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some new sounds...
[divverent/nexuiz.git] / data / qcsrc / gamec / g_world.c
1
2 void worldspawn (void)
3 {
4
5         // Precache all player models
6         // Workaround for "invisible players"
7         precache_model("models/player/carni.zym");
8         precache_model("models/player/crash.zym");
9         precache_model("models/player/grunt.zym");
10         precache_model("models/player/headhunter.zym");
11         precache_model("models/player/insurrectionist.zym");
12         precache_model("models/player/jeandarc.zym");
13         precache_model("models/player/lurk.zym");
14         precache_model("models/player/lycanthrope.zym");
15         precache_model("models/player/marine.zym");
16         precache_model("models/player/nexus.zym");
17         precache_model("models/player/pyria.zym");
18         precache_model("models/player/shock.zym");
19         precache_model("models/player/skadi.zym");
20         precache_model("models/player/specop.zym");
21         precache_model("models/player/visitant.zym");
22
23         //precache_model ("progs/beam.mdl");
24         precache_model ("models/bullet.mdl");
25         precache_model ("models/casing_bronze.mdl");
26         precache_model ("models/casing_shell.mdl");
27         precache_model ("models/casing_steel.mdl");
28         precache_model ("models/ebomb.mdl");
29         precache_model ("models/elaser.mdl");
30         precache_model ("models/flash.md3");
31         precache_model ("models/gibs/bloodyskull.md3");
32         precache_model ("models/gibs/chunk.mdl");
33         precache_model ("models/gibs/eye.md3");
34         precache_model ("models/gibs/gib1.md3");
35         precache_model ("models/gibs/gib2.md3");
36         precache_model ("models/gibs/gib3.md3");
37         precache_model ("models/gibs/gib4.md3");
38         precache_model ("models/gibs/gib5.md3");
39         precache_model ("models/gibs/gib6.md3");
40         precache_model ("models/grenademodel.md3");
41         precache_model ("models/hagarmissile.mdl");
42         precache_model ("models/items/a_bullets.mdl");
43         precache_model ("models/items/a_cells.md3");
44         precache_model ("models/items/a_rockets.md3");
45         precache_model ("models/items/a_shells.md3");
46         precache_model ("models/items/g_a1.md3");
47         precache_model ("models/items/g_a25.md3");
48         precache_model ("models/items/g_h1.md3");
49         precache_model ("models/items/g_h25.md3");
50         precache_model ("models/items/g_h100.md3");
51         precache_model ("models/items/g_invincible.md3");
52         precache_model ("models/items/g_strength.md3");
53         precache_model ("models/laser.mdl");
54         precache_model ("models/misc/chatbubble.spr");
55         precache_model ("models/nexflash.md3");
56         precache_model ("models/plasma.mdl");
57         precache_model ("models/plasmatrail.mdl");
58         precache_model ("models/rocket.md3");
59         precache_model ("models/sprites/grenadeexplosion.spr32");
60         precache_model ("models/sprites/hagarexplosion.spr32");
61         precache_model ("models/sprites/muzzleflash.spr32");
62         precache_model ("models/sprites/electrocombo.spr32");
63         //precache_model ("models/sprites/plasmahitwall.spr32");
64         //precache_model ("models/sprites/plasmashot.spr32");
65         precache_model ("models/sprites/rocketexplosion.spr32");
66         precache_model ("models/tracer.mdl");
67         precache_model ("models/uziflash.md3");
68         precache_model ("models/weapons/g_crylink.md3");
69         precache_model ("models/weapons/g_electro.md3");
70         precache_model ("models/weapons/g_gl.md3");
71         precache_model ("models/weapons/g_hagar.md3");
72         precache_model ("models/weapons/g_nex.md3");
73         precache_model ("models/weapons/g_rl.md3");
74         precache_model ("models/weapons/g_shotgun.md3");
75         precache_model ("models/weapons/g_uzi.md3");
76         precache_model ("models/weapons/v_crylink.md3");
77         precache_model ("models/weapons/v_electro.md3");
78         precache_model ("models/weapons/v_gl.md3");
79         precache_model ("models/weapons/v_hagar.md3");
80         precache_model ("models/weapons/v_laser.md3");
81         precache_model ("models/weapons/v_nex.md3");
82         precache_model ("models/weapons/v_rl.md3");
83         precache_model ("models/weapons/v_shotgun.md3");
