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_monsterjump (edict_t *ent);
68 
69 void SP_target_temp_entity (edict_t *ent);
70 void SP_target_speaker (edict_t *ent);
71 void SP_target_explosion (edict_t *ent);
72 void SP_target_changelevel (edict_t *ent);
73 void SP_target_secret (edict_t *ent);
74 void SP_target_goal (edict_t *ent);
75 void SP_target_splash (edict_t *ent);
76 void SP_target_spawner (edict_t *ent);
77 void SP_target_blaster (edict_t *ent);
78 void SP_target_crosslevel_trigger (edict_t *ent);
79 void SP_target_crosslevel_target (edict_t *ent);
80 void SP_target_laser (edict_t *self);
81 void SP_target_help (edict_t *ent);
82 void SP_target_actor (edict_t *ent);
83 void SP_target_lightramp (edict_t *self);
84 void SP_target_earthquake (edict_t *ent);
85 void SP_target_character (edict_t *ent);
86 void SP_target_string (edict_t *ent);
87 
88 void SP_worldspawn (edict_t *ent);
89 void SP_viewthing (edict_t *ent);
90 
91 void SP_light (edict_t *self);
92 void SP_light_mine1 (edict_t *ent);
93 void SP_light_mine2 (edict_t *ent);
94 void SP_info_null (edict_t *self);
95 void SP_info_notnull (edict_t *self);
96 void SP_path_corner (edict_t *self);
97 void SP_point_combat (edict_t *self);
98 
99 void SP_misc_explobox (edict_t *self);
100 void SP_misc_banner (edict_t *self);
101 void SP_misc_satellite_dish (edict_t *self);
102 void SP_misc_actor (edict_t *self);
103 void SP_misc_gib_arm (edict_t *self);
104 void SP_misc_gib_leg (edict_t *self);
105 void SP_misc_gib_head (edict_t *self);
106 void SP_misc_insane (edict_t *self);
107 void SP_misc_deadsoldier (edict_t *self);
108 void SP_misc_viper (edict_t *self);
109 void SP_misc_viper_bomb (edict_t *self);
110 void SP_misc_bigviper (edict_t *self);
111 void SP_misc_strogg_ship (edict_t *self);
112 void SP_misc_teleporter (edict_t *self);
113 void SP_misc_teleporter_dest (edict_t *self);
114 void SP_misc_blackhole (edict_t *self);
115 void SP_misc_eastertank (edict_t *self);
116 void SP_misc_easterchick (edict_t *self);
117 void SP_misc_easterchick2 (edict_t *self);
118 
119 void SP_monster_berserk (edict_t *self);
120 void SP_monster_gladiator (edict_t *self);
121 void SP_monster_gunner (edict_t *self);
122 void SP_monster_infantry (edict_t *self);
123 void SP_monster_soldier_light (edict_t *self);
124 void SP_monster_soldier (edict_t *self);
125 void SP_monster_soldier_ss (edict_t *self);
126 void SP_monster_tank (edict_t *self);
127 void SP_monster_medic (edict_t *self);
128 void SP_monster_flipper (edict_t *self);
129 void SP_monster_chick (edict_t *self);
130 void SP_monster_parasite (edict_t *self);
131 void SP_monster_flyer (edict_t *self);
132 void SP_monster_brain (edict_t *self);
133 void SP_monster_floater (edict_t *self);
134 void SP_monster_hover (edict_t *self);
135 void SP_monster_mutant (edict_t *self);
136 void SP_monster_supertank (edict_t *self);
137 void SP_monster_boss2 (edict_t *self);
138 void SP_monster_jorg (edict_t *self);
139 void SP_monster_boss3_stand (edict_t *self);
140 
141 void SP_monster_commander_body (edict_t *self);
142 
143 void SP_turret_breach (edict_t *self);
144 void SP_turret_base (edict_t *self);
145 void SP_turret_driver (edict_t *self);
146 
147 
148 spawn_t	spawns[] = {
149 	{"item_health", SP_item_health},
150 	{"item_health_small", SP_item_health_small},
151 	{"item_health_large", SP_item_health_large},
152 	{"item_health_mega", SP_item_health_mega},
153 
154 	{"info_player_start", SP_info_player_start},
155 	{"info_player_deathmatch", SP_info_player_deathmatch},
