mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
506 lines
14 KiB
R
506 lines
14 KiB
R
#include "config.rh"
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#include "paroxysm.rh"
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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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// these are all of the lumps from the cached.ls files
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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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/*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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void() worldspawn =
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{
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#ifdef NETQUAKE
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BotInit ();
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#endif
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lastspawn = world;
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InitBodyQue ();
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#ifdef NETQUAKE
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CamSpawn ();
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#endif
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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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#ifdef QUAKEWORLD
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cvar_set ("sv_friction", "3.12");
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// make sure gamedir is "paroxysm"
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if (infokey (world, "*gamedir") != "paroxysm")
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error ("Gamedir must be \"paroxysm\"\n");
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#else
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// Set deathmatch to options specified in the setup menu
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deathmatch = cvar("deathmatch");
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#endif
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// LMS has its own 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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// Menu sounds (needed for 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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These are sounds used by the C physics code
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*/
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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, always 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 mode
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precache_sound ("items/inv2.wav"); // Needed for Predator mode
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precache_sound ("items/inv3.wav"); // Needed for Predator mode
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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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/*
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precache_sound ("misc/r_tele3.wav");
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precache_sound ("misc/r_tele4.wav");
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*/
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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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// 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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// Narration ("Eliminated!") for LMS
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precache_sound ("nar/n_elim.wav");
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// Regen Stations (v1.2)
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precache_sound ("items/shield1.wav");
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precache_sound ("items/shield2.wav");
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precache_sound ("items/shield3.wav");
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precache_sound ("misc/null.wav");
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#ifdef QUAKEWORLD
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// Axe 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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#endif
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// World sounds
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precache_sound ("player/h2ojump.wav"); // player jumping into water
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precache_sound ("player/inh2o.wav"); // player enter water
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precache_sound ("misc/inh2ob.wav"); // player reenter water
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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 ("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_sound ("player/slimbrn2.wav"); // player enter slime
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precache_sound ("player/inlava.wav"); // player enter lava
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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_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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// Weapon models
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#ifdef QUAKEWORLD
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precache_model ("progs/v_axe.mdl");
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#else
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precache_model ("progs/v_bsaw.mdl");
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#endif
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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/v_light.mdl"); // flashlight model -- not yet
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precache_model ("progs/null.spr"); // current flashlight model
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#if 0
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// Cloaked weapons - removed v1.11
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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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#endif
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// "bullet" models
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precache_model ("progs/grenade.mdl");
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precache_model ("progs/lavaball.mdl");
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precache_model ("progs/s_spike.mdl");
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precache_model ("progs/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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/*
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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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/*
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New lightstyles
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*/
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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
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lightstyle (10, "bbbbbmmmccmmamambbbmmbbbbmmaammmcccmamamm");
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// 11 SLOW PULSE NOT FADE TO BLACK
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lightstyle (11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
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// styles 32-62 are assigned by the light program for switchable lights
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// 63 testing
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lightstyle (63, "a");
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};
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void() StartFrame =
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{
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#ifdef NETQUAKE
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BotFrame ();
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#endif
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teamplay = cvar ("teamplay");
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#ifdef QUAKEWORLD
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timelimit = cvar ("timelimit") * 60;
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fraglimit = cvar ("fraglimit");
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deathmatch = cvar ("deathmatch");
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#else
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skill = cvar ("skill");
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#endif
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framecount = framecount + 1;
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};
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/*
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BODY QUEUE
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*/
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entity bodyque_head;
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void() bodyque =
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{ // just here so spawn functions don't complain after the world
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// creates bodyques
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};
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void() InitBodyQue =
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{
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bodyque_head = spawn();
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bodyque_head.classname = "bodyque";
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bodyque_head.owner = spawn();
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bodyque_head.owner.classname = "bodyque";
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bodyque_head.owner.owner = spawn();
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bodyque_head.owner.owner.classname = "bodyque";
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bodyque_head.owner.owner.owner = spawn();
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bodyque_head.owner.owner.owner.classname = "bodyque";
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bodyque_head.owner.owner.owner.owner = bodyque_head;
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#ifdef NETQUAKE
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// VisWeap: Double the length of the bodyque to account for weapons.
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bodyque_head.owner.owner.owner.owner.classname = "bodyque";
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bodyque_head.owner.owner.owner.owner.owner = spawn();
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bodyque_head.owner.owner.owner.owner.owner.classname = "bodyque";
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bodyque_head.owner.owner.owner.owner.owner.owner = spawn();
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bodyque_head.owner.owner.owner.owner.owner.owner.classname = "bodyque";
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bodyque_head.owner.owner.owner.owner.owner.owner.owner = spawn();
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|
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
|