prozac-qfcc/world.qc
Adam Olsen 0f2b390348 add an edictcount-ticker. do "localinfo edictticker 30" before map
load and it'll go every 30 seconds.
2001-07-24 23:30:49 +00:00

624 lines
18 KiB
C++

//================================================================//
//- CustomTF Worldspawn and related stuff OfteN //
//- 30-01-2001----------------------------------------------------//
#include "defs.qh"
//-- OFTEN --//
void() Wiz_Precache;
void() Field_Precache;
void () UpdateInfos;
//==============//
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");
};
void () edictticker_think =
{
localcmd ("edictcount\n");
self.nextthink = time + self.num_mines;
};
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 =
{
local string st; //WK
local entity ticker;
lastspawn = world;
InitBodyQue ();
st = infokey(world, "mapcfg");
if (!(st == "0" || st == "off" || st == ""))
{
if (st == "1" || st == "on")
st = "mapcfg";
localcmd("exec mapcfg.cfg\n"); // generic stuff
localcmd("exec \"");
localcmd(st);
localcmd("/");
localcmd(infokey(world, "map"));
localcmd(".cfg\"\n");
}
if (!cvar("sv_gc"))
cvar_set ("sv_gc", "10");
// custom map attributes
#ifndef QUAKE_WORLD
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");
#endif
#ifdef QUAKE_WORLD
st = infokey(world, "*gamedir");
if (st != "fortress")
{
if (st == "")
localcmd("sv_gamedir fortress\n");
else
objerror("QW TF must be run with a gamedir of \"fortress\".\n");
}
#endif
//- OfteN globals -//
UpdateInfos();
debug_target=world;
already_chosen_map = FALSE;
triggered_cycle = FALSE;
////////////////////
if (stof(infokey (world, "edictticker")))
{
ticker = spawn();
ticker.classname = "edictcount";
ticker.nextthink = time + 5;
ticker.think = edictticker_think;
ticker.num_mines = stof(infokey (world, "edictticker")); // I hate overloading, but I don't want to use a full thing just for this one stupid little hack.
}
// We set up Chris' Teamplay Plus Mode here cos that's fun
/*st = infokey(world, "chris");
if (st == "on")
chris = TRUE;
else
chris = stof(st);
st = infokey(world, "roundtime");
roundtime = stof(st);
if (!roundtime)
roundtime = 300;
roundstowin = 5;*/
////////////////////////////////
team_with_flag = 0; //KK initial global sets
//friends1_mask = stof(infokey(world,"friends1_mask"));
//friends2_mask = stof(infokey(world,"friends2_mask"));
//friends3_mask = stof(infokey(world,"friends3_mask"));
//friends4_mask = stof(infokey(world,"friends4_mask"));
friends1_mask = stof(self.noise1);
friends2_mask = stof(self.noise2);
friends3_mask = stof(self.noise3);
friends4_mask = stof(self.noise4);
// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache (); // get weapon precaches
// sounds used from C physics code
precache_sound ("demon/dland2.wav"); // landing thud
precache_sound ("misc/h2ohit1.wav"); // landing splash
// setup precaches allways 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 ("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");
// ax sounds
precache_sound ("weapons/ax1.wav"); // ax swoosh
precache_sound ("player/axhit1.wav"); // ax hit meat
precache_sound ("player/axhit2.wav"); // ax hit world
precache_sound ("player/h2ojump.wav"); // player jumping into water
precache_sound ("player/slimbrn2.wav"); // player enter slime
precache_sound ("player/inh2o.wav"); // player enter water
precache_sound ("player/inlava.wav"); // player enter lava
precache_sound ("misc/outwater.wav"); // leaving water sound
precache_sound ("player/lburn1.wav"); // lava burn
precache_sound ("player/lburn2.wav"); // lava burn
precache_sound ("misc/water1.wav"); // swimming
precache_sound ("misc/water2.wav"); // swimming
precache_model ("progs/player.mdl");
precache_model ("progs/eyes.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
precache_model ("progs/s_light.spr");
precache_model ("progs/v_axe.mdl");
precache_model ("progs/v_shot.mdl");
precache_model ("progs/v_nail.mdl");
precache_model ("progs/v_rock.mdl");
precache_model ("progs/v_shot2.mdl");
precache_model ("progs/v_nail2.mdl");
precache_model ("progs/v_rock2.mdl");
precache_model ("progs/grenade.mdl");
precache_model ("progs/bolt.mdl"); // for lightning gun
precache_model ("progs/bolt2.mdl"); // for lightning gun
precache_model ("progs/bolt3.mdl"); // for boss shock
precache_model ("progs/lavaball.mdl"); // for testing
precache_model ("progs/missile.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");
precache_model2 ("progs/laser.mdl");
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