156 	{"info_player_coop", SP_info_player_coop},
157 	{"info_player_intermission", SP_info_player_intermission},
158 //ZOID
159 	{"info_player_team1", SP_info_player_team1},
160 	{"info_player_team2", SP_info_player_team2},
161 //ZOID
162 
163 	{"func_plat", SP_func_plat},
164 	{"func_button", SP_func_button},
165 	{"func_door", SP_func_door},
166 	{"func_door_secret", SP_func_door_secret},
167 	{"func_door_rotating", SP_func_door_rotating},
168 	{"func_rotating", SP_func_rotating},
169 	{"func_train", SP_func_train},
170 	{"func_water", SP_func_water},
171 	{"func_conveyor", SP_func_conveyor},
172 	{"func_areaportal", SP_func_areaportal},
173 	{"func_clock", SP_func_clock},
174 	{"func_wall", SP_func_wall},
175 	{"func_object", SP_func_object},
176 	{"func_timer", SP_func_timer},
177 	{"func_explosive", SP_func_explosive},
178 	{"func_killbox", SP_func_killbox},
179 
180 	{"trigger_always", SP_trigger_always},
181 	{"trigger_once", SP_trigger_once},
182 	{"trigger_multiple", SP_trigger_multiple},
183 	{"trigger_relay", SP_trigger_relay},
184 	{"trigger_push", SP_trigger_push},
185 	{"trigger_hurt", SP_trigger_hurt},
186 	{"trigger_key", SP_trigger_key},
187 	{"trigger_counter", SP_trigger_counter},
188 	{"trigger_elevator", SP_trigger_elevator},
189 	{"trigger_gravity", SP_trigger_gravity},
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 #if 0 // remove monster code
206 	{"target_actor", SP_target_actor},
207 #endif
208 	{"target_lightramp", SP_target_lightramp},
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 //ZOID
228 	{"misc_ctf_banner", SP_misc_ctf_banner},
229 	{"misc_ctf_small_banner", SP_misc_ctf_small_banner},
230 //ZOID
231 	{"misc_satellite_dish", SP_misc_satellite_dish},
232 #if 0 // remove monster code
233 	{"misc_actor", SP_misc_actor},
234 #endif
235 	{"misc_gib_arm", SP_misc_gib_arm},
236 	{"misc_gib_leg", SP_misc_gib_leg},
237 	{"misc_gib_head", SP_misc_gib_head},
238 #if 0 // remove monster code
239 	{"misc_insane", SP_misc_insane},
240 #endif
241 	{"misc_deadsoldier", SP_misc_deadsoldier},
242 	{"misc_viper", SP_misc_viper},
243 	{"misc_viper_bomb", SP_misc_viper_bomb},
244 	{"misc_bigviper", SP_misc_bigviper},
245 	{"misc_strogg_ship", SP_misc_strogg_ship},
246 	{"misc_teleporter", SP_misc_teleporter},
247 	{"misc_teleporter_dest", SP_misc_teleporter_dest},
248 //ZOID
249 	{"trigger_teleport", SP_trigger_teleport},
250 	{"info_teleport_destination", SP_info_teleport_destination},
251 //ZOID
252 	{"misc_blackhole", SP_misc_blackhole},
253 	{"misc_eastertank", SP_misc_eastertank},
254 	{"misc_easterchick", SP_misc_easterchick},
255 	{"misc_easterchick2", SP_misc_easterchick2},
256 
257 #if 0 // remove monster code
258 	{"monster_berserk", SP_monster_berserk},
259 	{"monster_gladiator", SP_monster_gladiator},
260 	{"monster_gunner", SP_monster_gunner},
261 	{"monster_infantry", SP_monster_infantry},
262 	{"monster_soldier_light", SP_monster_soldier_light},
263 	{"monster_soldier", SP_monster_soldier},
264 	{"monster_soldier_ss", SP_monster_soldier_ss},
265 	{"monster_tank", SP_monster_tank},
266 	{"monster_tank_commander", SP_monster_tank},
267 	{"monster_medic", SP_monster_medic},
268 	{"monster_flipper", SP_monster_flipper},
269 	{"monster_chick", SP_monster_chick},
270 	{"monster_parasite", SP_monster_parasite},
271 	{"monster_flyer", SP_monster_flyer},
272 	{"monster_brain", SP_monster_brain},
273 	{"monster_floater", SP_monster_floater},
274 	{"monster_hover", SP_monster_hover},
