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Xash3DArchive/server/global/g_spawn.c

1359 lines
35 KiB
C

#include "g_local.h"
#ifdef WESQ2
int NumSpawnedItems;
SPAWNED_ITEM SpawnedItem[MAX_SPAWNED_ITEMS];
#endif
void SP_item_health (edict_t *self);
void SP_item_health_small (edict_t *self);
void SP_item_health_large (edict_t *self);
void SP_item_health_mega (edict_t *self);
void SP_info_player_start (edict_t *ent);
void SP_info_player_deathmatch (edict_t *ent);
void SP_info_player_coop (edict_t *ent);
void SP_info_player_intermission (edict_t *ent);
void SP_func_plat (edict_t *ent);
void SP_func_rotating (edict_t *ent);
void SP_func_button (edict_t *ent);
void SP_func_door (edict_t *ent);
void SP_func_door_secret (edict_t *ent);
void SP_func_door_rotating (edict_t *ent);
void SP_func_water (edict_t *ent);
void SP_func_train (edict_t *ent);
void SP_func_conveyor (edict_t *self);
void SP_func_wall (edict_t *self);
void SP_func_object (edict_t *self);
void SP_func_explosive (edict_t *self);
void SP_func_timer (edict_t *self);
void SP_func_areaportal (edict_t *ent);
void SP_func_clock (edict_t *ent);
void SP_func_killbox (edict_t *ent);
void SP_trigger_always (edict_t *ent);
void SP_trigger_once (edict_t *ent);
void SP_trigger_multiple (edict_t *ent);
void SP_trigger_relay (edict_t *ent);
void SP_trigger_push (edict_t *ent);
void SP_trigger_hurt (edict_t *ent);
void SP_trigger_key (edict_t *ent);
void SP_trigger_counter (edict_t *ent);
void SP_trigger_elevator (edict_t *ent);
void SP_trigger_gravity (edict_t *ent);
void SP_trigger_monsterjump (edict_t *ent);
void SP_target_temp_entity (edict_t *ent);
void SP_target_speaker (edict_t *ent);
void SP_target_explosion (edict_t *ent);
void SP_target_changelevel (edict_t *ent);
void SP_target_secret (edict_t *ent);
void SP_target_goal (edict_t *ent);
void SP_target_splash (edict_t *ent);
void SP_target_spawner (edict_t *ent);
void SP_target_blaster (edict_t *ent);
void SP_target_crosslevel_trigger (edict_t *ent);
void SP_target_crosslevel_target (edict_t *ent);
void SP_target_laser (edict_t *self);
void SP_target_help (edict_t *ent);
void SP_target_actor (edict_t *ent);
void SP_target_lightramp (edict_t *self);
void SP_target_earthquake (edict_t *ent);
void SP_target_character (edict_t *ent);
void SP_target_string (edict_t *ent);
void SP_worldspawn (edict_t *ent);
void SP_viewthing (edict_t *ent);
void SP_light (edict_t *self);
void SP_light_mine1 (edict_t *ent);
void SP_light_mine2 (edict_t *ent);
void SP_info_null (edict_t *self);
void SP_info_notnull (edict_t *self);
void SP_path_corner (edict_t *self);
void SP_point_combat (edict_t *self);
void SP_misc_explobox (edict_t *self);
void SP_misc_banner (edict_t *self);
void SP_misc_satellite_dish (edict_t *self);
void SP_misc_actor (edict_t *self);
void SP_misc_gib_arm (edict_t *self);
void SP_misc_gib_leg (edict_t *self);
void SP_misc_gib_head (edict_t *self);
void SP_misc_insane (edict_t *self);
void SP_misc_deadsoldier (edict_t *self);
void SP_misc_viper (edict_t *self);
void SP_misc_viper_bomb (edict_t *self);
void SP_misc_bigviper (edict_t *self);
void SP_misc_strogg_ship (edict_t *self);
void SP_misc_teleporter (edict_t *self);
void SP_misc_teleporter_dest (edict_t *self);
void SP_misc_blackhole (edict_t *self);
void SP_misc_eastertank (edict_t *self);
void SP_misc_easterchick (edict_t *self);
void SP_misc_easterchick2 (edict_t *self);
void SP_monster_berserk (edict_t *self);
void SP_monster_gladiator (edict_t *self);
void SP_monster_gunner (edict_t *self);
void SP_monster_infantry (edict_t *self);
void SP_monster_soldier_light (edict_t *self);
void SP_monster_soldier (edict_t *self);
void SP_monster_soldier_ss (edict_t *self);
void SP_monster_tank (edict_t *self);
void SP_monster_medic (edict_t *self);
void SP_monster_flipper (edict_t *self);
void SP_monster_chick (edict_t *self);
void SP_monster_parasite (edict_t *self);
void SP_monster_flyer (edict_t *self);
void SP_monster_brain (edict_t *self);
void SP_monster_floater (edict_t *self);
void SP_monster_hover (edict_t *self);
void SP_monster_mutant (edict_t *self);
void SP_monster_supertank (edict_t *self);
void SP_monster_boss2 (edict_t *self);
void SP_monster_jorg (edict_t *self);
void SP_monster_boss3_stand (edict_t *self);
void SP_monster_commander_body (edict_t *self);
