1 /*
2 Copyright (C) 1997-2001 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19 */
20
21 #include "g_local.h"
22
23 typedef struct
24 {
25 char *name;
26 void (*spawn)(edict_t *ent);
27 } spawn_t;
28
29
30 void SP_item_health (edict_t *self);
31 void SP_item_health_small (edict_t *self);
32 void SP_item_health_large (edict_t *self);
33 void SP_item_health_mega (edict_t *self);
34
35 void SP_info_player_start (edict_t *ent);
36 void SP_info_player_deathmatch (edict_t *ent);
37 void SP_info_player_coop (edict_t *ent);
38 void SP_info_player_intermission (edict_t *ent);
39
40 void SP_func_plat (edict_t *ent);
41 void SP_func_rotating (edict_t *ent);
42 void SP_func_button (edict_t *ent);
43 void SP_func_door (edict_t *ent);
44 void SP_func_door_secret (edict_t *ent);
45 void SP_func_door_rotating (edict_t *ent);
46 void SP_func_water (edict_t *ent);
47 void SP_func_train (edict_t *ent);
48 void SP_func_conveyor (edict_t *self);
49 void SP_func_wall (edict_t *self);
50 void SP_func_object (edict_t *self);
51 void SP_func_explosive (edict_t *self);
52 void SP_func_timer (edict_t *self);
53 void SP_func_areaportal (edict_t *ent);
54 void SP_func_clock (edict_t *ent);
55 void SP_func_killbox (edict_t *ent);
56
57 void SP_trigger_always (edict_t *ent);
58 void SP_trigger_once (edict_t *ent);
59 void SP_trigger_multiple (edict_t *ent);
60 void SP_trigger_relay (edict_t *ent);
61 void SP_trigger_push (edict_t *ent);
62 void SP_trigger_hurt (edict_t *ent);
63 void SP_trigger_key (edict_t *ent);
64 void SP_trigger_counter (edict_t *ent);
65 void SP_trigger_elevator (edict_t *ent);
66 void SP_trigger_gravity (edict_t *ent);
67 void SP_trigger_teleport (edict_t *ent);
68 void SP_trigger_monsterjump (edict_t *ent);
69
70 void SP_target_temp_entity (edict_t *ent);
71 void SP_target_speaker (edict_t *ent);
72 void SP_target_explosion (edict_t *ent);
73 void SP_target_changelevel (edict_t *ent);
74 void SP_target_secret (edict_t *ent);
75 void SP_target_goal (edict_t *ent);
76 void SP_target_splash (edict_t *ent);
77 void SP_target_spawner (edict_t *ent);
78 void SP_target_blaster (edict_t *ent);
79 void SP_target_crosslevel_trigger (edict_t *ent);
80 void SP_target_crosslevel_target (edict_t *ent);
81 void SP_target_laser (edict_t *self);
82 void SP_target_help (edict_t *self);
83 void SP_target_actor (edict_t *self);
84 void SP_target_location (edict_t *self);
85 void SP_target_position (edict_t *self);
86 void SP_target_lightramp (edict_t *self);
87 void SP_target_earthquake (edict_t *ent);
88 void SP_target_character (edict_t *ent);
89 void SP_target_string (edict_t *ent);
90
91 void SP_worldspawn (edict_t *ent);
92 void SP_viewthing (edict_t *ent);
93
94 void SP_light (edict_t *self);
95 void SP_light_mine1 (edict_t *ent);
96 void SP_light_mine2 (edict_t *ent);
97 void SP_info_null (edict_t *self);
98 void SP_info_notnull (edict_t *self);
99 void SP_path_corner (edict_t *self);
100 void SP_point_combat (edict_t *self);
101
102 void SP_misc_explobox (edict_t *self);
103 void SP_misc_banner (edict_t *self);
104 void SP_misc_satellite_dish (edict_t *self);
105 void SP_misc_actor (edict_t *self);
106 void SP_misc_gib_arm (edict_t *self);