84         precache_model ("models/weapons/v_uzi.md3");
85         precache_model ("models/weapons/w_crylink.zym");
86         precache_model ("models/weapons/w_electro.zym");
87         precache_model ("models/weapons/w_gl.zym");
88         precache_model ("models/weapons/w_hagar.zym");
89         precache_model ("models/weapons/w_laser.zym");
90         precache_model ("models/weapons/w_nex.zym");
91         precache_model ("models/weapons/w_rl.zym");
92         precache_model ("models/weapons/w_shotgun.zym");
93         precache_model ("models/weapons/w_uzi.zym");
94
95         // laser for laser-guided weapons
96         precache_model ("models/laser_dot.mdl");
97
98         precache_sound ("announcer/1fragleft.wav");
99         precache_sound ("announcer/1minuteremains.wav");
100         precache_sound ("announcer/2fragsleft.wav");
101         precache_sound ("announcer/3fragsleft.wav");
102         precache_sound ("announcer/welcometonexuiz.wav");
103         precache_sound ("misc/armor1.wav");
104         precache_sound ("misc/armor25.wav");
105         precache_sound ("misc/armorimpact.wav");
106         precache_sound ("misc/bodyimpact1.wav");
107         precache_sound ("misc/bodyimpact2.wav");
108         precache_sound ("misc/gib.wav");
109         precache_sound ("misc/gib_splat01.wav");
110         precache_sound ("misc/gib_splat02.wav");
111         precache_sound ("misc/gib_splat03.wav");
112         precache_sound ("misc/gib_splat04.wav");
113         //precache_sound ("misc/h2ohit.wav");
114         precache_sound ("misc/hit.wav");
115         precache_sound ("misc/hitground1.ogg");
116         precache_sound ("misc/hitground2.ogg");
117         precache_sound ("misc/hitground3.ogg");
118         precache_sound ("misc/hitground4.ogg");
119         precache_sound ("misc/itempickup.ogg");
120         precache_sound ("misc/itemrespawn.ogg");
121         precache_sound ("misc/jumppad.ogg");
122         precache_sound ("misc/mediumhealth.ogg");
123         precache_sound ("misc/megahealth.ogg");
124         precache_sound ("misc/minihealth.ogg");
125         precache_sound ("misc/powerup.ogg");
126         precache_sound ("misc/powerup_shield.ogg");
127         precache_sound ("misc/talk.wav");
128         precache_sound ("misc/teleport.ogg");
129         precache_sound ("plats/medplat1.wav");
130         precache_sound ("plats/medplat2.wav");
131         precache_sound ("player/lava.wav");
132         precache_sound ("player/slime.wav");
133         precache_sound ("weapons/crylink_fire.ogg");
134         precache_sound ("weapons/electro_bounce.ogg");
135         precache_sound ("weapons/electro_fire.ogg");
136         precache_sound ("weapons/electro_fire2.ogg");
137         precache_sound ("weapons/electro_fly.wav");
138         precache_sound ("weapons/electro_impact.ogg");
139         precache_sound ("weapons/electro_impact_combo.ogg");
140         precache_sound ("weapons/grenade_bounce.ogg");
141         precache_sound ("weapons/grenade_fire.ogg");
142         precache_sound ("weapons/grenade_impact.ogg");
143         precache_sound ("weapons/hagar_fire.ogg");
144         precache_sound ("weapons/hagexp1.ogg");
145         precache_sound ("weapons/hagexp2.ogg");
146         precache_sound ("weapons/hagexp3.ogg");
147         precache_sound ("weapons/hook_fire.ogg");
148         precache_sound ("weapons/hook_impact.ogg");
149         precache_sound ("weapons/lasergun_fire.ogg");
150         precache_sound ("weapons/laserimpact.ogg");
151         precache_sound ("weapons/nexfire.ogg");
152         precache_sound ("weapons/neximpact.ogg");
153         precache_sound ("weapons/ric1.ogg");
154         precache_sound ("weapons/ric2.ogg");
155         precache_sound ("weapons/ric3.ogg");
156         precache_sound ("weapons/rocket_fire.ogg");
157         precache_sound ("weapons/rocket_fly.wav");
158         precache_sound ("weapons/rocket_impact.ogg");
159         precache_sound ("weapons/shotgun_fire.ogg");
160         precache_sound ("weapons/tink1.ogg");
161         precache_sound ("weapons/uzi_fire.ogg");
162         precache_sound ("weapons/weapon_switch.ogg");
163         precache_sound ("weapons/weaponpickup.ogg");
164
165         // announcer sounds
166         precache_sound ("announce/male/kill10.ogg");
167         precache_sound ("announce/male/kill15.ogg");
168         precache_sound ("announce/male/kill20.ogg");
169         precache_sound ("announce/male/kill25.ogg");
170         precache_sound ("announce/male/kill3.ogg");