void SP_turret_breach (edict_t *self);
void SP_turret_base (edict_t *self);
void SP_turret_driver (edict_t *self);
// Lazarus
void SP_crane_beam (edict_t *self);
void SP_crane_hoist (edict_t *self);
void SP_crane_hook (edict_t *self);
void SP_crane_control (edict_t *self);
void SP_crane_reset (edict_t *self);
void SP_hint_path (edict_t *self);
void SP_func_bobbingwater (edict_t *self);
void SP_func_door_rot_dh (edict_t *self);
void SP_func_door_swinging (edict_t *self);
void SP_func_force_wall(edict_t *ent);
void SP_func_monitor (edict_t *self);
void SP_func_pendulum (edict_t *self);
void SP_func_pivot (edict_t *self);
void SP_func_pushable (edict_t *self);
void SP_func_reflect (edict_t *self);
void SP_func_rotating_dh (edict_t *self);
void SP_func_trackchange (edict_t *self);
void SP_func_tracktrain (edict_t *self);
void SP_func_trainbutton (edict_t *self);
void SP_func_vehicle (edict_t *self);
void SP_info_train_start (edict_t *self);
void SP_misc_light (edict_t *self);
void SP_model_spawn (edict_t *self);
void SP_model_train (edict_t *self);
void SP_model_turret (edict_t *self);
void SP_monster_makron (edict_t *self);
void SP_path_track (edict_t *self);
void SP_target_anger (edict_t *self);
void SP_target_animation (edict_t *self);
void SP_target_attractor (edict_t *self);
void SP_target_CD (edict_t *self);
void SP_target_change (edict_t *self);
void SP_target_clone (edict_t *self);
void SP_target_effect (edict_t *self);
void SP_target_fade (edict_t *self);
void SP_target_failure (edict_t *self);
void SP_target_fog (edict_t *self);
void SP_target_fountain (edict_t *self);
void SP_target_lightswitch (edict_t *self);
void SP_target_locator (edict_t *self);
void SP_target_lock (edict_t *self);
void SP_target_lock_clue (edict_t *self);
void SP_target_lock_code (edict_t *self);
void SP_target_lock_digit (edict_t *self);
void SP_target_monitor (edict_t *ent);
void SP_target_monsterbattle (edict_t *self);
void SP_target_movewith (edict_t *self);
void SP_target_precipitation (edict_t *self);
void SP_target_rocks (edict_t *self);
void SP_target_rotation (edict_t *self);
void SP_target_set_effect (edict_t *self);
void SP_target_skill (edict_t *self);
void SP_target_sky (edict_t *self);
void SP_target_playback (edict_t *self);
void SP_target_text (edict_t *self);
void SP_thing (edict_t *self);
void SP_tremor_trigger_multiple (edict_t *self);
void SP_trigger_bbox (edict_t *self);
void SP_trigger_disguise (edict_t *self);
void SP_trigger_fog (edict_t *self);
void SP_trigger_inside (edict_t *self);
void SP_trigger_look (edict_t *self);
void SP_trigger_mass (edict_t *self);
void SP_trigger_scales (edict_t *self);
void SP_trigger_speaker (edict_t *self);
void SP_trigger_switch (edict_t *self);
void SP_trigger_teleporter (edict_t *self);
void SP_trigger_transition (edict_t *self);
// transition entities
void SP_bolt (edict_t *self);
void SP_debris (edict_t *self);
void SP_gib (edict_t *self);
void SP_gibhead (edict_t *self);
void SP_grenade (edict_t *self);
void SP_handgrenade (edict_t *self);
void SP_rocket (edict_t *self);
//
// end Lazarus
#ifdef WESQ2
void SP_misc_bomb (edict_t *self);
void SP_misc_ladder (edict_t *self);
void SP_misc_tank1 (edict_t *self);
void SP_misc_tank2 (edict_t *self);
#endif
spawn_t spawns[] = {
{"item_health", SP_item_health},
{"item_health_small", SP_item_health_small},
{"item_health_large", SP_item_health_large},
{"item_health_mega", SP_item_health_mega},
{"info_player_start", SP_info_player_start},
{"info_player_deathmatch", SP_info_player_deathmatch},
{"info_player_coop", SP_info_player_coop},
{"info_player_intermission", SP_info_player_intermission},
{"func_plat", SP_func_plat},
{"func_button", SP_func_button},
{"func_door", SP_func_door},
{"func_door_secret", SP_func_door_secret},
{"func_door_rotating", SP_func_door_rotating},
{"func_rotating", SP_func_rotating},
{"func_train", SP_func_train},
{"func_water", SP_func_water},
{"func_conveyor", SP_func_conveyor},
{"func_areaportal", SP_func_areaportal},
{"func_clock", SP_func_clock},
{"func_reflect", SP_func_reflect},
{"func_wall", SP_func_wall},
{"func_object", SP_func_object},
{"func_timer", SP_func_timer},
{"func_explosive", SP_func_explosive},
{"func_killbox", SP_func_killbox},
{"target_actor", SP_target_actor},
{"target_animation", SP_target_animation},
