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implemented rocket and electro fly sounds
[divverent/nexuiz.git] / qcsrc / gamec / g_world.c
1 entity  lastspawn;
2
3 void() dom_init;
4
5 void worldspawn (void)
6 {
7         lastspawn = world;
8         BotInit();
9
10         game = cvar ("gamecfg");        // load game options
11
12         //precache_model ("progs/beam.mdl");
13         precache_model ("models/bullet.mdl");
14         precache_model ("models/casing_bronze.mdl");
15         precache_model ("models/casing_shell.mdl");
16         precache_model ("models/casing_steel.mdl");
17         precache_model ("models/ebomb.mdl");
18         precache_model ("models/elaser.mdl");
19         precache_model ("models/flash.md3");
20         precache_model ("models/gibs/bloodyskull.md3");
21         precache_model ("models/gibs/chunk.mdl");
22         precache_model ("models/gibs/eye.md3");
23         precache_model ("models/gibs/gib1.md3");
24         precache_model ("models/gibs/gib2.md3");
25         precache_model ("models/gibs/gib3.md3");
26         precache_model ("models/gibs/gib4.md3");
27         precache_model ("models/gibs/gib5.md3");
28         precache_model ("models/gibs/gib6.md3");
29         precache_model ("models/grenademodel.md3");
30         precache_model ("models/hagarmissile.mdl");
31         precache_model ("models/items/a_bullets.mdl");
32         precache_model ("models/items/a_cells.md3");
33         precache_model ("models/items/a_rockets.md3");
34         precache_model ("models/items/a_shells.md3");
35         precache_model ("models/items/g_a1.md3");
36         precache_model ("models/items/g_a25.md3");
37         precache_model ("models/items/g_h1.md3");
38         precache_model ("models/items/g_h25.md3");
39         precache_model ("models/items/g_h100.md3");
40         precache_model ("models/items/g_invincible.md3");
41         precache_model ("models/items/g_strength.md3");
42         precache_model ("models/laser.mdl");
43         precache_model ("models/misc/chatbubble.spr");
44         precache_model ("models/nexflash.md3");
45         precache_model ("models/plasma.mdl");
46         precache_model ("models/plasmatrail.mdl");
47         precache_model ("models/rocket.md3");
48         precache_model ("models/sprites/grenadeexplosion.spr32");
49         precache_model ("models/sprites/hagarexplosion.spr32");
50         precache_model ("models/sprites/muzzleflash.spr32");
51         //precache_model ("models/sprites/plasmahitwall.spr32");
52         //precache_model ("models/sprites/plasmashot.spr32");
53         precache_model ("models/sprites/rocketexplosion.spr32");
54         precache_model ("models/tracer.mdl");
55         precache_model ("models/uziflash.md3");
56         precache_model ("models/weapons/g_crylink.md3");
57         precache_model ("models/weapons/g_electro.md3");
58         precache_model ("models/weapons/g_gl.md3");
59         precache_model ("models/weapons/g_hagar.md3");
60         precache_model ("models/weapons/g_nex.md3");
61         precache_model ("models/weapons/g_rl.md3");
62         precache_model ("models/weapons/g_shotgun.md3");
63         precache_model ("models/weapons/g_uzi.md3");
64         precache_model ("models/weapons/v_crylink.md3");
65         precache_model ("models/weapons/v_electro.md3");
66         precache_model ("models/weapons/v_gl.md3");
67         precache_model ("models/weapons/v_hagar.md3");
68         precache_model ("models/weapons/v_laser.md3");
69         precache_model ("models/weapons/v_nex.md3");
70         precache_model ("models/weapons/v_rl.md3");
71         precache_model ("models/weapons/v_shotgun.md3");
72         precache_model ("models/weapons/v_uzi.md3");
73         precache_model ("models/weapons/w_crylink.zym");
74         precache_model ("models/weapons/w_electro.zym");
75         precache_model ("models/weapons/w_gl.zym");