precache_sound2 ("hknight/attack1.wav");
//- OfN - Flare exp sound
precache_sound2 ("items/flare1.wav");
// Team Fortress Weapon MDLs
precache_model2("progs/sight.spr");
// precache_model2("progs/cross1.mdl");
precache_model2("progs/v_medi.mdl");
precache_model2("progs/v_bio.mdl");
precache_model2("progs/hgren2.mdl");
precache_model2("progs/biggren.mdl");
//precache_model2("progs/lndmine.mdl");
precache_model2("progs/flare.mdl");
precache_model2("progs/v_srifle.mdl");
precache_model2("progs/v_asscan.mdl");
precache_model2("progs/detpack.mdl");
precache_model2("progs/ammobox.mdl");
precache_model2("progs/v_knife.mdl"); // Spy's Knife
precache_model2("progs/v_knife2.mdl"); // Spy's Knife with Blood on it
precache_model2("progs/v_span.mdl"); // Engineer's Spanner
precache_model2("progs/e_spike1.mdl"); // Engineer's RailGun
precache_model2("progs/e_spike2.mdl"); // Engineer's RailGun
precache_model2("progs/v_rail.mdl"); // Engineer's RailGun
//precache_model2("progs/turrgun.mdl"); // Sentry Gun
//////////////////////////////////////////////////////
precache_model2("progs/trrgn2.mdl");
precache_sound2 ("weapons/sntr666.wav");
precache_sound2 ("weapons/trr2lost.wav");
//precache_model2("progs/turrbase.mdl"); // Sentry Gun
precache_model2("progs/trrbs2.mdl"); // Sentry Gun
//air-fist models and sounds--------//
precache_model2("progs/v_airgun.mdl");
precache_sound2("weapons/agfail.wav");
precache_sound2("weapons/agwfail.wav");
precache_sound2("weapons/agwater.wav");
precache_sound2("weapons/agfire.wav");
precache_model2("progs/s_ablast.spr");
//----------------------------------//
//laser cannon models and sounds---//
precache_model2("progs/v_laserg.mdl");
precache_model2("progs/lasrspik.mdl");
precache_sound2("weapons/laserric.wav");
precache_sound2("weapons/laserg.wav");
//-----------------------------------//
//field gen precaches-------------//
Field_Precache();
//---------------------------------//
//- OfN -
precache_model2("progs/flarefly.mdl");
precache_model2("progs/tesgib4.mdl");
precache_model ("progs/caltrop.mdl"); // A big, bad, caltrop
precache_sound2("weapons/gren_emp.wav");
precache_model2("progs/t2gib1.mdl"); // Sentry Gun Gib
precache_model2("progs/t2gib2.mdl"); // Sentry Gun Gib
precache_model2("progs/t2gib3.mdl"); // Sentry Gun Gib
//- extra gib
precache_model2("progs/t2gib4.mdl"); // Sentry Gun Gib
///////////////////////////////////////
#ifdef no_new_dispenser
precache_model2("progs/disp.mdl"); // Tmp dispenser mdl
precache_model2("progs/dgib1.mdl"); // Dispenser Gib
precache_model2("progs/dgib2.mdl"); // Dispenser Gib
precache_model2("progs/dgib3.mdl"); // Dispenser Gib
#else
precache_model2("progs/disp2.mdl"); // Tmp dispenser mdl
precache_model2("progs/d2gib1.mdl"); // Dispenser Gib
precache_model2("progs/d2gib2.mdl"); // Dispenser Gib
precache_model2("progs/d2gib3.mdl"); // Dispenser Gib
#endif
precache_model2("progs/grenade2.mdl"); // New grenade
precache_model2("progs/v_grap.mdl"); // Grapple gun
precache_model2("progs/hook.mdl"); // Grapple hook
//#ifndef QUAKE_WORLD
if (headless==1)
precache_model2("progs/headless.mdl"); // Player with no head
//#endif hehe why??
precache_model2("progs/sencer.mdl");
precache_model2("progs/grunty.mdl");
//- OfN
Wiz_Precache();
precache_sound2("weapons/detpack.wav");
precache_sound2("speech/saveme1.wav"); // Saveme Sound
precache_sound2("speech/saveme2.wav"); // Saveme Sound
//- OfN sounds for flares and holo
precache_sound2("effects/bodyhit1.wav");
precache_sound2("effects/bodyhit2.wav");
//- OfN - Aura sounds
// precache_sound2("auras/aura1.wav");
// precache_sound2("auras/aura2.wav");
// precache_sound2("auras/aura3.wav");
// precache_sound2("auras/aura4.wav");
//precache_sound2("weapons/pinpull.wav");
//precache_sound2("weapons/throw.wav");
#ifdef SPEECH
precache_sound2("speech/scout.wav");
precache_sound2("speech/sniper.wav");
precache_sound2("speech/soldier.wav");
precache_sound2("speech/demoman.wav");
precache_sound2("speech/medic.wav");
precache_sound2("speech/hvyweap.wav");
precache_sound2("speech/pyro.wav");
precache_sound2("speech/spy.wav");
precache_sound2("speech/engineer.wav");
precache_sound2("speech/demo_dp.wav");
#endif
//
// 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 =
{
teamplay = cvar("teamplay");
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
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.skin = ent.skin;
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;
};