107 void SP_misc_gib_leg (edict_t *self);
108 void SP_misc_gib_head (edict_t *self);
109 void SP_misc_insane (edict_t *self);
110 void SP_misc_deadsoldier (edict_t *self);
111 void SP_misc_viper (edict_t *self);
112 void SP_misc_viper_bomb (edict_t *self);
113 void SP_misc_bigviper (edict_t *self);
114 void SP_misc_strogg_ship (edict_t *self);
115 void SP_misc_teleporter (edict_t *self);
116 void SP_misc_teleporter_dest (edict_t *self);
117 void SP_misc_blackhole (edict_t *self);
118 void SP_misc_eastertank (edict_t *self);
119 void SP_misc_easterchick (edict_t *self);
120 void SP_misc_easterchick2 (edict_t *self);
121 void SP_misc_model (edict_t *self);
122
123 void SP_monster_berserk (edict_t *self);
124 void SP_monster_gladiator (edict_t *self);
125 void SP_monster_gunner (edict_t *self);
126 void SP_monster_infantry (edict_t *self);
127 void SP_monster_soldier_light (edict_t *self);
128 void SP_monster_soldier (edict_t *self);
129 void SP_monster_soldier_ss (edict_t *self);
130 void SP_monster_tank (edict_t *self);
131 void SP_monster_medic (edict_t *self);
132 void SP_monster_flipper (edict_t *self);
133 void SP_monster_chick (edict_t *self);
134 void SP_monster_parasite (edict_t *self);
135 void SP_monster_flyer (edict_t *self);
136 void SP_monster_brain (edict_t *self);
137 void SP_monster_floater (edict_t *self);
138 void SP_monster_hover (edict_t *self);
139 void SP_monster_mutant (edict_t *self);
140 void SP_monster_supertank (edict_t *self);
141 void SP_monster_boss2 (edict_t *self);
142 void SP_monster_jorg (edict_t *self);
143 void SP_monster_boss3_stand (edict_t *self);
144
145 void SP_monster_commander_body (edict_t *self);
146
147 void SP_turret_breach (edict_t *self);
148 void SP_turret_base (edict_t *self);
149 void SP_turret_driver (edict_t *self);
150
151 spawn_t spawns[] = {
152 {"item_health", SP_item_health},
153 {"item_health_small", SP_item_health_small},
154 {"item_health_large", SP_item_health_large},
155 {"item_health_mega", SP_item_health_mega},
156
157 {"info_player_start", SP_info_player_start},
158 {"info_player_deathmatch", SP_info_player_deathmatch},
159 {"info_player_coop", SP_info_player_coop},
160 {"info_player_intermission", SP_info_player_intermission},
161
162 {"func_plat", SP_func_plat},
163 {"func_button", SP_func_button},
164 {"func_door", SP_func_door},
165 {"func_door_secret", SP_func_door_secret},
166 {"func_door_rotating", SP_func_door_rotating},
167 {"func_rotating", SP_func_rotating},
168 {"func_train", SP_func_train},
169 {"func_water", SP_func_water},
170 {"func_conveyor", SP_func_conveyor},
171 {"func_areaportal", SP_func_areaportal},
172 {"func_clock", SP_func_clock},
173 {"func_wall", SP_func_wall},
174 {"func_object", SP_func_object},
175 {"func_timer", SP_func_timer},
176 {"func_explosive", SP_func_explosive},
177 {"func_killbox", SP_func_killbox},
178
179 {"trigger_always", SP_trigger_always},
180 {"trigger_once", SP_trigger_once},
181 {"trigger_multiple", SP_trigger_multiple},
182 {"trigger_relay", SP_trigger_relay},
183 {"trigger_push", SP_trigger_push},
184 {"trigger_hurt", SP_trigger_hurt},
185 {"trigger_key", SP_trigger_key},
186 {"trigger_counter", SP_trigger_counter},