{"target_blaster", SP_target_blaster},
{"target_changelevel", SP_target_changelevel},
{"target_character", SP_target_character},
{"target_crosslevel_target", SP_target_crosslevel_target},
{"target_crosslevel_trigger", SP_target_crosslevel_trigger},
{"target_earthquake", SP_target_earthquake},
{"target_explosion", SP_target_explosion},
{"target_goal", SP_target_goal},
{"target_help", SP_target_help},
{"target_laser", SP_target_laser},
{"target_lightramp", SP_target_lightramp},
{"target_secret", SP_target_secret},
{"target_spawner", SP_target_spawner},
{"target_speaker", SP_target_speaker},
{"target_splash", SP_target_splash},
{"target_string", SP_target_string},
{"target_temp_entity", SP_target_temp_entity},
{"trigger_always", SP_trigger_always},
{"trigger_counter", SP_trigger_counter},
{"trigger_elevator", SP_trigger_elevator},
{"trigger_gravity", SP_trigger_gravity},
{"trigger_hurt", SP_trigger_hurt},
{"trigger_key", SP_trigger_key},
{"trigger_once", SP_trigger_once},
{"trigger_monsterjump", SP_trigger_monsterjump},
{"trigger_multiple", SP_trigger_multiple},
{"trigger_push", SP_trigger_push},
{"trigger_relay", SP_trigger_relay},
{"viewthing", SP_viewthing},
{"worldspawn", SP_worldspawn},
{"light", SP_light},
{"light_mine1", SP_light_mine1},
{"light_mine2", SP_light_mine2},
{"info_null", SP_info_null},
{"func_group", SP_info_null},
{"info_notnull", SP_info_notnull},
{"path_corner", SP_path_corner},
{"point_combat", SP_point_combat},
{"misc_explobox", SP_misc_explobox},
{"misc_banner", SP_misc_banner},
{"misc_satellite_dish", SP_misc_satellite_dish},
{"misc_actor", SP_misc_actor},
{"misc_gib_arm", SP_misc_gib_arm},
{"misc_gib_leg", SP_misc_gib_leg},
{"misc_gib_head", SP_misc_gib_head},
{"misc_insane", SP_misc_insane},
{"misc_deadsoldier", SP_misc_deadsoldier},
{"misc_viper", SP_misc_viper},
{"misc_viper_bomb", SP_misc_viper_bomb},
{"misc_bigviper", SP_misc_bigviper},
{"misc_strogg_ship", SP_misc_strogg_ship},
{"misc_teleporter", SP_misc_teleporter},
{"misc_teleporter_dest", SP_misc_teleporter_dest},
{"misc_blackhole", SP_misc_blackhole},
{"misc_eastertank", SP_misc_eastertank},
{"misc_easterchick", SP_misc_easterchick},
{"misc_easterchick2", SP_misc_easterchick2},
{"monster_berserk", SP_monster_berserk},
{"monster_gladiator", SP_monster_gladiator},
{"monster_gunner", SP_monster_gunner},
{"monster_infantry", SP_monster_infantry},
{"monster_soldier_light", SP_monster_soldier_light},
{"monster_soldier", SP_monster_soldier},
{"monster_soldier_ss", SP_monster_soldier_ss},
{"monster_tank", SP_monster_tank},
{"monster_tank_commander", SP_monster_tank},
{"monster_medic", SP_monster_medic},
{"monster_flipper", SP_monster_flipper},
{"monster_chick", SP_monster_chick},
{"monster_parasite", SP_monster_parasite},
{"monster_flyer", SP_monster_flyer},
{"monster_brain", SP_monster_brain},
{"monster_floater", SP_monster_floater},
{"monster_hover", SP_monster_hover},
{"monster_mutant", SP_monster_mutant},
{"monster_supertank", SP_monster_supertank},
{"monster_boss2", SP_monster_boss2},
{"monster_boss3_stand", SP_monster_boss3_stand},
{"monster_jorg", SP_monster_jorg},
{"monster_commander_body", SP_monster_commander_body},
{"turret_breach", SP_turret_breach},
{"turret_base", SP_turret_base},
{"turret_driver", SP_turret_driver},
// Lazarus
{"crane_beam", SP_crane_beam},
{"crane_hoist", SP_crane_hoist},
{"crane_hook", SP_crane_hook},
{"crane_control",SP_crane_control},
{"crane_reset",SP_crane_reset},
{"func_bobbingwater", SP_func_bobbingwater},
{"func_door_rot_dh", SP_func_door_rot_dh},
{"func_door_swinging", SP_func_door_swinging},
{"func_force_wall", SP_func_force_wall},
{"func_monitor", SP_func_monitor},
{"func_pendulum", SP_func_pendulum},
{"func_pivot", SP_func_pivot},
{"func_pushable", SP_func_pushable},
{"func_rotating_dh", SP_func_rotating_dh},
{"func_trackchange", SP_func_trackchange},
{"func_tracktrain", SP_func_tracktrain},
{"func_trainbutton", SP_func_trainbutton},
{"func_vehicle", SP_func_vehicle},
{"hint_path", SP_hint_path},
{"info_train_start", SP_info_train_start},
{"misc_light", SP_misc_light},
{"model_spawn", SP_model_spawn},
{"model_train", SP_model_train},
{"model_turret", SP_model_turret},
{"monster_makron", SP_monster_makron},
{"path_track", SP_path_track},
{"target_anger", SP_target_anger},
{"target_attractor", SP_target_attractor},
