache_file ("demo1.dem");
|
|
precache_file ("demo2.dem");
|
|
precache_file ("demo3.dem");
|
|
|
|
// these are all of the lumps from the cached.ls files
|
|
precache_file ("gfx/palette.lmp");
|
|
precache_file ("gfx/colormap.lmp");
|
|
|
|
precache_file2 ("gfx/pop.lmp");
|
|
|
|
precache_file ("gfx/complete.lmp");
|
|
precache_file ("gfx/inter.lmp");
|
|
|
|
precache_file ("gfx/ranking.lmp");
|
|
precache_file ("gfx/vidmodes.lmp");
|
|
precache_file ("gfx/finale.lmp");
|
|
precache_file ("gfx/conback.lmp");
|
|
precache_file ("gfx/qplaque.lmp");
|
|
|
|
precache_file ("gfx/menudot1.lmp");
|
|
precache_file ("gfx/menudot2.lmp");
|
|
precache_file ("gfx/menudot3.lmp");
|
|
precache_file ("gfx/menudot4.lmp");
|
|
precache_file ("gfx/menudot5.lmp");
|
|
precache_file ("gfx/menudot6.lmp");
|
|
|
|
precache_file ("gfx/menuplyr.lmp");
|
|
precache_file ("gfx/bigbox.lmp");
|
|
precache_file ("gfx/dim_modm.lmp");
|
|
precache_file ("gfx/dim_drct.lmp");
|
|
precache_file ("gfx/dim_ipx.lmp");
|
|
precache_file ("gfx/dim_tcp.lmp");
|
|
precache_file ("gfx/dim_mult.lmp");
|
|
precache_file ("gfx/mainmenu.lmp");
|
|
|
|
precache_file ("gfx/box_tl.lmp");
|
|
precache_file ("gfx/box_tm.lmp");
|
|
precache_file ("gfx/box_tr.lmp");
|
|
|
|
precache_file ("gfx/box_ml.lmp");
|
|
precache_file ("gfx/box_mm.lmp");
|
|
precache_file ("gfx/box_mm2.lmp");
|
|
precache_file ("gfx/box_mr.lmp");
|
|
|
|
precache_file ("gfx/box_bl.lmp");
|
|
precache_file ("gfx/box_bm.lmp");
|
|
precache_file ("gfx/box_br.lmp");
|
|
|
|
precache_file ("gfx/sp_menu.lmp");
|
|
precache_file ("gfx/ttl_sgl.lmp");
|
|
precache_file ("gfx/ttl_main.lmp");
|
|
precache_file ("gfx/ttl_cstm.lmp");
|
|
|
|
precache_file ("gfx/mp_menu.lmp");
|
|
|
|
precache_file ("gfx/netmen1.lmp");
|
|
precache_file ("gfx/netmen2.lmp");
|
|
precache_file ("gfx/netmen3.lmp");
|
|
precache_file ("gfx/netmen4.lmp");
|
|
precache_file ("gfx/netmen5.lmp");
|
|
|
|
precache_file ("gfx/sell.lmp");
|
|
|
|
precache_file ("gfx/help0.lmp");
|
|
precache_file ("gfx/help1.lmp");
|
|
precache_file ("gfx/help2.lmp");
|
|
precache_file ("gfx/help3.lmp");
|
|
precache_file ("gfx/help4.lmp");
|
|
precache_file ("gfx/help5.lmp");
|
|
|
|
precache_file ("gfx/pause.lmp");
|
|
precache_file ("gfx/loading.lmp");
|
|
|
|
precache_file ("gfx/p_option.lmp");
|
|
precache_file ("gfx/p_load.lmp");
|
|
precache_file ("gfx/p_save.lmp");
|
|
precache_file ("gfx/p_multi.lmp");
|
|
|
|
// sounds loaded by C code
|
|
precache_sound ("misc/menu1.wav");
|
|
precache_sound ("misc/menu2.wav");
|
|
precache_sound ("misc/menu3.wav");
|
|
|
|
precache_sound ("ambience/water1.wav");
|
|
precache_sound ("ambience/wind2.wav");
|
|
|
|
// shareware
|
|
precache_file ("maps/start.bsp");
|
|
|
|
precache_file ("maps/e1m1.bsp");
|
|
precache_file ("maps/e1m2.bsp");
|
|
precache_file ("maps/e1m3.bsp");
|
|
precache_file ("maps/e1m4.bsp");
|
|
precache_file ("maps/e1m5.bsp");
|
|
precache_file ("maps/e1m6.bsp");
|
|
precache_file ("maps/e1m7.bsp");
|
|
precache_file ("maps/e1m8.bsp");
|
|
|
|
// registered
|
|
precache_file2 ("gfx/pop.lmp");
|
|
|
|
precache_file2 ("maps/e2m1.bsp");
|
|
precache_file2 ("maps/e2m2.bsp");
|
|
precache_file2 ("maps/e2m3.bsp");
|
|
precache_file2 ("maps/e2m4.bsp");