275 	{"monster_mutant", SP_monster_mutant},
276 	{"monster_supertank", SP_monster_supertank},
277 	{"monster_boss2", SP_monster_boss2},
278 	{"monster_boss3_stand", SP_monster_boss3_stand},
279 	{"monster_jorg", SP_monster_jorg},
280 
281 	{"monster_commander_body", SP_monster_commander_body},
282 
283 	{"turret_breach", SP_turret_breach},
284 	{"turret_base", SP_turret_base},
285 	{"turret_driver", SP_turret_driver},
286 #endif
287 
288 	{NULL, NULL}
289 };
290 
291 /*
292 ===============
293 ED_CallSpawn
294 
295 Finds the spawn function for the entity and calls it
296 ===============
297 */
ED_CallSpawn(edict_t * ent)298 void ED_CallSpawn (edict_t *ent)
299 {
300 	spawn_t	*s;
301 	gitem_t	*item;
302 	int		i;
303 
304 	if (!ent->classname)
305 	{
306 		gi.dprintf ("ED_CallSpawn: NULL classname\n");
307 		return;
308 	}
309 
310 	// check item spawn functions
311 	for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
312 	{
313 		if (!item->classname)
314 			continue;
315 		if (!strcmp(item->classname, ent->classname))
316 		{	// found it
317 			SpawnItem (ent, item);
318 			return;
319 		}
320 	}
321 
322 	// check normal spawn functions
323 	for (s=spawns ; s->name ; s++)
324 	{
325 		if (!strcmp(s->name, ent->classname))
326 		{	// found it
327 			s->spawn (ent);
328 			return;
329 		}
330 	}
331 	gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
332 }
333 
334 /*
335 =============
336 ED_NewString
337 =============
338 */
ED_NewString(char * string)339 char *ED_NewString (char *string)
340 {
341 	char	*newb, *new_p;
342 	int		i,l;
343 
344 	l = strlen(string) + 1;
345 
346 	newb = gi.TagMalloc (l, TAG_LEVEL);
347 
348 	new_p = newb;
349 
350 	for (i=0 ; i< l ; i++)
351 	{
352 		if (string[i] == '\\' && i < l-1)
353 		{
354 			i++;
355 			if (string[i] == 'n')
356 				*new_p++ = '\n';
357 			else
358 				*new_p++ = '\\';
359 		}
360 		else
361 			*new_p++ = string[i];
362 	}
363 
364 	return newb;
365 }
366 
367 
368 
369 
370 /*
371 ===============
372 ED_ParseField
373 
374 Takes a key/value pair and sets the binary values
375 in an edict
376 ===============
377 */
ED_ParseField(char * key,char * value,edict_t * ent)378 void ED_ParseField (char *key, char *value, edict_t *ent)
379 {
380 	field_t	*f;
381 	byte	*b;
382 	float	v;
383 	vec3_t	vec;
384 
385 	for (f=fields ; f->name ; f++)
386 	{
387 		if (!Q_stricmp(f->name, key))
388 		{	// found it
389 			if (f->flags & FFL_SPAWNTEMP)
390 				b = (byte *)&st;
391 			else
392 				b = (byte *)ent;
393 
394 			switch (f->type)
395 			{
396 			case F_LSTRING:
397 				*(char **)(b+f->ofs) = ED_NewString (value);
398 				break;
399 			case F_VECTOR:
400 				sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
401 				((float *)(b+f->ofs))[0] = vec[0];
402 				((float *)(b+f->ofs))[1] = vec[1];
403 				((float *)(b+f->ofs))[2] = vec[2];
404 				break;
405 			case F_INT:
406 				*(int *)(b+f->ofs) = atoi(value);
407 				break;
408 			case F_FLOAT:
409 				*(float *)(b+f->ofs) = atof(value);
410 				break;
411 			case F_ANGLEHACK:
412 				v = atof(value);
413 				((float *)(b+f->ofs))[0] = 0;
414 				((float *)(b+f->ofs))[1] = v;
415 				((float *)(b+f->ofs))[2] = 0;
416 				break;
417 			case F_IGNORE:
418 				break;
419 			default:
420 				break;
421 			}
422 			return;
423 		}
424 	}
425 	gi.dprintf ("%s is not a field\n", key);
426 }
427 
428 /*
429 ====================
430 ED_ParseEdict
431 
432 Parses an edict out of the given string, returning the new position
433 ed should be a properly initialized empty edict.