171         precache_sound ("announce/male/kill30.ogg");
172         precache_sound ("announce/male/kill4.ogg");
173         precache_sound ("announce/male/kill5.ogg");
174         precache_sound ("announce/male/kill6.ogg");
175         precache_sound ("announce/male/mapkill1.ogg");
176         precache_sound ("announce/robotic/last_second_save.ogg");
177         precache_sound ("announce/robotic/narrowly_averted.ogg");
178         precache_sound ("minstagib/mockery.ogg");
179
180         // plays music for the level if there is any
181         if (self.noise)
182         {
183                 precache_sound (self.noise);
184                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
185         }
186
187                 // 0 normal
188         lightstyle(0, "m");
189
190         // 1 FLICKER (first variety)
191         lightstyle(1, "mmnmmommommnonmmonqnmmo");
192
193         // 2 SLOW STRONG PULSE
194         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
195
196         // 3 CANDLE (first variety)
197         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
198
199         // 4 FAST STROBE
200         lightstyle(4, "mamamamamama");
201
202         // 5 GENTLE PULSE 1
203         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
204
205         // 6 FLICKER (second variety)
206         lightstyle(6, "nmonqnmomnmomomno");
207
208         // 7 CANDLE (second variety)
209         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
210
211         // 8 CANDLE (third variety)
212         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
213
214         // 9 SLOW STROBE (fourth variety)
215         lightstyle(9, "aaaaaaaazzzzzzzz");
216
217         // 10 FLUORESCENT FLICKER
218         lightstyle(10, "mmamammmmammamamaaamammma");
219
220         // 11 SLOW PULSE NOT FADE TO BLACK
221         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
222
223         // styles 32-62 are assigned by the light program for switchable lights
224
225         // 63 testing
226         lightstyle(63, "a");
227
228         InitGameplayMode();
229         //if (cvar("g_domination"))
230         //      dom_init();
231 }
232
233 void light (void)
234 {
235         makestatic (self);
236 }
237
238
239 // reads and alters data/maplist.cfg (sliding it one line), and returns a
240 // strzoned string containing the next map
241 string() Nex_RotateMapList =
242 {
243         local float lHandle;
244         local string lNextMap;
245         local string lCurrentMap;
246         local string lBuffer;
247
248         lHandle = fopen( "maplist.cfg", FILE_READ );
249         if( lHandle < 0 ) {
250                 fclose( lHandle );
251                 // restart the current map if no other map is not found
252                 return strzone( mapname );
253         }
254
255         // get the first line that will be moved to the end later
256         lCurrentMap = strzone( fgets( lHandle ) );
257         if( !lCurrentMap ) {
258                 fclose( lHandle );
259                 // restart the current map if no other map is not found
260                 return strzone( mapname );
261         }
262
263         // now get the second line which is the map that should be loaded next
264         lBuffer = fgets( lHandle );
265         // if there isnt a second line, nothing needs to be rotated
266         if( !lBuffer ) {
267                 fclose( lHandle );
268                 strunzone( lCurrentMap );
269                 // restart the current map if no other map is not found
270                 return strzone( mapname );
271         }
272
273         // since lBuffer holds the next map, it is assigned to nextmap
274         lNextMap = strzone( lBuffer );
275
276         // since fgets uses its own buffer we need to move lBuffer to a tempstring
277         // before reading the next line (or lBuffer will be lost)
278         lBuffer = strcat( lBuffer );
279
280         // read in the rest of the list
281         while( 1 )  {
282                 local string lLine;
283
284                 lLine = fgets( lHandle );
285                 if( !lLine ) {
286                         break;
287                 }
288
289                 lBuffer = strcat( lBuffer, "\n", lLine );
290         }
291         // rotate the list
292         lBuffer = strcat( lBuffer, "\n", lCurrentMap );
293
294         // dismiss lCurrentmap now
295         strunzone( lCurrentMap );
296
297         // and close the file handle
298         fclose( lHandle );
299