|
|
precache_file2 ("maps/e2m5.bsp");
|
|
precache_file2 ("maps/e2m6.bsp");
|
|
precache_file2 ("maps/e2m7.bsp");
|
|
|
|
precache_file2 ("maps/e3m1.bsp");
|
|
precache_file2 ("maps/e3m2.bsp");
|
|
precache_file2 ("maps/e3m3.bsp");
|
|
precache_file2 ("maps/e3m4.bsp");
|
|
precache_file2 ("maps/e3m5.bsp");
|
|
precache_file2 ("maps/e3m6.bsp");
|
|
precache_file2 ("maps/e3m7.bsp");
|
|
|
|
precache_file2 ("maps/e4m1.bsp");
|
|
precache_file2 ("maps/e4m2.bsp");
|
|
precache_file2 ("maps/e4m3.bsp");
|
|
precache_file2 ("maps/e4m4.bsp");
|
|
precache_file2 ("maps/e4m5.bsp");
|
|
precache_file2 ("maps/e4m6.bsp");
|
|
precache_file2 ("maps/e4m7.bsp");
|
|
precache_file2 ("maps/e4m8.bsp");
|
|
|
|
precache_file2 ("maps/end.bsp");
|
|
|
|
precache_file2 ("maps/dm1.bsp");
|
|
precache_file2 ("maps/dm2.bsp");
|
|
precache_file2 ("maps/dm3.bsp");
|
|
precache_file2 ("maps/dm4.bsp");
|
|
precache_file2 ("maps/dm5.bsp");
|
|
precache_file2 ("maps/dm6.bsp");
|
|
};
|
|
|
|
entity lastspawn;
|
|
|
|
/*QUAKED worldspawn (0 0 0) ?
|
|
Only used for the world entity.
|
|
Set message to the level name.
|
|
Set sounds to the cd track to play.
|
|
|
|
World Types:
|
|
0: medieval
|
|
1: metal
|
|
2: base
|
|
*/
|
|
void() worldspawn =
|
|
{
|
|
#ifdef NETQUAKE
|
|
BotInit ();
|
|
#endif
|
|
|
|
lastspawn = world;
|
|
InitBodyQue ();
|
|
|
|
#ifdef NETQUAKE
|
|
CamSpawn ();
|
|
#endif
|
|
|
|
// custom map attributes
|
|
if (self.model == "maps/e1m8.bsp")
|
|
cvar_set ("sv_gravity", "100");
|
|
else
|
|
cvar_set ("sv_gravity", "790");
|
|
|
|
#ifdef QUAKEWORLD
|
|
cvar_set ("sv_friction", "3.12");
|
|
|
|
// make sure gamedir is "paroxysm"
|
|
if (infokey (world, "*gamedir") != "paroxysm")
|
|
error ("Gamedir must be \"paroxysm\"\n");
|
|
#else
|
|
// Set deathmatch to options specified in the setup menu
|
|
deathmatch = cvar("deathmatch");
|
|
#endif
|
|
|
|
// LMS has its own fraglimit
|
|
fraglimit_LMS = cvar("fraglimit");
|
|
|
|
// the area based ambient sounds MUST be the first precache_sounds
|
|
|
|
// player precaches
|
|
W_Precache (); // get weapon precaches
|
|
|
|
|
|
// Menu sounds (needed for C code)
|
|
precache_sound ("misc/menu1.wav");
|
|
precache_sound ("misc/menu2.wav");
|
|
precache_sound ("misc/menu3.wav");
|
|
|
|
/*
|
|
These are sounds used by the C physics code
|
|
*/
|
|
precache_sound ("demon/dland2.wav"); // landing thud
|
|
precache_sound ("misc/h2ohit1.wav"); // landing splash
|
|
|
|
// setup precaches, always needed
|
|
precache_sound ("items/itembk2.wav"); // item respawn sound
|
|
precache_sound ("player/plyrjmp8.wav"); // player jump
|
|
precache_sound ("player/land.wav"); // player landing
|
|
precache_sound ("player/land2.wav"); // player hurt landing
|
|
precache_sound ("player/drown1.wav"); // drowning pain
|
|
precache_sound ("player/drown2.wav"); // drowning pain
|
|
precache_sound ("player/gasp1.wav"); // gasping for air
|
|
precache_sound ("player/gasp2.wav"); // taking breath
|
|
precache_sound ("player/h2odeath.wav"); // drowning death
|
|
|
|
precache_sound ("items/protect.wav"); // Needed for FFA
|
|
precache_sound ("items/protect2.wav"); // Needed for FFA
|
|
precache_sound ("items/protect3.wav"); // Needed for FFA