434 ====================
435 */
ED_ParseEdict(char * data,edict_t * ent)436 char *ED_ParseEdict (char *data, edict_t *ent)
437 {
438 	qboolean	init;
439 	char		keyname[256];
440 	char		*com_token;
441 
442 	init = false;
443 	memset (&st, 0, sizeof(st));
444 
445 // go through all the dictionary pairs
446 	while (1)
447 	{
448 	// parse key
449 		com_token = COM_Parse (&data);
450 		if (com_token[0] == '}')
451 			break;
452 		if (!data)
453 			gi.error ("ED_ParseEntity: EOF without closing brace");
454 
455 		strncpy (keyname, com_token, sizeof(keyname)-1);
456 
457 	// parse value
458 		com_token = COM_Parse (&data);
459 		if (!data)
460 			gi.error ("ED_ParseEntity: EOF without closing brace");
461 
462 		if (com_token[0] == '}')
463 			gi.error ("ED_ParseEntity: closing brace without data");
464 
465 		init = true;
466 
467 	// keynames with a leading underscore are used for utility comments,
468 	// and are immediately discarded by quake
469 		if (keyname[0] == '_')
470 			continue;
471 
472 		ED_ParseField (keyname, com_token, ent);
473 	}
474 
475 	if (!init)
476 		memset (ent, 0, sizeof(*ent));
477 
478 	return data;
479 }
480 
481 
482 /*
483 ================
484 G_FindTeams
485 
486 Chain together all entities with a matching team field.
487 
488 All but the first will have the FL_TEAMSLAVE flag set.
489 All but the last will have the teamchain field set to the next one
490 ================
491 */
G_FindTeams(void)492 void G_FindTeams (void)
493 {
494 	edict_t	*e, *e2, *chain;
495 	int		i, j;
496 	int		c, c2;
497 
498 	c = 0;
499 	c2 = 0;
500 	for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
501 	{
502 		if (!e->inuse)
503 			continue;
504 		if (!e->team)
505 			continue;
506 		if (e->flags & FL_TEAMSLAVE)
507 			continue;
508 		chain = e;
509 		e->teammaster = e;
510 		c++;
511 		c2++;
512 		for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
513 		{
514 			if (!e2->inuse)
515 				continue;
516 			if (!e2->team)
517 				continue;
518 			if (e2->flags & FL_TEAMSLAVE)
519 				continue;
520 			if (!strcmp(e->team, e2->team))
521 			{
522 				c2++;
523 				chain->teamchain = e2;
524 				e2->teammaster = e;
525 				chain = e2;
526 				e2->flags |= FL_TEAMSLAVE;
527 			}
528 		}
529 	}
530 
531 	gi.dprintf ("%i teams with %i entities\n", c, c2);
532 }
533 
534 /*
535 ==============
536 SpawnEntities
537 
538 Creates a server's entity / program execution context by
539 parsing textual entity definitions out of an ent file.