300         // open the maplist for output this one
301         lHandle = fopen( "maplist.cfg", FILE_WRITE );
302         if( lHandle < 0 ) {
303                 // this shouldnt happen!
304                 // print a warning/error message
305                 dprint( "Couldn't open ", "maplist.cfg", " for output!\n" );
306
307                 strunzone( lNextMap );
308
309                 // we return the currently running map
310                 return strzone( mapname );
311         }
312
313         fputs( lHandle, lBuffer );
314
315         fclose( lHandle );
316
317         return lNextMap;
318 };
319
320 void() GotoNextMap =
321 {
322         //local string nextmap;
323         //local float n, nummaps;
324         //local string s;
325         string exit_cfg;
326         if (alreadychangedlevel)
327                 return;
328         alreadychangedlevel = TRUE;
329
330         // if an exit cfg is defined by exiting map, exec it.
331         exit_cfg = cvar_string("exit_cfg");
332         if(exit_cfg != "")
333                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
334
335         ResetGameCvars();
336
337
338         if (cvar("samelevel"))  // if samelevel is set, stay on same level
339         {
340                 localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
341                 //changelevel (mapname);
342         }
343         else
344         {
345                 // method 0
346                 local float lCurrent;
347                 local float lSize;
348
349                 lSize = tokenize( cvar_string( "g_maplist" ) );
350                 lCurrent = cvar( "g_maplist_index" );
351
352                 lCurrent = lCurrent + 1;
353                 if( lCurrent >= lSize ) {
354                         lCurrent = 0;
355                 }
356
357                 cvar_set( "g_maplist_index", ftos( lCurrent ) );
358
359
360                 localcmd(strcat("exec \"maps/", argv( lCurrent ), ".mapcfg\"\n"));
361                 //changelevel( argv( lCurrent ) );
362
363
364                 /*
365                 // method 1
366
367                 //local entity pos;
368                 local float fh;
369                 local string line;
370
371                 // restart current map if no cycle is found
372                 nextmap = strzone(mapname);
373                 fh = fopen("maplist.cfg", FILE_READ);
374                 if (fh >= 0)
375                 {
376                         while (1)
377                         {
378                                 line = fgets(fh);
379                                 if (nextmap == mapname)
380                                 {
381                                         strunzone(nextmap);
382                                         nextmap = strzone(line);
383                                 }
384                                 if (!line)
385                                         break;
386                                 if (line == mapname)
387                                 {
388                                         line = fgets(fh);
389                                         if (!line)
390                                                 break;
391                                         strunzone(nextmap);
392                                         nextmap = strzone(line);
393                                         break;
394                                 }
395                         }
396                         fclose(fh);
397                 }
398                 changelevel (nextmap);
399                 strunzone(nextmap);*/
400
401                 // method 2
402                 //nextmap = Nex_RotateMapList();
403                 //changelevel (nextmap);
404                 //strunzone (nextmap);
405                 // method 3
406                 /*
407                 s = cvar_string("g_maplist");
408                 nummaps = tokenize(s);
409                 // if no map list, restart current one
410                 nextmap = mapname;
411                 if (nummaps >= 1)
412                 {
413                         n = 0;
414                         while (n < nummaps)
415                         {
416                                 if (argv(n) == mapname)
417                                         break;
418                                 n = n + 1;
419                         }
420                         n = n + 1;
421                         if (n >= nummaps)
422                                 n = 0;
423                         nextmap = argv(n);