{"target_bmodel_spawner", SP_target_clone},
{"target_cd", SP_target_CD},
{"target_change", SP_target_change},
{"target_clone", SP_target_clone},
{"target_effect", SP_target_effect},
{"target_fade", SP_target_fade},
{"target_failure", SP_target_failure},
{"target_fog", SP_target_fog},
{"target_fountain", SP_target_fountain},
{"target_lightswitch", SP_target_lightswitch},
{"target_locator", SP_target_locator},
{"target_lock", SP_target_lock},
{"target_lock_clue", SP_target_lock_clue},
{"target_lock_code", SP_target_lock_code},
{"target_lock_digit", SP_target_lock_digit},
{"target_monitor", SP_target_monitor},
{"target_monsterbattle", SP_target_monsterbattle},
{"target_movewith", SP_target_movewith},
{"target_precipitation", SP_target_precipitation},
{"target_rocks", SP_target_rocks},
{"target_rotation", SP_target_rotation},
{"target_set_effect", SP_target_set_effect},
{"target_skill", SP_target_skill},
{"target_sky", SP_target_sky},
{"target_playback", SP_target_playback},
{"target_text", SP_target_text},
{"thing", SP_thing},
{"tremor_trigger_multiple", SP_tremor_trigger_multiple},
{"trigger_bbox", SP_trigger_bbox},
{"trigger_disguise", SP_trigger_disguise},
{"trigger_fog", SP_trigger_fog},
{"trigger_inside", SP_trigger_inside},
{"trigger_look", SP_trigger_look},
{"trigger_mass", SP_trigger_mass},
{"trigger_scales", SP_trigger_scales},
{"trigger_speaker", SP_trigger_speaker},
{"trigger_switch", SP_trigger_switch},
{"trigger_teleporter", SP_trigger_teleporter},
{"trigger_transition", SP_trigger_transition},
// transition entities
{"bolt", SP_bolt},
{"debris", SP_debris},
{"gib", SP_gib},
{"gibhead", SP_gibhead},
{"grenade", SP_grenade},
{"hgrenade", SP_handgrenade},
{"rocket", SP_rocket},
{"homing rocket", SP_rocket},
// end Lazarus
#ifdef WESQ2
{"misc_bomb", SP_misc_bomb},
{"misc_ladder", SP_misc_ladder},
{"misc_tank1", SP_misc_tank1},
{"misc_tank2", SP_misc_tank2},
#endif
{NULL, NULL}
};
/*
===============
ED_CallSpawn
Finds the spawn function for the entity and calls it
===============
*/
void ED_CallSpawn (edict_t *ent)
{
spawn_t *s;
gitem_t *item;
int i;
// Lazarus: if this fails, edict is freed.
if (!ent->classname)
{
gi.dprintf ("ED_CallSpawn: NULL classname\n");
G_FreeEdict(ent);
return;
}
// Lazarus: Preserve original angles for movewith stuff
// before G_SetMoveDir wipes 'em out
VectorCopy(ent->s.angles, ent->org_angles);
// check item spawn functions
for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
{
if (!item->classname)
continue;
if (!strcmp(item->classname, ent->classname))
{ // found it
SpawnItem (ent, item);
return;
}
}
// check normal spawn functions
for (s=spawns ; s->name ; s++)
{
if (!strcmp(s->name, ent->classname))
{ // found it
s->spawn (ent);
return;
}
}
gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
G_FreeEdict(ent);
}
/*
=============
ED_NewString
=============
*/
char *ED_NewString (char *string)
{
char *newb, *new_p;
int i,l;
l = strlen(string) + 1;
newb = TagMalloc (l, TAG_LEVEL);
new_p = newb;
for (i=0 ; i< l ; i++)
{
if (string[i] == '\\' && i < l-1)
{
i++;
if (string[i] == 'n')
*new_p++ = '\n';
else
*new_p++ = '\\';
}
else
*new_p++ = string[i];
}
return newb;
}
/*
===============
ED_ParseField
Takes a key/value pair and sets the binary values
in an edict
===============
*/
void ED_ParseField (char *key, char *value, edict_t *ent)
{
field_t *f;
byte *b;
float v;
vec3_t vec;
for (f=fields ; f->name ; f++)
{
if (!(f->flags & FFL_NOSPAWN) && !strcasecmp(f->name, key))
{ // found it
if (f->flags & FFL_SPAWNTEMP)
b = (byte *)&st;
else
b = (byte *)ent;
switch (f->type)
{
case F_LSTRING:
*(char **)(b+f->ofs) = ED_NewString (value);
break;
case F_VECTOR:
sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
((float *)(b+f->ofs))[0] = vec[0];
((float *)(b+f->ofs))[1] = vec[1];
((float *)(b+f->ofs))[2] = vec[2];
break;
case F_INT:
*(int *)(b+f->ofs) = atoi(value);
break;
case F_FLOAT:
*(float *)(b+f->ofs) = atof(value);
break;
case F_ANGLEHACK:
v = atof(value);
((float *)(b+f->ofs))[0] = 0;
((float *)(b+f->ofs))[1] = v;
((float *)(b+f->ofs))[2] = 0;
break;
case F_IGNORE:
break;
}
return;
}
}
gi.dprintf ("%s is not a field\n", key);
}
/*
====================
ED_ParseEdict
Parses an edict out of the given string, returning the new position
ed should be a properly initialized empty edict.