540 ==============
541 */
SpawnEntities(char * mapname,char * entities,char * spawnpoint)542 void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
543 {
544 	edict_t		*ent;
545 	int			inhibit;
546 	char		*com_token;
547 	int			i;
548 	float		skill_level;
549 
550 	skill_level = floor (skill->value);
551 	if (skill_level < 0)
552 		skill_level = 0;
553 	if (skill_level > 3)
554 		skill_level = 3;
555 	if (skill->value != skill_level)
556 		gi.cvar_forceset("skill", va("%f", skill_level));
557 
558 	SaveClientData ();
559 
560 	gi.FreeTags (TAG_LEVEL);
561 
562 	memset (&level, 0, sizeof(level));
563 	memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
564 
565 	strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
566 	strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
567 
568 	// set client fields on player ents
569 	for (i=0 ; i<game.maxclients ; i++)
570 		g_edicts[i+1].client = game.clients + i;
571 
572 	ent = NULL;
573 	inhibit = 0;
574 
575 // parse ents
576 	while (1)
577 	{
578 		// parse the opening brace
579 		com_token = COM_Parse (&entities);
580 		if (!entities)
581 			break;
582 		if (com_token[0] != '{')
583 			gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
584 
585 		if (!ent)
586 			ent = g_edicts;
587 		else
588 			ent = G_Spawn ();
589 		entities = ED_ParseEdict (entities, ent);
590 
591 		// yet another map hack
592 		if (!stricmp(level.mapname, "command") && !stricmp(ent->classname, "trigger_once") && !stricmp(ent->model, "*27"))
593 			ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
594 
595 		// remove things (except the world) from different skill levels or deathmatch
596 		if (ent != g_edicts)
597 		{
598 			if (deathmatch->value)
599 			{
600 				if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
601 				{
602 					G_FreeEdict (ent);
603 					inhibit++;
604 					continue;
605 				}
606 			}
607 			else
608 			{
609 				if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
610 					((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
611 					((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
612 					(((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
613 					)
614 					{
615 						G_FreeEdict (ent);
616 						inhibit++;
617 						continue;
618 					}
619 			}
620 
621 			ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
622 		}
623 
624 		ED_CallSpawn (ent);
625 	}
626 
627 	gi.dprintf ("%i entities inhibited\n", inhibit);
628 
629 	G_FindTeams ();
630 
631 	PlayerTrail_Init ();
632 
633 //ZOID
634 	CTFSpawn();
635 //ZOID
636 }
637 
638 
639 //===================================================================
640 
641 #if 0
642 	// cursor positioning
643 	xl <value>
644 	xr <value>
645 	yb <value>
646 	yt <value>
647 	xv <value>
648 	yv <value>
649 
650 	// drawing
651 	statpic <name>
652 	pic <stat>
653 	num <fieldwidth> <stat>
654 	string <stat>
655 
656 	// control
657 	if <stat>
658 	ifeq <stat> <value>
659 	ifbit <stat> <value>
660 	endif
661 
662 #endif
663 
664 char *single_statusbar =
665 "yb	-24 "
666 
667 // health
668 "xv	0 "
669 "hnum "
670 "xv	50 "
671 "pic 0 "
672 
673 // ammo
674 "if 2 "
675 "	xv	100 "
676 "	anum "
677 "	xv	150 "
678 "	pic 2 "
679 "endif "
680 
681 // armor
682 "if 4 "
683 "	xv	200 "
684 "	rnum "
685 "	xv	250 "
686 "	pic 4 "
687 "endif "
688 
689 // selected item
690 "if 6 "
691 "	xv	296 "
692 "	pic 6 "
693 "endif "
694 
695 "yb	-50 "
696 
697 // picked up item
698 "if 7 "
699 "	xv	0 "
700 "	pic 7 "
701 "	xv	26 "
702 "	yb	-42 "
703 "	stat_string 8 "
704 "	yb	-50 "
705 "endif "
706 
707 // timer
708 "if 9 "
709 "	xv	262 "
710 "	num	2	10 "
711 "	xv	296 "
712 "	pic	9 "
713 "endif "
714 
715 //  help / weapon icon
716 "if 11 "
717 "	xv	148 "
718 "	pic	11 "
719 "endif "
720 ;
721 
722 char *dm_statusbar =
723 "yb	-24 "
724 
725 // health
726 "xv	0 "
727 "hnum "
728 "xv	50 "
729 "pic 0 "
730 
731 // ammo
732 "if 2 "
733 "	xv	100 "
734 "	anum "
735 "	xv	150 "
736 "	pic 2 "
737 "endif "
738 
739 // armor
740 "if 4 "
741 "	xv	200 "
742 "	rnum "
743 "	xv	250 "
744 "	pic 4 "
745 "endif "
746 
747 // selected item
748 "if 6 "
749 "	xv	296 "
750 "	pic 6 "
751 "endif "
752 
753 "yb	-50 "
754 
755 // picked up item
756 "if 7 "
757 "	xv	0 "
758 "	pic 7 "
759 "	xv	26 "
760 "	yb	-42 "
761 "	stat_string 8 "
762 "	yb	-50 "
763 "endif "
764 
765 // timer
766 "if 9 "
767 "	xv	246 "
768 "	num	2	10 "
769 "	xv	296 "
770 "	pic	9 "
771 "endif "
772 
773 //  help / weapon icon
774 "if 11 "
775 "	xv	148 "
776 "	pic	11 "
777 "endif "
778 
779 //  frags
780 "xr	-50 "
781 "yt 2 "
782 "num 3 14"
783 ;
784 
785 
786 /*QUAKED worldspawn (0 0 0) ?