187 {"trigger_elevator", SP_trigger_elevator},
188 {"trigger_gravity", SP_trigger_gravity},
189 {"trigger_teleport", SP_trigger_teleport},
190 {"trigger_monsterjump", SP_trigger_monsterjump},
191
192 {"target_temp_entity", SP_target_temp_entity},
193 {"target_speaker", SP_target_speaker},
194 {"target_explosion", SP_target_explosion},
195 {"target_changelevel", SP_target_changelevel},
196 {"target_secret", SP_target_secret},
197 {"target_goal", SP_target_goal},
198 {"target_splash", SP_target_splash},
199 {"target_spawner", SP_target_spawner},
200 {"target_blaster", SP_target_blaster},
201 {"target_crosslevel_trigger", SP_target_crosslevel_trigger},
202 {"target_crosslevel_target", SP_target_crosslevel_target},
203 {"target_laser", SP_target_laser},
204 {"target_help", SP_target_help},
205 {"target_actor", SP_target_actor},
206 {"target_lightramp", SP_target_lightramp},
207 {"target_location", SP_target_location},
208 {"target_position", SP_target_position},
209 {"target_earthquake", SP_target_earthquake},
210 {"target_character", SP_target_character},
211 {"target_string", SP_target_string},
212
213 {"worldspawn", SP_worldspawn},
214 {"viewthing", SP_viewthing},
215
216 {"light", SP_light},
217 {"light_mine1", SP_light_mine1},
218 {"light_mine2", SP_light_mine2},
219 {"info_null", SP_info_null},
220 {"func_group", SP_info_null},
221 {"info_notnull", SP_info_notnull},
222 {"path_corner", SP_path_corner},
223 {"point_combat", SP_point_combat},
224
225 {"misc_explobox", SP_misc_explobox},
226 {"misc_banner", SP_misc_banner},
227 {"misc_satellite_dish", SP_misc_satellite_dish},
228 {"misc_actor", SP_misc_actor},
229 {"misc_gib_arm", SP_misc_gib_arm},
230 {"misc_gib_leg", SP_misc_gib_leg},
231 {"misc_gib_head", SP_misc_gib_head},
232 {"misc_insane", SP_misc_insane},
233 {"misc_deadsoldier", SP_misc_deadsoldier},
234 {"misc_viper", SP_misc_viper},
235 {"misc_viper_bomb", SP_misc_viper_bomb},
236 {"misc_bigviper", SP_misc_bigviper},
237 {"misc_strogg_ship", SP_misc_strogg_ship},
238 {"misc_teleporter", SP_misc_teleporter},
239 {"misc_teleporter_dest", SP_misc_teleporter_dest},
240 {"misc_blackhole", SP_misc_blackhole},
241 {"misc_eastertank", SP_misc_eastertank},
242 {"misc_easterchick", SP_misc_easterchick},
243 {"misc_easterchick2", SP_misc_easterchick2},
244 {"misc_model", SP_misc_model},
245
246 {"monster_berserk", SP_monster_berserk},
247 {"monster_gladiator", SP_monster_gladiator},
248 {"monster_gunner", SP_monster_gunner},
249 {"monster_infantry", SP_monster_infantry},
250 {"monster_soldier_light", SP_monster_soldier_light},
251 {"monster_soldier", SP_monster_soldier},
252 {"monster_soldier_ss", SP_monster_soldier_ss},
253 {"monster_tank", SP_monster_tank},
254 {"monster_tank_commander", SP_monster_tank},
255 {"monster_medic", SP_monster_medic},
256 {"monster_flipper", SP_monster_flipper},
257 {"monster_chick", SP_monster_chick},
258 {"monster_parasite", SP_monster_parasite},
259 {"monster_flyer", SP_monster_flyer},
260 {"monster_brain", SP_monster_brain},
261 {"monster_floater", SP_monster_floater},
262 {"monster_hover", SP_monster_hover},
263 {"monster_mutant", SP_monster_mutant},
264 {"monster_supertank", SP_monster_supertank},