|
|
|
|
precache_sound ("items/inv1.wav"); // Needed for Predator mode
|
|
precache_sound ("items/inv2.wav"); // Needed for Predator mode
|
|
precache_sound ("items/inv3.wav"); // Needed for Predator mode
|
|
precache_model ("progs/eyes.mdl");
|
|
|
|
precache_sound ("misc/talk.wav"); // talk
|
|
precache_sound ("player/teledth1.wav"); // telefrag
|
|
precache_sound ("misc/r_tele1.wav"); // teleport sounds
|
|
precache_sound ("misc/r_tele2.wav");
|
|
/*
|
|
precache_sound ("misc/r_tele3.wav");
|
|
precache_sound ("misc/r_tele4.wav");
|
|
*/
|
|
precache_sound ("misc/r_tele5.wav");
|
|
|
|
precache_sound ("weapons/lock4.wav"); // ammo pick up
|
|
precache_sound ("weapons/pkup.wav"); // weapon up
|
|
precache_sound ("items/armor1.wav"); // armor up
|
|
precache_sound ("weapons/lhit.wav"); // lightning
|
|
precache_sound ("weapons/lstart.wav"); // lightning start
|
|
precache_sound ("items/damage3.wav");
|
|
|
|
// precache_sound ("misc/power.wav"); // lightning for boss
|
|
|
|
// player gib sounds
|
|
precache_sound ("player/gib.wav"); // player gib sound
|
|
precache_sound ("player/udeath.wav"); // player gib sound
|
|
precache_sound ("player/tornoff2.wav"); // gib sound
|
|
|
|
// player pain sounds
|
|
precache_sound ("player/pain1.wav");
|
|
precache_sound ("player/pain2.wav");
|
|
precache_sound ("player/pain3.wav");
|
|
precache_sound ("player/pain4.wav");
|
|
precache_sound ("player/pain5.wav");
|
|
precache_sound ("player/pain6.wav");
|
|
|
|
// player death sounds
|
|
precache_sound ("player/death1.wav");
|
|
precache_sound ("player/death2.wav");
|
|
precache_sound ("player/death3.wav");
|
|
precache_sound ("player/death4.wav");
|
|
precache_sound ("player/death5.wav");
|
|
precache_sound ("boss1/sight1.wav");
|
|
|
|
// Footstep sounds
|
|
precache_sound ("misc/foot1.wav");
|
|
precache_sound ("misc/foot2.wav");
|
|
precache_sound ("misc/foot3.wav");
|
|
precache_sound ("misc/foot4.wav");
|
|
|
|
// Narration ("Eliminated!") for LMS
|
|
precache_sound ("nar/n_elim.wav");
|
|
|
|
// Regen Stations (v1.2)
|
|
precache_sound ("items/shield1.wav");
|
|
precache_sound ("items/shield2.wav");
|
|
precache_sound ("items/shield3.wav");
|
|
precache_sound ("misc/null.wav");
|
|
|
|
#ifdef QUAKEWORLD
|
|
// Axe sounds
|
|
precache_sound ("weapons/ax1.wav"); // ax swoosh
|
|
precache_sound ("player/axhit1.wav"); // ax hit meat
|
|
precache_sound ("player/axhit2.wav"); // ax hit world
|
|
#endif
|
|
|
|
// World sounds
|
|
precache_sound ("player/h2ojump.wav"); // player jumping into water
|
|
precache_sound ("player/inh2o.wav"); // player enter water
|
|
precache_sound ("misc/inh2ob.wav"); // player reenter water
|
|
precache_sound ("misc/outwater.wav"); // leaving water sound
|
|
precache_sound ("misc/owater2.wav"); // leaving water sound
|
|
precache_sound ("misc/water1.wav"); // swimming
|
|
precache_sound ("misc/water2.wav"); // swimming
|
|
precache_sound ("misc/uwater.wav"); // swimming
|
|
|
|
precache_sound ("player/slimbrn2.wav"); // player enter slime
|
|
|
|
precache_sound ("player/inlava.wav"); // player enter lava
|
|
precache_sound ("player/lburn1.wav"); // lava burn
|
|
precache_sound ("player/lburn2.wav"); // lava burn
|
|
|
|
precache_model ("progs/player.mdl");