424                 }
425                 changelevel (nextmap);
426                 */
427         }
428 };
429
430
431 /*
432 ============
433 IntermissionThink
434
435 When the player presses attack or jump, change to the next level
436 ============
437 */
438 void() IntermissionThink =
439 {
440         if (time < intermission_exittime)
441                 return;
442
443         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
444                 return;
445
446         GotoNextMap ();
447 };
448
449 /*
450 ============
451 FindIntermission
452
453 Returns the entity to view from
454 ============
455 */
456 /*
457 entity() FindIntermission =
458 {
459         local   entity spot;
460         local   float cyc;
461
462 // look for info_intermission first
463         spot = find (world, classname, "info_intermission");
464         if (spot)
465         {       // pick a random one
466                 cyc = random() * 4;
467                 while (cyc > 1)
468                 {
469                         spot = find (spot, classname, "info_intermission");
470                         if (!spot)
471                                 spot = find (spot, classname, "info_intermission");
472                         cyc = cyc - 1;
473                 }
474                 return spot;
475         }
476
477 // then look for the start position
478         spot = find (world, classname, "info_player_start");
479         if (spot)
480                 return spot;
481
482 // testinfo_player_start is only found in regioned levels
483         spot = find (world, classname, "testplayerstart");
484         if (spot)
485                 return spot;
486
487 // then look for the start position
488         spot = find (world, classname, "info_player_deathmatch");
489         if (spot)
490                 return spot;
491
492         //objerror ("FindIntermission: no spot");
493         return world;
494 };
495 */
496
497 /*
498 ===============================================================================
499
500 RULES
501
502 ===============================================================================
503 */
504
505 /*
506 go to the next level for deathmatch
507 only called if a time or frag limit has expired
508 */
509 void() NextLevel =
510 {
511         gameover = TRUE;
512
513         intermission_running = 1;
514
515 // enforce a wait time before allowing changelevel
516         intermission_exittime = time + 5;
517
518         WriteByte (MSG_ALL, SVC_CDTRACK);
519         WriteByte (MSG_ALL, 3);
520         WriteByte (MSG_ALL, 3);
521
522         //pos = FindIntermission ();
523
524         other = find (world, classname, "player");
525         while (other != world)
526         {
527                 //other.nextthink = time + 0.5;
528                 other.takedamage = DAMAGE_NO;
529                 other.solid = SOLID_NOT;
530                 other.movetype = MOVETYPE_NONE;
531                 other.angles = other.v_angle;
532                 other.angles_x = other.angles_x * -1;
533                 /*
534                 if (pos != world);
535                 {
536                         other.modelindex = 0;
537                         other.weaponentity = world; // remove weapon model
538                         other.view_ofs = '0 0 0';
539                         other.angles = other.v_angle = pos.mangle;
540                         if (!other.angles)
541                         {
542                                 other.angles = other.v_angle = pos.angles;
543                                 other.v_angle_x = other.v_angle_x * -1;
544                         }
545                         other.fixangle = TRUE;          // turn this way immediately
546                         setorigin (other, pos.origin);
547                 }
548                 */
549                 other = find (other, classname, "player");
550         }
551         WriteByte (MSG_ALL, SVC_INTERMISSION);
552 };
553
554 /*
555 ============
556 CheckRules_Player
557
558 Exit deathmatch games upon conditions
559 ============
560 */
561 void() CheckRules_Player =
562 {
563         local float fraglimit;
564
565         if (gameover)   // someone else quit the game already
566                 return;
567
568         // fixme: don't check players; instead check dom_team and ctf_team entities
569
570         fraglimit = cvar("fraglimit");
571
572         if(cvar("g_domination"))
573         {
574                 // fixme: check team frags, not players!