265 {"monster_boss2", SP_monster_boss2},
266 {"monster_boss3_stand", SP_monster_boss3_stand},
267 {"monster_jorg", SP_monster_jorg},
268
269 {"monster_commander_body", SP_monster_commander_body},
270
271 {"turret_breach", SP_turret_breach},
272 {"turret_base", SP_turret_base},
273 {"turret_driver", SP_turret_driver},
274
275 {NULL, NULL}
276 };
277
278 /*
279 ===============
280 ED_CallSpawn
281
282 Finds the spawn function for the entity and calls it
283 ===============
284 */
ED_CallSpawn(edict_t * ent)285 void ED_CallSpawn (edict_t *ent)
286 {
287 spawn_t *s;
288 gitem_t *item;
289 int i;
290
291 if (!ent->classname)
292 {
293 gi.dprintf ("ED_CallSpawn: NULL classname\n");
294 return;
295 }
296
297 // check item spawn functions
298 for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
299 {
300 if (!item->classname)
301 continue;
302 if (!strcmp(item->classname, ent->classname))
303 { // found it
304 SpawnItem (ent, item);
305 return;
306 }
307 }
308
309 // check normal spawn functions
310 for (s=spawns ; s->name ; s++)
311 {
312 if (!strcmp(s->name, ent->classname))
313 { // found it
314 s->spawn (ent);
315 return;
316 }
317 }
318 gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
319 }
320
321 /*
322 =============
323 ED_NewString
324 =============
325 */
ED_NewString(char * string)326 char *ED_NewString (char *string)
327 {
328 char *newb, *new_p;
329 int i,l;
330
331 l = strlen(string) + 1;
332
333 newb = gi.TagMalloc (l, TAG_LEVEL);
334
335 new_p = newb;
336
337 for (i=0 ; i< l ; i++)
338 {
339 if (string[i] == '\\' && i < l-1)
340 {
341 i++;
342 if (string[i] == 'n')
343 *new_p++ = '\n';
344 else
345 *new_p++ = '\\';
346 }
347 else
348 *new_p++ = string[i];
349 }
350
351 return newb;
352 }
353
354
355 /*
356 ===============
357 ED_ParseField
358
359 Takes a key/value pair and sets the binary values
360 in an edict
361 ===============
362 */
ED_ParseField(char * key,char * value,edict_t * ent)363 static void ED_ParseField (char *key, char *value, edict_t *ent)
364 {
365 field_t *f;
366 byte *b;
367 float v;
368 vec3_t vec;
369
370 for (f=fields ; f->name ; f++)
371 {
372 if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key))
373 { // found it
374 if (f->flags & FFL_SPAWNTEMP)
375 b = (byte *)&st;
376 else
377 b = (byte *)ent;
378
379 switch (f->type)
380 {
381 case F_LSTRING:
382 *(char **)(b+f->ofs) = ED_NewString (value);
383 break;
384 case F_VECTOR:
385 sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
386 ((float *)(b+f->ofs))[0] = vec[0];
387 ((float *)(b+f->ofs))[1] = vec[1];
388 ((float *)(b+f->ofs))[2] = vec[2];
389 break;
390 case F_INT:
391 *(int *)(b+f->ofs) = atoi(value);
392 break;
393 case F_FLOAT:
394 *(float *)(b+f->ofs) = atof(value);
395 break;
396 case F_ANGLEHACK:
397 v = atof(value);
398 ((float *)(b+f->ofs))[0] = 0;
399 ((float *)(b+f->ofs))[1] = v;
400 ((float *)(b+f->ofs))[2] = 0;
401 break;
402 case F_IGNORE:
403 break;
404 }
405 return;
406 }
407 }
408 gi.dprintf ("%s is not a field\n", key);
409 }
410
411 /*
412 ====================
413 ED_ParseEdict
414
415 Parses an edict out of the given string, returning the new position
416 ed should be a properly initialized empty edict.