====================
*/
char *ED_ParseEdict (char *data, edict_t *ent)
{
bool init;
char keyname[256];
char *com_token;
init = false;
memset (&st, 0, sizeof(st));
// go through all the dictionary pairs
while (1)
{
// parse key
com_token = COM_Parse (&data);
if (com_token[0] == '}')
break;
if (!data)
gi.error ("ED_ParseEntity: EOF without closing brace");
strncpy (keyname, com_token, sizeof(keyname)-1);
// parse value
com_token = COM_Parse (&data);
if (!data)
gi.error ("ED_ParseEntity: EOF without closing brace");
if (com_token[0] == '}')
gi.error ("ED_ParseEntity: closing brace without data");
init = true;
// keynames with a leading underscore are used for utility comments,
// and are immediately discarded by quake
if (keyname[0] == '_')
continue;
ED_ParseField (keyname, com_token, ent);
}
if (!init)
memset (ent, 0, sizeof(*ent));
return data;
}
/*
================
G_FindTeams
Chain together all entities with a matching team field.
All but the first will have the FL_TEAMSLAVE flag set.
All but the last will have the teamchain field set to the next one
================
*/
void G_FindTeams (void)
{
edict_t *e, *e2, *chain;
int i, j;
int c, c2;
c = 0;
c2 = 0;
for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
{
if (!e->inuse)
continue;
if (!e->team)
continue;
if (e->flags & FL_TEAMSLAVE)
continue;
// Lazarus: some entities may have psuedo-teams that shouldn't be handled here
if (e->class_id == ENTITY_TARGET_CHANGE)
continue;
if (e->class_id == ENTITY_TARGET_CLONE)
continue;
chain = e;
e->teammaster = e;
c++;
c2++;
for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
{
if (!e2->inuse)
continue;
if (!e2->team)
continue;
if (e2->flags & FL_TEAMSLAVE)
continue;
if (!strcmp(e->team, e2->team))
{
c2++;
chain->teamchain = e2;
e2->teammaster = e;
chain = e2;
e2->flags |= FL_TEAMSLAVE;
}
}
}
if(level.time < 2)
gi.dprintf ("%i teams with %i entities\n", c, c2);
}
void trans_ent_filename (char *);
void ReadEdict (file_t *f, edict_t *ent);
void LoadTransitionEnts()
{
if(developer->value) gi.dprintf("==== LoadTransitionEnts ====\n");
if(game.transition_ents)
{
char t_file[_MAX_PATH];
int i, j;
file_t *f;
vec3_t v_spawn;
edict_t *ent;
edict_t *spawn;
VectorClear(v_spawn);
if(strlen(game.spawnpoint))
{
spawn = G_Find(NULL,FOFS(targetname),game.spawnpoint);
while(spawn)
{
if(spawn->class_id == ENTITY_INFO_PLAYER_START)
{
VectorCopy(spawn->s.origin,v_spawn);
break;
}
spawn = G_Find(spawn,FOFS(targetname),game.spawnpoint);
}
}
trans_ent_filename (t_file);
f = gi.Fs.Open(t_file,"rb");
if(!f) gi.error("LoadTransitionEnts: Cannot open %s\n",t_file);
else
{
for(i=0; i<game.transition_ents; i++)
{
ent = G_Spawn();
ReadEdict(f, ent);
// Correction for monsters with health EXACTLY 0
// If we don't do this, spawn function will bring
// 'em back to life
if(ent->svflags & SVF_MONSTER)
{
if(!ent->health)
{
ent->health = -1;
ent->deadflag = DEAD_DEAD;
}
else if(ent->deadflag == DEAD_DEAD)
{
ent->health = min(ent->health,-1);
}
}
VectorAdd(ent->s.origin,v_spawn,ent->s.origin);
VectorCopy(ent->s.origin,ent->s.old_origin);
ED_CallSpawn (ent);
if(ent->owner_id)
{
if(ent->owner_id < 0)
{
ent->owner = &g_edicts[-ent->owner_id];
}
else
{
// We KNOW owners precede owned ents in the
// list because of the way it was constructed
ent->owner = NULL;
for(j=game.maxclients+1; j<globals.num_edicts && !ent->owner; j++)
{
if(ent->owner_id == g_edicts[j].id)
ent->owner = &g_edicts[j];
}
}
ent->owner_id = 0;
}
ent->s.renderfx |= RF_IR_VISIBLE;
}
gi.Fs.Close(f);
}
}
}
/*
==============
SpawnEntities
Creates a server's entity / program execution context by
parsing textual entity definitions out of an ent file.