575                 if (fraglimit && self.frags >= fraglimit)
576                 {
577                         NextLevel ();
578                         return;
579                 }
580         }
581         else if(!cvar("g_lms"))
582         {
583                 if (fraglimit && self.frags >= fraglimit)
584                 {
585                         NextLevel ();
586                         return;
587                 }
588         }
589 };
590
591 float checkrules_oneminutewarning;
592 float checkrules_leaderfrags;
593 entity checkrules_leader;
594
595 /*
596 ============
597 CheckRules_World
598
599 Exit deathmatch games upon conditions
600 ============
601 */
602 void() CheckRules_World =
603 {
604         local float timelimit;
605         local float fraglimit;
606         local float checkrules_oldleaderfrags;
607         local entity checkrules_oldleader;
608         local entity head;
609
610         if (intermission_running)
611         if (time >= intermission_exittime + 60)
612         {
613                 GotoNextMap();
614                 return;
615         }
616
617         if (gameover)   // someone else quit the game already
618                 return;
619
620         timelimit = cvar("timelimit") * 60;
621         fraglimit = cvar("fraglimit");
622
623         if (timelimit && time >= timelimit)
624         {
625                 NextLevel ();
626                 return;
627         }
628
629         if (!checkrules_oneminutewarning && timelimit && time > timelimit - 60)
630         {
631                 checkrules_oneminutewarning = TRUE;
632                 sound(world, CHAN_AUTO, "announcer/1minuteremains.wav", 1, ATTN_NONE);
633         }
634
635         // last man camping winning conditions
636         if(cvar("g_lms"))
637         {
638                 // goto next map if only one player is alive or 
639                 // if there is only one player as spectator (could happen with g_lms_join_anytime 1)
640                 if((player_count > 1 && (player_count - lms_dead_count) <= 1) || 
641                   (player_count == 1 && lms_dead_count == 1))
642                         NextLevel ();
643                 return;
644         }
645         
646         checkrules_oldleader = checkrules_leader;
647         checkrules_oldleaderfrags = checkrules_leaderfrags;
648         checkrules_leaderfrags = 0;
649         checkrules_leader = world;
650         head = findchain(classname, "player");
651         while (head)
652         {
653                 if (checkrules_leaderfrags < head.frags)
654                 {
655                         checkrules_leaderfrags = head.frags;
656                         checkrules_leader = head;
657                 }
658                 head = head.chain;
659         }
660         if (checkrules_leaderfrags <= 0)
661         {
662                 checkrules_leader = world;
663                 checkrules_leaderfrags = 0;
664         }
665         checkrules_leaderfrags = floor(checkrules_leaderfrags);
666         if (checkrules_leaderfrags != checkrules_oldleaderfrags)
667         {
668                 if (checkrules_leaderfrags == fraglimit - 1)
669                         sound(world, CHAN_AUTO, "announcer/1fragleft.wav", 1, ATTN_NONE);
670                 else if (checkrules_leaderfrags == fraglimit - 2)
671                         sound(world, CHAN_AUTO, "announcer/2fragsleft.wav", 1, ATTN_NONE);
672                 else if (checkrules_leaderfrags == fraglimit - 3)
673                         sound(world, CHAN_AUTO, "announcer/3fragsleft.wav", 1, ATTN_NONE);
674         }
675 //      if (checkrules_leader != checkrules_oldleader)// && checkrules_leaderfrags > checkrules_oldleaderfrags)
676 //              bprint("^1",checkrules_leader.netname, " has taken the lead with ", ftos(checkrules_leaderfrags), " frags\n");
677 };