76         precache_model ("models/weapons/w_hagar.zym");
77         precache_model ("models/weapons/w_laser.zym");
78         precache_model ("models/weapons/w_nex.zym");
79         precache_model ("models/weapons/w_rl.zym");
80         precache_model ("models/weapons/w_shotgun.zym");
81         precache_model ("models/weapons/w_uzi.zym");
82         precache_sound ("announcer/1fragleft.wav");
83         precache_sound ("announcer/1minuteremains.wav");
84         precache_sound ("announcer/2fragsleft.wav");
85         precache_sound ("announcer/3fragsleft.wav");
86         precache_sound ("announcer/welcometonexuiz.wav");
87         precache_sound ("misc/armor1.wav");
88         precache_sound ("misc/armor25.wav");
89         precache_sound ("misc/armorimpact.wav");
90         precache_sound ("misc/bodyimpact1.wav");
91         precache_sound ("misc/bodyimpact2.wav");
92         precache_sound ("misc/gib.wav");
93         precache_sound ("misc/gib_splat01.wav");
94         precache_sound ("misc/gib_splat02.wav");
95         precache_sound ("misc/gib_splat03.wav");
96         precache_sound ("misc/gib_splat04.wav");
97         //precache_sound ("misc/h2ohit.wav");
98         precache_sound ("misc/hit.wav");
99         precache_sound ("misc/hitground1.wav");
100         precache_sound ("misc/hitground2.wav");
101         precache_sound ("misc/hitground3.wav");
102         precache_sound ("misc/hitground4.wav");
103         precache_sound ("misc/itempickup.wav");
104         precache_sound ("misc/itemrespawn.wav");
105         precache_sound ("misc/jumppad.wav");
106         precache_sound ("misc/mediumhealth.wav");
107         precache_sound ("misc/megahealth.wav");
108         precache_sound ("misc/minihealth.wav");
109         precache_sound ("misc/powerup.wav");
110         precache_sound ("misc/talk.wav");
111         precache_sound ("misc/teleport.wav");
112         precache_sound ("plats/medplat1.wav");
113         precache_sound ("plats/medplat2.wav");
114         precache_sound ("player/lava.wav");
115         precache_sound ("player/slime.wav");
116         precache_sound ("weapons/crylink.wav");
117         precache_sound ("weapons/crylink2.wav");
118         precache_sound ("weapons/electro_fire.wav");
119         precache_sound ("weapons/electro_fly.wav");
120         precache_sound ("weapons/electro_impact.wav");
121         precache_sound ("weapons/grenade_bounce.wav");
122         precache_sound ("weapons/grenade_fire.wav");
123         precache_sound ("weapons/grenade_impact.wav");
124         precache_sound ("weapons/hagar_fire.wav");
125         precache_sound ("weapons/hagexp1.wav");
126         precache_sound ("weapons/hagexp2.wav");
127         precache_sound ("weapons/hagexp3.wav");
128         precache_sound ("weapons/lasergun_fire.wav");
129         precache_sound ("weapons/laserimpact.wav");
130         precache_sound ("weapons/nexfire.wav");
131         precache_sound ("weapons/neximpact.wav");
132         precache_sound ("weapons/ric1.wav");
133         precache_sound ("weapons/ric2.wav");
134         precache_sound ("weapons/ric3.wav");
135         precache_sound ("weapons/rocket_fire.wav");
136         precache_sound ("weapons/rocket_fly.wav");
137         precache_sound ("weapons/rocket_impact.wav");
138         precache_sound ("weapons/shotgun_fire.wav");
139         precache_sound ("weapons/tink1.wav");
140         precache_sound ("weapons/uzi_fire.wav");
141         precache_sound ("weapons/weapon_switch.wav");
142         precache_sound ("weapons/weaponpickup.wav");
143
144
145
146         // plays music for the level if there is any
147         if (self.noise)
148         {
149                 precache_sound (self.noise);
150                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
151         }
152
153                 // 0 normal
154         lightstyle(0, "m");
155
