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- /* Copyright (C) 1996-2022 id Software LLC
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- See file, 'COPYING', for details.
- */
- 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 =
- {
- lastspawn = world;
- InitBodyQue ();
- // custom map attributes
- if (self.model == "maps/e1m8.bsp")
- cvar_set ("sv_gravity", "100");
- else
- cvar_set ("sv_gravity", "800");
- // the area based ambient sounds MUST be the first precache_sounds
- // player precaches
- W_Precache (); // get weapon precaches
- RunePrecache(); // precache the runes
- // 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
- // PGM Addition Sounds
- precache_sound ("enforcer/enfstop.wav"); // shield impact
- precache_sound ("plasma/explode.wav");
- precache_sound ("plasma/flight.wav");
- precache_sound ("plasma/fire.wav");
- precache_sound ("shield/hit.wav");
- precache_sound ("belt/use.wav");
- precache_sound ("items/damage2.wav");
- 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/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");
-
- // Lava Gun models - pgm change
- precache_model ("progs/v_lava.mdl");
- precache_model ("progs/v_lava2.mdl");
- precache_model ("progs/v_multi.mdl");
- precache_model ("progs/v_multi2.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/grenade.mdl");
- precache_model ("progs/spike.mdl");
- precache_model ("progs/s_spike.mdl");
-
- // PGM addition
- precache_model ("progs/mervup.mdl");
- precache_model ("progs/rockup.mdl");
- precache_model ("progs/rockup_d.mdl");
- precache_model ("progs/lspike.mdl");
- precache_model ("progs/shield.mdl");
- precache_model ("progs/p_shield.mdl");
-
- precache_model ("progs/backpack.mdl");
- precache_model ("progs/zom_gib.mdl");
- precache_model ("progs/v_light.mdl");
-
- precache_model ("progs/plasma.mdl");
- precache_model ("progs/v_plasma.mdl");
-
- //ZOID--
- // hook for CTF
- precache_model ("progs/hook.mdl");
- precache_model ("progs/v_grpple.mdl");
- // precache_model ("progs/bit.mdl");
- //--ZOID
- //
- // 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");
- skill = cvar("skill");
- cheats_allowed = cvar("sv_cheats");
- // save off a global here so it gets included in savegames
- if (!campaign_valid) {
- campaign_valid = TRUE;
- campaign = cvar("campaign");
- } else {
- cvar_set("campaign", ftos(campaign));
- }
-
- 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 =
- {
- // PGM - support for new deathmatch skins on corpses too!
- bodyque_head.skin = ent.skin;
- bodyque_head.angles = ent.angles;
- bodyque_head.model = ent.model;
- bodyque_head.modelindex = ent.modelindex;
- bodyque_head.frame = ent.frame;
- bodyque_head.colormap = ent.colormap;
- bodyque_head.movetype = ent.movetype;
- bodyque_head.velocity = ent.velocity;
- bodyque_head.flags = 0;
- setorigin (bodyque_head, ent.origin);
- setsize (bodyque_head, ent.mins, ent.maxs);
- bodyque_head = bodyque_head.owner;
- };
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