417 ====================
418 */
ED_ParseEdict(char * data,edict_t * ent)419 static char *ED_ParseEdict (char *data, edict_t *ent)
420 {
421 qBool init;
422 char keyName[256];
423 char *token;
424
425 init = qFalse;
426 memset (&st, 0, sizeof(st));
427
428 // Go through all the dictionary pairs
429 for ( ; ; ) {
430 // Parse key
431 token = Com_Parse (&data);
432 if (token[0] == '}')
433 break;
434 if (!data)
435 gi.error ("ED_ParseEntity: EOF without closing brace");
436
437 Q_strncpyz (keyName, token, sizeof (keyName));
438
439 // Parse value
440 token = Com_Parse (&data);
441 if (!data)
442 gi.error ("ED_ParseEntity: EOF without closing brace");
443 if (token[0] == '}')
444 gi.error ("ED_ParseEntity: closing brace without data");
445
446 init = qTrue;
447
448 // Keynames with a leading underscore are used for utility comments,
449 // and are immediately discarded by quake
450 if (keyName[0] == '_')
451 continue;
452
453 ED_ParseField (keyName, token, ent);
454 }
455
456 if (!init)
457 memset (ent, 0, sizeof(*ent));
458
459 return data;
460 }
461
462
463 /*
464 ================
465 G_FindTeams
466
467 Chain together all entities with a matching team field.
468
469 All but the first will have the FL_TEAMSLAVE flag set.
470 All but the last will have the teamchain field set to the next one
471 ================
472 */
G_FindTeams(void)473 void G_FindTeams (void)
474 {
475 edict_t *e, *e2, *chain;
476 int i, j;
477 int c, c2;
478
479 c = 0;
480 c2 = 0;
481 for (i=1, e=g_edicts+i ; i < globals.numEdicts ; i++,e++)
482 {
483 if (!e->inUse)
484 continue;
485 if (!e->team)
486 continue;
487 if (e->flags & FL_TEAMSLAVE)
488 continue;
489 chain = e;
490 e->teammaster = e;
491 c++;
492 c2++;
493 for (j=i+1, e2=e+1 ; j < globals.numEdicts ; j++,e2++)
494 {
495 if (!e2->inUse)
496 continue;
497 if (!e2->team)
498 continue;
499 if (e2->flags & FL_TEAMSLAVE)
500 continue;
501 if (!strcmp(e->team, e2->team))
502 {
503 c2++;
504 chain->teamchain = e2;
505 e2->teammaster = e;
506 chain = e2;
507 e2->flags |= FL_TEAMSLAVE;
508 }
509 }
510 }
511
512 gi.dprintf ("%i teams with %i entities\n", c, c2);
513 }
514
515
516 /*
517 ==============
518 SpawnEntities
519
520 Creates a server's entity / program execution context by
521 parsing textual entity definitions out of an ent file.
522 ==============
523 */
SpawnEntities(char * mapname,char * entities,char * spawnpoint)524 void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
525 {
526 edict_t *ent;
527 int inhibit;
528 char *token;
529 int i;
530 float skill_level;
531
532 skill_level = floor (skill->floatVal);
533 if (skill_level < 0)
534 skill_level = 0;
535 if (skill_level > 3)
536 skill_level = 3;
537 if (skill->floatVal != skill_level)
538 gi.cvar_forceset("skill", Q_VarArgs ("%f", skill_level));
539
540 SaveClientData ();
541
542 gi.FreeTags (TAG_LEVEL);
543
544 memset (&level, 0, sizeof(level));
545 memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
546
547 strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
548 strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
549
550 // set client fields on player ents
551 for (i=0 ; i<game.maxclients ; i++)
552 g_edicts[i+1].client = game.clients + i;
553
554 ent = NULL;
555 inhibit = 0;
556
557 // Parse ents
558 for ( ; ; ) {
559 // Parse the opening brace
560 token = Com_Parse (&entities);
561 if (!entities)
562 break;
563 if (token[0] != '{')
564 gi.error ("ED_LoadFromFile: found %s when expecting {", token);
565
566 if (!ent)
567 ent = g_edicts;
568 else
569 ent = G_Spawn ();
570 entities = ED_ParseEdict (entities, ent);
571