156         // 1 FLICKER (first variety)
157         lightstyle(1, "mmnmmommommnonmmonqnmmo");
158
159         // 2 SLOW STRONG PULSE
160         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
161
162         // 3 CANDLE (first variety)
163         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
164
165         // 4 FAST STROBE
166         lightstyle(4, "mamamamamama");
167
168         // 5 GENTLE PULSE 1
169         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
170
171         // 6 FLICKER (second variety)
172         lightstyle(6, "nmonqnmomnmomomno");
173
174         // 7 CANDLE (second variety)
175         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
176
177         // 8 CANDLE (third variety)
178         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
179
180         // 9 SLOW STROBE (fourth variety)
181         lightstyle(9, "aaaaaaaazzzzzzzz");
182
183         // 10 FLUORESCENT FLICKER
184         lightstyle(10, "mmamammmmammamamaaamammma");
185
186         // 11 SLOW PULSE NOT FADE TO BLACK
187         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
188
189         // styles 32-62 are assigned by the light program for switchable lights
190
191         // 63 testing
192         lightstyle(63, "a");
193
194         if (cvar("g_domination"))
195                 dom_init();
196 }
197
198 void light (void)
199 {
200         makestatic (self);
201 }
202
203
204 // reads and alters data/maplist.cfg (sliding it one line), and returns a
205 // strzoned string containing the next map
206 #define MAPLIST "maplist.cfg"
207 string() Nex_RotateMapList =
208 {
209         local float lHandle;
210         local string lNextMap;
211         local string lCurrentMap;
212         local string lBuffer;
213
214         lHandle = fopen( MAPLIST, FILE_READ );
215         if( lHandle < 0 ) {
216                 fclose( lHandle );
217                 // restart the current map if no other map is not found
218                 return strzone( mapname );
219         }
220
221         // get the first line that will be moved to the end later
222         lCurrentMap = strzone( fgets( lHandle ) );
223         if( !lCurrentMap ) {
224                 fclose( lHandle );
225                 // restart the current map if no other map is not found
226                 return strzone( mapname );
227         }
228
229         // now get the second line which is the map that should be loaded next
230         lBuffer = fgets( lHandle );
231         // if there isnt a second line, nothing needs to be rotated
232         if( !lBuffer ) {
233                 fclose( lHandle );
234                 strunzone( lCurrentMap );
235                 // restart the current map if no other map is not found
236                 return strzone( mapname );
237         }
238
239         // since lBuffer holds the next map, it is assigned to nextmap
240         lNextMap = strzone( lBuffer );
241
242         // since fgets uses its own buffer we need to move lBuffer to a tempstring
243         // before reading the next line (or lBuffer will be lost)
244         lBuffer = strcat( lBuffer );
245
246         // read in the rest of the list
247         while( 1 )  {
248                 local string lLine;
249
250                 lLine = fgets( lHandle );
251                 if( !lLine ) {
252                         break;
253                 }
254
255                 lBuffer = strcat( lBuffer, "\n", lLine );
256         }
257         // rotate the list
258         lBuffer = strcat( lBuffer, "\n", lCurrentMap );
259
260         // dismiss lCurrentmap now
261         strunzone( lCurrentMap );
262
263         // and close the file handle
264         fclose( lHandle );
265
266         // open the maplist for output this one
267         lHandle = fopen( MAPLIST, FILE_WRITE );
268         if( lHandle < 0 ) {
269                 // this shouldnt happen!