787 
788 Only used for the world.
789 "sky"	environment map name
790 "skyaxis"	vector axis for rotating sky
791 "skyrotate"	speed of rotation in degrees/second
792 "sounds"	music cd track number
793 "gravity"	800 is default gravity
794 "message"	text to print at user logon
795 */
SP_worldspawn(edict_t * ent)796 void SP_worldspawn (edict_t *ent)
797 {
798 	ent->movetype = MOVETYPE_PUSH;
799 	ent->solid = SOLID_BSP;
800 	ent->inuse = true;			// since the world doesn't use G_Spawn()
801 	ent->s.modelindex = 1;		// world model is always index 1
802 
803 	//---------------
804 
805 	// reserve some spots for dead player bodies for coop / deathmatch
806 	InitBodyQue ();
807 
808 	// set configstrings for items
809 	SetItemNames ();
810 
811 	if (st.nextmap)
812 		strcpy (level.nextmap, st.nextmap);
813 
814 	// make some data visible to the server
815 
816 	if (ent->message && ent->message[0])
817 	{
818 		gi.configstring (CS_NAME, ent->message);
819 		strncpy (level.level_name, ent->message, sizeof(level.level_name));
820 	}
821 	else
822 		strncpy (level.level_name, level.mapname, sizeof(level.level_name));
823 
824 	if (st.sky && st.sky[0])
825 		gi.configstring (CS_SKY, st.sky);
826 	else
827 		gi.configstring (CS_SKY, "unit1_");
828 
829 	gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
830 
831 	gi.configstring (CS_SKYAXIS, va("%f %f %f",
832 		st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
833 
834 	gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
835 
836 	gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
837 
838 	// status bar program
839 	if (deathmatch->value)
840 //ZOID
841 		if (ctf->value) {
842 			gi.configstring (CS_STATUSBAR, ctf_statusbar);
843 			CTFPrecache();
844 		} else
845 //ZOID
846 			gi.configstring (CS_STATUSBAR, dm_statusbar);
847 	else
848 		gi.configstring (CS_STATUSBAR, single_statusbar);
849 
850 	//---------------
851 
852 
853 	// help icon for statusbar
854 	gi.imageindex ("i_help");
855 	level.pic_health = gi.imageindex ("i_health");
856 	gi.imageindex ("help");
857 	gi.imageindex ("field_3");
858 
859 	if (!st.gravity)
860 		gi.cvar_set("sv_gravity", "800");
861 	else
862 		gi.cvar_set("sv_gravity", st.gravity);
863 
864 	snd_fry = gi.soundindex ("player/fry.wav");	// standing in lava / slime
865 
866 	PrecacheItem (FindItem ("Blaster"));
867 
868 	gi.soundindex ("player/lava1.wav");
869 	gi.soundindex ("player/lava2.wav");
870 
871 	gi.soundindex ("misc/pc_up.wav");
872 	gi.soundindex ("misc/talk1.wav");
873 
874 	gi.soundindex ("misc/udeath.wav");
875 
876 	// gibs
877 	gi.soundindex ("items/respawn1.wav");
878 
879 	// sexed sounds
880 	gi.soundindex ("*death1.wav");
881 	gi.soundindex ("*death2.wav");
882 	gi.soundindex ("*death3.wav");
883 	gi.soundindex ("*death4.wav");
884 	gi.soundindex ("*fall1.wav");
885 	gi.soundindex ("*fall2.wav");
886 	gi.soundindex ("*gurp1.wav");		// drowning damage
887 	gi.soundindex ("*gurp2.wav");
888 	gi.soundindex ("*jump1.wav");		// player jump
889 	gi.soundindex ("*pain25_1.wav");
890 	gi.soundindex ("*pain25_2.wav");
891 	gi.soundindex ("*pain50_1.wav");