572 // Yet another map hack
573 if (!Q_stricmp(level.mapname, "command") && !Q_stricmp(ent->classname, "trigger_once") && !Q_stricmp(ent->model, "*27"))
574 ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
575
576 // Remove things (except the world) from different skill levels or deathmatch
577 if (ent != g_edicts) {
578 if (deathmatch->floatVal) {
579 if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
580 {
581 G_FreeEdict (ent);
582 inhibit++;
583 continue;
584 }
585 }
586 else {
587 if ( /* ((coop->floatVal) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
588 ((skill->floatVal == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
589 ((skill->floatVal == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
590 (((skill->floatVal == 2) || (skill->floatVal == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
591 ) {
592 G_FreeEdict (ent);
593 inhibit++;
594 continue;
595 }
596 }
597
598 ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
599 }
600
601 ED_CallSpawn (ent);
602 }
603
604 gi.dprintf ("%i entities inhibited\n", inhibit);
605
606 #ifdef DEBUG
607 i = 1;
608 ent = EDICT_NUM(i);
609 while (i < globals.numEdicts) {
610 if (ent->inUse != 0 || ent->inUse != 1)
611 Com_DevPrintf ("Invalid entity %d\n", i);
612 i++, ent++;
613 }
614 #endif
615
616 G_FindTeams ();
617
618 PlayerTrail_Init ();
619 }
620
621
622 //===================================================================
623
624 #if 0
625 // cursor positioning
626 xl <value>
627 xr <value>
628 yb <value>
629 yt <value>
630 xv <value>
631 yv <value>
632
633 // drawing
634 statpic <name>
635 pic <stat>
636 num <fieldwidth> <stat>
637 string <stat>
638
639 // control
640 if <stat>
641 ifeq <stat> <value>
642 ifbit <stat> <value>
643 endif
644
645 #endif
646
647 char *single_statusbar =
648 "yb -24 "
649
650 // health
651 "xv 0 "
652 "hnum "
653 "xv 50 "
654 "pic 0 "
655
656 // ammo
657 "if 2 "
658 " xv 100 "
659 " anum "
660 " xv 150 "
661 " pic 2 "
662 "endif "
663
664 // armor
665 "if 4 "
666 " xv 200 "
667 " rnum "
668 " xv 250 "
669 " pic 4 "
670 "endif "
671
672 // selected item
673 "if 6 "
674 " xv 296 "
675 " pic 6 "
676 "endif "
677
678 "yb -50 "
679
680 // picked up item
681 "if 7 "
682 " xv 0 "
683 " pic 7 "
684 " xv 26 "
685 " yb -42 "
686 " stat_string 8 "
687 " yb -50 "
688 "endif "
689
690 // timer
691 "if 9 "
692 " xv 262 "
693 " num 2 10 "
694 " xv 296 "
695 " pic 9 "
696 "endif "
697
698 // help / weapon icon
699 "if 11 "
700 " xv 148 "
701 " pic 11 "
702 "endif "
703 ;
704
705 char *dm_statusbar =
706 "yb -24 "
707
708 // health
709 "xv 0 "
710 "hnum "
711 "xv 50 "
712 "pic 0 "
713
714 // ammo
715 "if 2 "
716 " xv 100 "
717 " anum "
718 " xv 150 "
719 " pic 2 "
720 "endif "
721
722 // armor
723 "if 4 "
724 " xv 200 "
725 " rnum "
726 " xv 250 "
727 " pic 4 "
728 "endif "
729
730 // selected item
731 "if 6 "
732 " xv 296 "
733 " pic 6 "
734 "endif "
735
736 "yb -50 "
737
738 // picked up item
739 "if 7 "
740 " xv 0 "
741 " pic 7 "
742 " xv 26 "
743 " yb -42 "
744 " stat_string 8 "
745 " yb -50 "
746 "endif "
747
748 // timer
749 "if 9 "
750 " xv 246 "
751 " num 2 10 "
752 " xv 296 "
753 " pic 9 "
754 "endif "
755
756 // help / weapon icon
757 "if 11 "
758 " xv 148 "
759 " pic 11 "
760 "endif "
761
762 // frags
763 "xr -50 "
764 "yt 2 "
765 "num 3 14 "
766
767 // spectator
768 "if 17 "
769 "xv 0 "
770 "yb -58 "
771 "string2 \"SPECTATOR MODE\" "
772 "endif "
773
774 // chase camera
775 "if 16 "
776 "xv 0 "
777 "yb -68 "
778 "string \"Chasing\" "
779 "xv 64 "
780 "stat_string 16 "
781 "endif "
782 ;
783
784
785 /*QUAKED worldspawn (0 0 0) ?