==============
*/
void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
{
edict_t *ent;
int inhibit;
char *com_token;
int i;
float skill_level;
extern int max_modelindex;
extern int max_soundindex;
extern int lastgibframe;
if(developer->value)
gi.dprintf("====== SpawnEntities ========\n");
skill_level = floor (skill->value);
if (skill_level < 0)
skill_level = 0;
if (skill_level > 3)
skill_level = 3;
if (skill->value != skill_level)
gi.cvar_forceset("skill", va("%f", skill_level));
SaveClientData ();
FreeTags (TAG_LEVEL);
memset (&level, 0, sizeof(level));
memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
// Lazarus: these are used to track model and sound indices
// in g_main.c:
max_modelindex = 0;
max_soundindex = 0;
// Lazarus: last frame a gib was spawned in
lastgibframe = 0;
strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
// set client fields on player ents
for (i=0 ; i<game.maxclients ; i++)
g_edicts[i+1].client = game.clients + i;
ent = NULL;
inhibit = 0;
// parse ents
while (1)
{
// parse the opening brace
com_token = COM_Parse (&entities);
if (!entities)
break;
if (com_token[0] != '{')
gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
if (!ent)
ent = g_edicts;
else
ent = G_Spawn ();
entities = ED_ParseEdict (entities, ent);
// yet another map hack
if (!strcasecmp(level.mapname, "command") && !strcasecmp(ent->classname, "trigger_once") && !strcasecmp(ent->model, "*27"))
ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
// remove things (except the world) from different skill levels or deathmatch
if (ent != g_edicts)
{
if (deathmatch->value)
{
if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
{
G_FreeEdict (ent);
inhibit++;
continue;
}
}
else
{
if (((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
(((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
)
{
G_FreeEdict (ent);
inhibit++;
continue;
}
}
ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_DEATHMATCH);
}
ED_CallSpawn (ent);
ent->s.renderfx |= RF_IR_VISIBLE; //PGM
}
#ifdef WESQ2
SpawnEntfileItems();
ReadPeakPressures();
#endif
gi.dprintf ("%i entities inhibited\n", inhibit);
#ifdef DEBUG
i = 1;
ent = EDICT_NUM(i);
while (i < globals.num_edicts) {
if (ent->inuse != 0 || ent->inuse != 1)
Com_DPrintf("Invalid entity %d\n", i);
i++, ent++;
}
#endif
G_FindTeams ();
// DWH
G_FindCraneParts();
// Get origin offsets (mainly for brush models w/o origin brushes)
for (i=1, ent=g_edicts+i ; i < globals.num_edicts ; i++,ent++)
{
VectorAdd(ent->absmin,ent->absmax,ent->origin_offset);
VectorScale(ent->origin_offset,0.5,ent->origin_offset);
VectorSubtract(ent->origin_offset,ent->s.origin,ent->origin_offset);
}
// end DWH
PlayerTrail_Init ();
if(!deathmatch->value)
InitHintPaths();
for(i=1, ent=g_edicts+i; i < globals.num_edicts; i++, ent++)
{
if(!ent->movewith)
continue;
if(ent->movewith_ent)
continue;
ent->movewith_ent = G_Find(NULL,FOFS(targetname),ent->movewith);
// Make sure that we can really "movewith" this guy. This check
// allows us to have movewith parent with same targetname as
// other entities
while(ent->movewith_ent &&
( (ent->movewith_ent->class_id != ENTITY_FUNC_TRAIN) &&
(ent->movewith_ent->class_id != ENTITY_MODEL_TRAIN) &&
(ent->movewith_ent->class_id != ENTITY_FUNC_DOOR) &&
(ent->movewith_ent->class_id != ENTITY_FUNC_VEHICLE) &&
(ent->movewith_ent->class_id != ENTITY_FUNC_TRACKTRAIN) ) )
ent->movewith_ent = G_Find(ent->movewith_ent,FOFS(targetname),ent->movewith);
if(ent->movewith_ent)
movewith_init(ent->movewith_ent);
}
/* for(i=1, ent=g_edicts+i; i < globals.num_edicts; i++, ent++)
{
gi.dprintf("%s:%s - movewith=%s, movewith_ent=%s:%s, movewith_next=%s:%s\n====================\n",
ent->classname, (ent->targetname ? ent->targetname : "noname"),
(ent->movewith ? ent->movewith : "N/A"),
(ent->movewith_ent ? ent->movewith_ent->classname : "N/A"),
