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Focus on Mod Programming for Quake III Arena This page intentionally left blank Focus on Mod Programming for Quake III Arena Shawn Holmes © 2002 by Premier Press, a division of Course Technology. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, elec- tronic or mechanical, including photocopying, recording, or by any information stor- age or retrieval system without written permission from Premier Press, except for the inclusion of brief quotations in a review. The Premier Press logo, top edge printing, and related trade dress are trade- marks of Premier Press, Inc. and may not be used without written permis- sion. All other trademarks are the property of their respective owners. Publisher: Stacy L. Hiquet Marketing Manager: Heather Hurley Managing Editor: Sandy Doell Acquisitions Editor: Emi Smith Series Editor: André LaMothe Project Editor: Estelle Manticas Editorial Assistant: Margaret Bauer Technical Reviewer: Robi Sen Technical Consultant: Jared Larson Copy Editor: Kate Welsh Interior Layout: Marian Hartsough Cover Design: Mike Tanamachi Indexer: Katherine Stimson Proofreader: Jennifer Davidson All trademarks are the property of their respective owners. Important: Premier Press cannot provide software support. Please contact the appro- priate software manufacturer’s technical support line or Web site for assistance. Premier Press and the author have attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer. Information contained in this book has been obtained by Premier Press from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, Premier Press, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from use of such information. Readers should be particularly aware of the fact that the Internet is an ever-changing entity. Some facts may have changed since this book went to press. ISBN: 1-931841-56-X Library of Congress Catalog Card Number: 2001099836 Printed in the United States of America 02 03 04 05 RI 10 9 8 7 6 5 4 3 2 1 Premier Press, a division of Course Technology 2645 Erie Avenue, Suite 41 Cincinnati, Ohio 45208 To Ariel and Hunter, who love to play games almost as much as their Dad And to Dave Kirsch, for inspiring me, and many others, to create Acknowledgements his is my first book, and it was both challenging and a constant Tlearning process from start to finish. Because of the unusual cir- cumstances that led to my becoming the author, I have many impor- tant people to thank; without them I surely wouldn’t have been able to pull this off. The first of these people are Emi Smith and Estelle Manticas, two patient ladies who held my hand as I stumbled blindly. Many of the tutorials in this book are based on the hard work of dedi- cated Quake III Arena fans, who took their own personal time to write up what they had discovered. My thanks go to Chris Hilton, Karl Pauls, Arthur “Calrathan” Tomlin, and Ian “HypoThermia” Jefferies at Code3Arena for their extensive help and knowledge. As well, thanks to my favorite 3D modeler and friend Dave Wolfe for his contribution in the modeling department. My passion for C programming would not exist if it weren’t for the support of Dave Sausville, and so I have him to thank as well. I need to thank Thaxton Beesely, too, for it was his laptop on which a great deal of this book was written. Special thanks go to Robi Sen, my technical editor, for believing in me enough to get me on this project. Jared Larsen provided detailed information on Q3’s code, shaders, and wrote the Flag Indicator & Dynamic Spawn generating functions (all after having just welcomed a baby!), so thanks very much to him. Many thanks also to Andy Smith for providing introductory content in Chapter 2. Also, special thanks to Anthony Jacques, for providing the source to his “Domination” mod for Q3, which formed the basis of the Defend the Flag modifica- tion, handled in the last section of this book. Thanks also go to the team back at Breckenridge Communications, who dared me to write a book. And finally, thanks especially to my wife, Julie, for her support and patience during this exciting and unpredictable project. About the Author SHAWN HOLMES is a gaming addict, period. Born in the recesses of the Great White North, Shawn grew up in the small town of Parksville, British Columbia, with dreams of one day becoming a professional video-game developer. He first tinkered with an Apple computer back in 1985, and wrote his first game for a Computer Science project in 1990. Today, Shawn is Senior Programmer at Breckenridge Communications, an Internet-applications company in Denver, Colorado, and lives with his wife Julie and their two children, Ariel and Hunter. He can be reached at [email protected]. Shawn has played a role in several game modifications; in 1997 he headed up The CTF Expansion Project to increase the number of quality CTF maps available for Quake. In 1999, his Decay! mod for Heretic II was named “Mod of the Month” by an Australian gaming magazine, PC Powerplay. As long as video and computer games exist, Shawn will continue to push his development experience to new levels in his quest to create the next exciting game. Contents Letter from the Series Editor . xiv Introduction . xvii CHAPTER 1 Introduction to Programming Mods . 1 What Is a Mod? . 2 Why Create a Mod Instead of Just Writing a Game? . 3 The Tools of the Trade. 4 Using C. 4 Using the VC++ Compiler . 5 What Mods Are Currently Available? . 6 Urban Terror. 6 Rocket Arena Q3A . 7 Quake III Fortress (Q3F) . 8 Painkeep Arena . 9 Rune Quake . 11 Summary . 12 CHAPTER 2 C Programming in Quake III . 13 The History of Quake and Its Code . 15 The Move from DOS to Win32 . 16 Hello Quake III, Goodbye DLL! (Sort Of) . 18 Getting Set Up. 19 Installing Q3 and the Source. 19 The Source Directory. 21 Using Visual C++. 22 Contents ix Building the Source . 25 Compiling the Project. 27 Loading Up Your Mod . 28 Looking at the Quake III Code . 29 On Your Marks, Get Set . .. 29 The Q3 Source. 30 Planning . 33 A Simple Mod:The Homing Missile . 33 I Think,Therefore I NextThink . .. 36 Entities: Building Blocks in Q3. 37 Changing the Missile’s Behavior. 38 Smoothing the Missile . 47 A Final Note . 48 Summary . 48 CHAPTER 3 More Weaponry Work. 49 Understanding Weapon Types . 50 Modifying the Shotgun . 52 Understanding the Top-Down Approach . 52 Knowing the Shotgun Inside and Out . 53 The Physics of Vectors . 55 Intricacies of Damage . 56 Adjusting the Shotgun’s Accuracy . 58 The Shotgun’s Dirty Secret . 62 Synchronicity in the Client Code . 66 Adding Polish: Shooting While Moving. 68 Modifying Grenades:The Cluster Grenade. 72 Further g.weapon.c Detective Work . 73 Why a Grenade Bounces (and Rockets Don’t) . 74 Using What You Know: think and nextthink. 76 Making the Cluster Grenade Behave. 78 x Contents A Further Adjusting Gravity Wells . 82 Into the Vortex . 83 Testing for Collision . 89 Making Gravity Work for You . 90 Summary . 91 CHAPTER 4 Manipulating the Player . 93 The Quake III Player and His World. 94 Player Structure . 96 The Guts of gclient_s . 97 State of the Player. 102 Changing the Player’s Movement . ..