786
787 Only used for the world.
788 "sky" environment map name
789 "skyaxis" vector axis for rotating sky
790 "skyrotate" speed of rotation in degrees/second
791 "sounds" music cd track number
792 "gravity" 800 is default gravity
793 "message" text to print at user logon
794 */
SP_worldspawn(edict_t * ent)795 void SP_worldspawn (edict_t *ent)
796 {
797 ent->movetype = MOVETYPE_PUSH;
798 ent->solid = SOLID_BSP;
799 ent->inUse = qTrue; // since the world doesn't use G_Spawn()
800 ent->s.modelIndex = 1; // world model is always index 1
801
802 //---------------
803
804 // reserve some spots for dead player bodies for coop / deathmatch
805 InitBodyQue ();
806
807 // set configstrings for items
808 SetItemNames ();
809
810 if (st.nextmap)
811 strcpy (level.nextmap, st.nextmap);
812
813 // make some data visible to the server
814
815 if (ent->message && ent->message[0])
816 {
817 gi.configstring (CS_NAME, ent->message);
818 strncpy (level.level_name, ent->message, sizeof(level.level_name));
819 }
820 else
821 strncpy (level.level_name, level.mapname, sizeof(level.level_name));
822
823 if (st.sky && st.sky[0])
824 gi.configstring (CS_SKY, st.sky);
825 else
826 gi.configstring (CS_SKY, "unit1_");
827
828 gi.configstring (CS_SKYROTATE, Q_VarArgs ("%f", st.skyrotate) );
829
830 gi.configstring (CS_SKYAXIS, Q_VarArgs ("%f %f %f",
831 st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
832
833 gi.configstring (CS_CDTRACK, Q_VarArgs ("%i", ent->sounds) );
834
835 gi.configstring (CS_MAXCLIENTS, Q_VarArgs ("%i", (int)(maxclients->floatVal) ) );
836
837 // status bar program
838 if (deathmatch->floatVal)
839 gi.configstring (CS_STATUSBAR, dm_statusbar);
840 else
841 gi.configstring (CS_STATUSBAR, single_statusbar);
842
843 //---------------
844
845
846 // help icon for statusbar
847 gi.imageindex ("i_help");
848 level.pic_health = gi.imageindex ("i_health");
849 gi.imageindex ("help");
850 gi.imageindex ("field_3");
851
852 if (!st.gravity)
853 gi.cvar_set("sv_gravity", "800");
854 else
855 gi.cvar_set("sv_gravity", st.gravity);
856
857 snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
858
859 PrecacheItem (FindItem ("Blaster"));
860
861 gi.soundindex ("player/lava1.wav");
862 gi.soundindex ("player/lava2.wav");
863
864 gi.soundindex ("misc/pc_up.wav");
865 gi.soundindex ("misc/talk1.wav");
866
867 gi.soundindex ("misc/udeath.wav");
868
869 // gibs
870 gi.soundindex ("items/respawn1.wav");
871
872 // sexed sounds
873 gi.soundindex ("*death1.wav");
874 gi.soundindex ("*death2.wav");
875 gi.soundindex ("*death3.wav");
876 gi.soundindex ("*death4.wav");
877 gi.soundindex ("*fall1.wav");
878 gi.soundindex ("*fall2.wav");
879 gi.soundindex ("*gurp1.wav"); // drowning damage
880 gi.soundindex ("*gurp2.wav");
881 gi.soundindex ("*jump1.wav"); // player jump
882 gi.soundindex ("*pain25_1.wav");
883 gi.soundindex ("*pain25_2.wav");
884 gi.soundindex ("*pain50_1.wav");
885 gi.soundindex ("*pain50_2.wav");
886 gi.soundindex ("*pain75_1.wav");
887 gi.soundindex ("*pain75_2.wav");
888 gi.soundindex ("*pain100_1.wav");
889 gi.soundindex ("*pain100_2.wav");
890