(ent->movewith_ent ? (ent->movewith_ent->targetname ? ent->movewith_ent->targetname : "noname") : "N/A"),
(ent->movewith_next ? ent->movewith_next->classname : "N/A"),
(ent->movewith_next ? (ent->movewith_next->targetname ? ent->movewith_next->targetname : "noname") : "N/A"));
} */
if(game.transition_ents)
LoadTransitionEnts();
actor_files();
}
//===================================================================
#if 0
// cursor positioning
xl <value>
xr <value>
yb <value>
yt <value>
xv <value>
yv <value>
// drawing
statpic <name>
pic <stat>
num <fieldwidth> <stat>
string <stat>
// control
if <stat>
ifeq <stat> <value>
ifbit <stat> <value>
endif
#endif
char *single_statusbar =
"yb -24 "
// health
"xv 0 "
"hnum "
"xv 50 "
"pic 0 "
// ammo
"if 2 "
"{ xv 100 "
"anum "
"xv 150 "
"pic 2 "
"} "
// armor
"if 4 "
"{ xv 200 "
"rnum "
"xv 250 "
"pic 4 "
"} "
// selected item
"if 6 "
"{ xv 296 "
"pic 6 "
"} "
"yb -50 "
// picked up item
"if 7 "
"{ xv 0 "
"pic 7 "
"xv 26 "
"yb -42 "
"stat_string 8 "
"yb -50 "
"} "
// timer (was xv 262)
"if 9 "
"{ xv 230 "
"num 4 10 "
"xv 296 "
"pic 9 "
"} "
// help / weapon icon
"if 11 "
"{ xv 148 "
"pic 11 "
"} "
// vehicle speed
"if 22 "
"{ yb -90 "
"xv 128 "
"pic 22 "
"} "
// zoom
"if 23 "
"{ yv 0 "
"xv 0 "
"pic 23 "
"} "
;
char *dm_statusbar =
"yb -24 "
// health
"xv 0 "
"hnum "
"xv 50 "
"pic 0 "
// ammo
"if 2 "
"{ xv 100 "
"anum "
"xv 150 "
"pic 2 "
"} "
// armor
"if 4 "
"{ xv 200 "
"rnum "
"xv 250 "
"pic 4 "
"} "
// selected item
"if 6 "
"{ xv 296 "
"pic 6 "
"} "
"yb -50 "
// picked up item
"if 7 "
"{ xv 0 "
"pic 7 "
"xv 26 "
"yb -42 "
"stat_string 8 "
"yb -50 "
"} "
// timer
"if 9 "
"{ xv 230 "
"num 4 10 "
"xv 296 "
"pic 9 "
"} "
// help / weapon icon
"if 11 "
"{ xv 148 "
"pic 11 "
"} "
// frags
"xr -50 "
"yt 2 "
"num 3 14 "
// spectator
"if 17 "
"{ xv 0 "
"yb -58 "
"string2 \"SPECTATOR MODE\" "
"} "
// chase camera
"if 16 "
"{ xv 0 "
"yb -68 "
"string \"Chasing\" "
"xv 64 "
"stat_string 16 "
"} "
// vehicle speed
"if 22 "
"{ yb -90 "
"xv 128 "
"pic 22 "
"} "
;
/*QUAKED worldspawn (0 0 0) ?
Only used for the world.
"skyname" environment map name
"skyaxis" vector axis for rotating sky
"skyrotate" speed of rotation in degrees/second
"sounds" music cd track number
"gravity" 800 is default gravity
"message" text to print at user logon
*/
//void SetChromakey();
void SP_worldspawn (edict_t *ent)
{
ent->class_id = ENTITY_WORLDSPAWN;
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
ent->inuse = true; // since the world doesn't use G_Spawn()
ent->s.modelindex = 1; // world model is always index 1
//---------------
// reserve some spots for dead player bodies for coop / deathmatch
InitBodyQue ();
// set configstrings for items
SetItemNames ();
if (st.nextmap)
strcpy (level.nextmap, st.nextmap);
// make some data visible to the server
if (ent->message && ent->message[0])
{
gi.configstring (CS_NAME, ent->message);
strncpy (level.level_name, ent->message, sizeof(level.level_name));
}
else
strncpy (level.level_name, level.mapname, sizeof(level.level_name));
if (st.sky && st.sky[0])
gi.configstring (CS_SKY, st.sky);
else
gi.configstring (CS_SKY, "sky");
gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
gi.configstring (CS_SKYAXIS, va("%f %f %f",
st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
// status bar program
if (deathmatch->value)
gi.configstring (CS_STATUSBAR, dm_statusbar);
else
gi.configstring (CS_STATUSBAR, single_statusbar);
//---------------
// help icon for statusbar
gi.imageindex ("i_help");
level.pic_health = gi.imageindex ("i_health");
gi.imageindex ("help");
gi.imageindex ("field_3");
if (!st.gravity)
gi.cvar_set("sv_gravity", "800");
else
gi.cvar_set("sv_gravity", st.gravity);
snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
PrecacheItem (FindItem ("Blaster"));
gi.soundindex ("player/lava1.wav");
gi.soundindex ("player/lava2.wav");
gi.soundindex ("misc/pc_up.wav");
gi.soundindex ("misc/talk1.wav");