|
|
|
|
precache_model ("progs/null.mdl");
|
|
precache_model ("progs/h_player.mdl");
|
|
precache_model ("progs/gib1.mdl");
|
|
precache_model ("progs/gib2.mdl");
|
|
precache_model ("progs/gib3.mdl");
|
|
|
|
precache_model ("progs/s_bubble.spr"); // drowning bubbles
|
|
precache_model ("progs/s_explod.spr"); // sprite explosion
|
|
|
|
// Weapon models
|
|
#ifdef QUAKEWORLD
|
|
precache_model ("progs/v_axe.mdl");
|
|
#else
|
|
precache_model ("progs/v_bsaw.mdl");
|
|
#endif
|
|
precache_model ("progs/v_tshot.mdl");
|
|
precache_model ("progs/v_plasma.mdl");
|
|
precache_model ("progs/v_gren.mdl");
|
|
precache_model ("progs/v_combo.mdl");
|
|
precache_model ("progs/v_nailg.mdl");
|
|
precache_model ("progs/v_nailgl.mdl");
|
|
precache_model ("progs/v_rhino.mdl");
|
|
// precache_model ("progs/v_light.mdl"); // flashlight model -- not yet
|
|
precache_model ("progs/null.spr"); // current flashlight model
|
|
|
|
#if 0
|
|
// Cloaked weapons - removed v1.11
|
|
precache_model ("progs/vb_bsaw.mdl");
|
|
precache_model ("progs/vb_tshot.mdl");
|
|
precache_model ("progs/vb_plasm.mdl");
|
|
precache_model ("progs/vb_gren.mdl");
|
|
precache_model ("progs/vb_combo.mdl");
|
|
precache_model ("progs/vb_nailg.mdl");
|
|
precache_model ("progs/vb_rhino.mdl");
|
|
#endif
|
|
|
|
// "bullet" models
|
|
precache_model ("progs/grenade.mdl");
|
|
precache_model ("progs/lavaball.mdl");
|
|
precache_model ("progs/s_spike.mdl");
|
|
precache_model ("progs/spike.mdl");
|
|
|
|
precache_model ("progs/backpack.mdl");
|
|
precache_model ("progs/zom_gib.mdl");
|
|
|
|
/*
|
|
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, "zzzzzzgggggggggggg");
|
|
|
|
/*
|
|
New lightstyles
|
|
*/
|
|
// 12 SLOW STROBE2
|
|
lightstyle (12, "ggggggzzzzzzgggggg");
|
|
// 13 SLOW STROBE3
|
|
lightstyle (13, "ggggggggggggzzzzzz");
|
|
|
|
// 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 =
|
|
{
|
|
#ifdef NETQUAKE
|
|
BotFrame ();
|
|
#endif
|
|
|
|
teamplay = cvar ("teamplay");
|
|
|
|
#ifdef QUAKEWORLD
|
|
timelimit = cvar ("timelimit") * 60;
|
|
fraglimit = cvar ("fraglimit");
|
|
|
|
deathmatch = cvar ("deathmatch");
|
|
#else
|
|
skill = cvar ("skill");
|
|
#endif
|
|
|
|
framecount = framecount + 1;
|
|
};
|
|
|
|
/*
|
|
BODY QUEUE
|
|
*/
|
|
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 = bodyque_head;
|
|
|
|
#ifdef NETQUAKE
|
|
// VisWeap: Double 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;
|
|
#endif
|
|
};
|
|
|
|
// 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;
|
|
|
|
#ifdef NETQUAKE
|
|
bodyque_head.skin = ent.skin; // Multiple skin support
|
|
#endif
|
|
|
|
bodyque_head.flags = 0;
|
|
|
|
// allow heads to still float after player respawns
|
|
if ((ent.classname == "player") && (ent.think == bubble_bob)) {
|
|
bodyque_head.think = ent.think;
|
|
bodyque_head.nextthink = ent.nextthink;
|
|
bodyque_head.cnt = ent.cnt;
|
|
}
|
|
|
|
setorigin (bodyque_head, ent.origin);
|
|
setsize (bodyque_head, ent.mins, ent.maxs);
|
|
|
|
#ifdef NETQUAKE
|
|
CamCopyBody (ent, bodyque_head);
|
|
#endif
|
|
|
|
bodyque_head = bodyque_head.owner;
|
|
};
|
|
|
|
#ifdef NETQUAKE
|
|
float lms_gameover; // Send a game over message if true
|
|
#endif
|