270                 // print a warning/error message
271                 dprint( "Couldn't open ", MAPLIST, " for output!\n" );
272
273                 strunzone( lNextMap );
274
275                 // we return the currently running map
276                 return strzone( mapname );
277         }
278
279         fputs( lHandle, lBuffer );
280
281         fclose( lHandle );
282
283         return lNextMap;
284 };
285
286 float gameover;
287 float intermission_running;
288 float intermission_exittime;
289 float alreadychangedlevel;
290
291
292 void() GotoNextMap =
293 {
294         local string nextmap;
295         //local float n, nummaps;
296         //local string s;
297         if (alreadychangedlevel)
298                 return;
299         alreadychangedlevel = TRUE;
300         if (cvar("samelevel"))  // if samelevel is set, stay on same level
301                 changelevel (mapname);
302         else
303         {
304                 // method 1
305
306                 //local entity pos;
307                 local float fh;
308                 local string line;
309
310                 // restart current map if no cycle is found
311                 nextmap = strzone(mapname);
312                 fh = fopen("maplist.cfg", FILE_READ);
313                 if (fh >= 0)
314                 {
315                         while (1)
316                         {
317                                 line = fgets(fh);
318                                 if (nextmap == mapname)
319                                 {
320                                         strunzone(nextmap);
321                                         nextmap = strzone(line);
322                                 }
323                                 if (!line)
324                                         break;
325                                 if (line == mapname)
326                                 {
327                                         line = fgets(fh);
328                                         if (!line)
329                                                 break;
330                                         strunzone(nextmap);
331                                         nextmap = strzone(line);
332                                         break;
333                                 }
334                         }
335                         fclose(fh);
336                 }
337                 changelevel (nextmap);
338                 strunzone(nextmap);
339
340                 // method 2
341                 //nextmap = Nex_RotateMapList();
342                 //changelevel (nextmap);
343                 //strunzone (nextmap);
344                 // method 3
345                 /*
346                 s = cvar_string("g_maplist");
347                 nummaps = tokenize(s);
348                 // if no map list, restart current one
349                 nextmap = mapname;
350                 if (nummaps >= 1)
351                 {
352                         n = 0;
353                         while (n < nummaps)
354                         {
355                                 if (argv(n) == mapname)
356                                         break;
357                                 n = n + 1;
358                         }
359                         n = n + 1;
360                         if (n >= nummaps)
361                                 n = 0;
362                         nextmap = argv(n);
363                 }
364                 changelevel (nextmap);
365                 */
366         }
367 };
368
369
370 /*
371 ============
372 IntermissionThink
373
374 When the player presses attack or jump, change to the next level
375 ============
376 */
377 void() IntermissionThink =
378 {
379         if (time < intermission_exittime)
380                 return;
381
382         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
383                 return;
384
385         GotoNextMap ();
386 };
387
388 /*
389 ============
390 FindIntermission
391
392 Returns the entity to view from
393 ============
394 */
395 /*
396 entity() FindIntermission =
397 {
398         local   entity spot;
399         local   float cyc;
400
401 // look for info_intermission first
402         spot = find (world, classname, "info_intermission");
403         if (spot)
404         {       // pick a random one
405                 cyc = random() * 4;
406                 while (cyc > 1)
407                 {
408                         spot = find (spot, classname, "info_intermission");
409                         if (!spot)
410                                 spot = find (spot, classname, "info_intermission");
411                         cyc = cyc - 1;
412                 }
413                 return spot;
414         }
415
416 // then look for the start position
417         spot = find (world, classname, "info_player_start");
418         if (spot)
419                 return spot;
420
421 // testinfo_player_start is only found in regioned levels
422         spot = find (world, classname, "testplayerstart");
423         if (spot)
424                 return spot;
425
426 // then look for the start position
427         spot = find (world, classname, "info_player_deathmatch");
428         if (spot)
429                 return spot;
430
431         //objerror ("FindIntermission: no spot");
432         return world;
433 };
434 */
435
436 /*