891 // sexed models
892 // THIS ORDER MUST MATCH THE DEFINES IN g_local.h
893 // you can add more, max 15
894 gi.modelindex ("#w_blaster.md2");
895 gi.modelindex ("#w_shotgun.md2");
896 gi.modelindex ("#w_sshotgun.md2");
897 gi.modelindex ("#w_machinegun.md2");
898 gi.modelindex ("#w_chaingun.md2");
899 gi.modelindex ("#a_grenades.md2");
900 gi.modelindex ("#w_glauncher.md2");
901 gi.modelindex ("#w_rlauncher.md2");
902 gi.modelindex ("#w_hyperblaster.md2");
903 gi.modelindex ("#w_railgun.md2");
904 gi.modelindex ("#w_bfg.md2");
905
906 //-------------------
907
908 gi.soundindex ("player/gasp1.wav"); // gasping for air
909 gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
910
911 gi.soundindex ("player/watr_in.wav"); // feet hitting water
912 gi.soundindex ("player/watr_out.wav"); // feet leaving water
913
914 gi.soundindex ("player/watr_un.wav"); // head going underwater
915
916 gi.soundindex ("player/u_breath1.wav");
917 gi.soundindex ("player/u_breath2.wav");
918
919 gi.soundindex ("items/pkup.wav"); // bonus item pickup
920 gi.soundindex ("world/land.wav"); // landing thud
921 gi.soundindex ("misc/h2ohit1.wav"); // landing splash
922
923 gi.soundindex ("items/damage.wav");
924 gi.soundindex ("items/protect.wav");
925 gi.soundindex ("items/protect4.wav");
926 gi.soundindex ("weapons/noammo.wav");
927
928 gi.soundindex ("infantry/inflies1.wav");
929
930 sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
931 gi.modelindex ("models/objects/gibs/arm/tris.md2");
932 gi.modelindex ("models/objects/gibs/bone/tris.md2");
933 gi.modelindex ("models/objects/gibs/bone2/tris.md2");
934 gi.modelindex ("models/objects/gibs/chest/tris.md2");
935 gi.modelindex ("models/objects/gibs/skull/tris.md2");
936 gi.modelindex ("models/objects/gibs/head2/tris.md2");
937
938 //
939 // Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
940 //
941
942 // 0 normal
943 gi.configstring(CS_LIGHTS+0, "m");
944
945 // 1 FLICKER (first variety)
946 gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
947
948 // 2 SLOW STRONG PULSE
949 gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
950
951 // 3 CANDLE (first variety)
952 gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
953
954 // 4 FAST STROBE
955 gi.configstring(CS_LIGHTS+4, "mamamamamama");
956
957 // 5 GENTLE PULSE 1
958 gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
959
960 // 6 FLICKER (second variety)
961 gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
962
963 // 7 CANDLE (second variety)
964 gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
965
966 // 8 CANDLE (third variety)
967 gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
968
969 // 9 SLOW STROBE (fourth variety)
970 gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
971
972 // 10 FLUORESCENT FLICKER
973 gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
974
975 // 11 SLOW PULSE NOT FADE TO BLACK
976 gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
977
978 // styles 32-62 are assigned by the light program for switchable lights
979
980 // 63 testing
981 gi.configstring(CS_LIGHTS+63, "a");
982 }
983
984