gi.soundindex ("misc/udeath.wav");
// gibs
gi.soundindex ("items/respawn1.wav");
// sexed sounds
gi.soundindex ("*death1.wav");
gi.soundindex ("*death2.wav");
gi.soundindex ("*death3.wav");
gi.soundindex ("*death4.wav");
gi.soundindex ("*fall1.wav");
gi.soundindex ("*fall2.wav");
gi.soundindex ("*gurp1.wav"); // drowning damage
gi.soundindex ("*gurp2.wav");
gi.soundindex ("*jump1.wav"); // player jump
gi.soundindex ("*pain25_1.wav");
gi.soundindex ("*pain25_2.wav");
gi.soundindex ("*pain50_1.wav");
gi.soundindex ("*pain50_2.wav");
gi.soundindex ("*pain75_1.wav");
gi.soundindex ("*pain75_2.wav");
gi.soundindex ("*pain100_1.wav");
gi.soundindex ("*pain100_2.wav");
// sexed models
// THIS ORDER MUST MATCH THE DEFINES IN g_local.h
// you can add more, max 15
gi.modelindex ("#w_blaster.md2");
gi.modelindex ("#w_shotgun.md2");
gi.modelindex ("#w_sshotgun.md2");
gi.modelindex ("#w_machinegun.md2");
gi.modelindex ("#w_chaingun.md2");
gi.modelindex ("#a_grenades.md2");
gi.modelindex ("#w_glauncher.md2");
gi.modelindex ("#w_rlauncher.md2");
gi.modelindex ("#w_hyperblaster.md2");
gi.modelindex ("#w_railgun.md2");
gi.modelindex ("#w_bfg.md2");
//-------------------
gi.soundindex ("player/gasp1.wav"); // gasping for air
gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
gi.soundindex ("player/watr_in.wav"); // feet hitting water
gi.soundindex ("player/watr_out.wav"); // feet leaving water
gi.soundindex ("player/watr_un.wav"); // head going underwater
gi.soundindex ("player/u_breath1.wav");
gi.soundindex ("player/u_breath2.wav");
gi.soundindex ("items/pkup.wav"); // bonus item pickup
gi.soundindex ("world/land.wav"); // landing thud
gi.soundindex ("misc/h2ohit1.wav"); // landing splash
gi.soundindex ("items/damage.wav");
gi.soundindex ("items/protect.wav");
gi.soundindex ("items/protect4.wav");
gi.soundindex ("weapons/noammo.wav");
gi.soundindex ("infantry/inflies1.wav");
sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
gi.modelindex ("models/objects/gibs/arm/tris.md2");
gi.modelindex ("models/objects/gibs/bone/tris.md2");
gi.modelindex ("models/objects/gibs/bone2/tris.md2");
gi.modelindex ("models/objects/gibs/chest/tris.md2");
gi.modelindex ("models/objects/gibs/skull/tris.md2");
gi.modelindex ("models/objects/gibs/head2/tris.md2");
gi.soundindex ("mud/mud_in2.wav");
gi.soundindex ("mud/mud_out1.wav");
gi.soundindex ("mud/mud_un1.wav");
gi.soundindex ("mud/wade_mud1.wav");
gi.soundindex ("mud/wade_mud2.wav");
Lights();
// Fog clipping - if "fogclip" is non-zero, force gl_clear to a good
// value for obscuring HOM with fog... "good" is driver-dependent
if(ent->fogclip)
{
if(gl_driver && !strcasecmp(gl_driver->string,"3dfxgl"))
gi.cvar_forceset("gl_clear", "0");
else
gi.cvar_forceset("gl_clear", "1");
}
// FMOD 3D sound attenuation:
if(ent->attenuation <= 0.)
ent->attenuation = 1.0;
// FMOD 3D sound Doppler shift:
if(st.shift > 0)
ent->moveinfo.distance = st.shift;
else if(st.shift < 0)
ent->moveinfo.distance = 0.0;
else
ent->moveinfo.distance = 1.0;
// cvar overrides for effects flags:
if(alert_sounds->value)
world->effects |= FX_WORLDSPAWN_ALERTSOUNDS;
if(corpse_fade->value)
world->effects |= FX_WORLDSPAWN_CORPSEFADE;
if(jump_kick->value)
world->effects |= FX_WORLDSPAWN_JUMPKICK;
if(footstep_sounds->value)
world->effects |= FX_WORLDSPAWN_STEPSOUNDS;
if(deathmatch->value || coop->value)
qFMOD_Footsteps = false;
else if(world->effects & FX_WORLDSPAWN_STEPSOUNDS)
{
qFMOD_Footsteps = true;
FMOD_Init();
}
else
qFMOD_Footsteps = false;
}
// Hud toggle ripped from TPP source
int nohud = 0;
void Hud_On()
{
if (deathmatch->value)
gi.configstring (CS_STATUSBAR, dm_statusbar);
else
gi.configstring (CS_STATUSBAR, single_statusbar);
nohud = 0;
}
void Hud_Off()
{
gi.configstring (CS_STATUSBAR, NULL);
nohud = 1;
}
void Cmd_ToggleHud ()
{
if (deathmatch->value)
return;
if (nohud)
Hud_On();
else
Hud_Off();
}