437 ===============================================================================
438
439 RULES
440
441 ===============================================================================
442 */
443
444 /*
445 go to the next level for deathmatch
446 only called if a time or frag limit has expired
447 */
448 void() NextLevel =
449 {
450         gameover = TRUE;
451
452         intermission_running = 1;
453
454 // enforce a wait time before allowing changelevel
455         intermission_exittime = time + 5;
456
457         WriteByte (MSG_ALL, SVC_CDTRACK);
458         WriteByte (MSG_ALL, 3);
459         WriteByte (MSG_ALL, 3);
460
461         //pos = FindIntermission ();
462
463         other = find (world, classname, "player");
464         while (other != world)
465         {
466                 //other.nextthink = time + 0.5;
467                 other.takedamage = DAMAGE_NO;
468                 other.solid = SOLID_NOT;
469                 other.movetype = MOVETYPE_NONE;
470                 other.angles = other.v_angle;
471                 other.angles_x = other.angles_x * -1;
472                 /*
473                 if (pos != world);
474                 {
475                         other.modelindex = 0;
476                         other.weaponentity = world; // remove weapon model
477                         other.view_ofs = '0 0 0';
478                         other.angles = other.v_angle = pos.mangle;
479                         if (!other.angles)
480                         {
481                                 other.angles = other.v_angle = pos.angles;
482                                 other.v_angle_x = other.v_angle_x * -1;
483                         }
484                         other.fixangle = TRUE;          // turn this way immediately
485                         setorigin (other, pos.origin);
486                 }
487                 */
488                 other = find (other, classname, "player");
489         }
490
491         WriteByte (MSG_ALL, SVC_INTERMISSION);
492 };
493
494 /*
495 ============
496 CheckRules_Player
497
498 Exit deathmatch games upon conditions
499 ============
500 */
501 void() CheckRules_Player =
502 {
503         local float fraglimit;
504
505         if (gameover)   // someone else quit the game already
506                 return;
507
508         fraglimit = cvar("fraglimit");
509         if (fraglimit && self.frags >= fraglimit)
510         {
511                 NextLevel ();
512                 return;
513         }
514 };
515
516 float checkrules_oneminutewarning;
517 float checkrules_leaderfrags;
518 entity checkrules_leader;
519
520 /*
521 ============
522 CheckRules_World
523
524 Exit deathmatch games upon conditions
525 ============
526 */
527 void() CheckRules_World =
528 {
529         local float timelimit;
530         local float fraglimit;
531         local float checkrules_oldleaderfrags;
532         local entity checkrules_oldleader;
533         local entity head;
534
535         if (intermission_running)
536         if (time >= intermission_exittime + 60)
537         {
538                 GotoNextMap();
539                 return;
540         }
541
542         if (gameover)   // someone else quit the game already
543                 return;
544
545         timelimit = cvar("timelimit") * 60;
546         fraglimit = cvar("fraglimit");
547
548         if (timelimit && time >= timelimit)
549         {
550                 NextLevel ();
551                 return;
552         }
553
554         if (!checkrules_oneminutewarning && timelimit && time > timelimit - 60)
555         {
556                 checkrules_oneminutewarning = TRUE;
557                 sound(world, CHAN_AUTO, "announcer/1minuteremains.wav", 1, ATTN_NONE);
558         }
559
560         checkrules_oldleader = checkrules_leader;
561         checkrules_oldleaderfrags = checkrules_leaderfrags;
562         checkrules_leaderfrags = 0;
563         checkrules_leader = world;
564         head = findchain(classname, "player");
565         while (head)
566         {
567                 if (checkrules_leaderfrags < head.frags)
568                 {
569                         checkrules_leaderfrags = head.frags;
570                         checkrules_leader = head;
571                 }
572                 head = head.chain;
573         }
574         if (checkrules_leaderfrags <= 0)
575         {
576                 checkrules_leader = world;
577                 checkrules_leaderfrags = 0;
578         }
579         checkrules_leaderfrags = floor(checkrules_leaderfrags);
580         if (checkrules_leaderfrags != checkrules_oldleaderfrags)
581         {
582                 if (checkrules_leaderfrags == fraglimit - 1)
583                         sound(world, CHAN_AUTO, "announcer/1fragleft.wav", 1, ATTN_NONE);
584                 else if (checkrules_leaderfrags == fraglimit - 2)
585                         sound(world, CHAN_AUTO, "announcer/2fragsleft.wav", 1, ATTN_NONE);
586                 else if (checkrules_leaderfrags == fraglimit - 3)
587                         sound(world, CHAN_AUTO, "announcer/3fragsleft.wav", 1, ATTN_NONE);
588         }
589 //      if (checkrules_leader != checkrules_oldleader)// && checkrules_leaderfrags > checkrules_oldleaderfrags)
590 //              bprint("^1",checkrules_leader.netname, " has taken the lead with ", ftos(checkrules_leaderfrags), " frags\n");
591 };