892 	gi.soundindex ("*pain50_2.wav");
893 	gi.soundindex ("*pain75_1.wav");
894 	gi.soundindex ("*pain75_2.wav");
895 	gi.soundindex ("*pain100_1.wav");
896 	gi.soundindex ("*pain100_2.wav");
897 
898 	// sexed models
899 	// THIS ORDER MUST MATCH THE DEFINES IN g_local.h
900 	// you can add more, max 15
901 	gi.modelindex ("#w_blaster.md2");
902 	gi.modelindex ("#w_shotgun.md2");
903 	gi.modelindex ("#w_sshotgun.md2");
904 	gi.modelindex ("#w_machinegun.md2");
905 	gi.modelindex ("#w_chaingun.md2");
906 	gi.modelindex ("#a_grenades.md2");
907 	gi.modelindex ("#w_glauncher.md2");
908 	gi.modelindex ("#w_rlauncher.md2");
909 	gi.modelindex ("#w_hyperblaster.md2");
910 	gi.modelindex ("#w_railgun.md2");
911 	gi.modelindex ("#w_bfg.md2");
912 	gi.modelindex ("#w_grapple.md2");
913 
914 	//-------------------
915 
916 	gi.soundindex ("player/gasp1.wav");		// gasping for air
917 	gi.soundindex ("player/gasp2.wav");		// head breaking surface, not gasping
918 
919 	gi.soundindex ("player/watr_in.wav");	// feet hitting water
920 	gi.soundindex ("player/watr_out.wav");	// feet leaving water
921 
922 	gi.soundindex ("player/watr_un.wav");	// head going underwater
923 
924 	gi.soundindex ("player/u_breath1.wav");
925 	gi.soundindex ("player/u_breath2.wav");
926 
927 	gi.soundindex ("items/pkup.wav");		// bonus item pickup
928 	gi.soundindex ("world/land.wav");		// landing thud
929 	gi.soundindex ("misc/h2ohit1.wav");		// landing splash
930 
931 	gi.soundindex ("items/damage.wav");
932 	gi.soundindex ("items/protect.wav");
933 	gi.soundindex ("items/protect4.wav");
934 	gi.soundindex ("weapons/noammo.wav");
935 
936 	gi.soundindex ("infantry/inflies1.wav");
937 
938 	sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
939 	gi.modelindex ("models/objects/gibs/arm/tris.md2");
940 	gi.modelindex ("models/objects/gibs/bone/tris.md2");
941 	gi.modelindex ("models/objects/gibs/bone2/tris.md2");
942 	gi.modelindex ("models/objects/gibs/chest/tris.md2");
943 	gi.modelindex ("models/objects/gibs/skull/tris.md2");
944 	gi.modelindex ("models/objects/gibs/head2/tris.md2");
945 
946 //
947 // Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
948 //
949 
950 	// 0 normal
951 	gi.configstring(CS_LIGHTS+0, "m");
952 
953 	// 1 FLICKER (first variety)
954 	gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
955 
956 	// 2 SLOW STRONG PULSE
957 	gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
958 
959 	// 3 CANDLE (first variety)
960 	gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
961 
962 	// 4 FAST STROBE
963 	gi.configstring(CS_LIGHTS+4, "mamamamamama");
964 
965 	// 5 GENTLE PULSE 1
966 	gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
967 
968 	// 6 FLICKER (second variety)
969 	gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
970 
971 	// 7 CANDLE (second variety)
972 	gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
973 
974 	// 8 CANDLE (third variety)
975 	gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
976 
977 	// 9 SLOW STROBE (fourth variety)
978 	gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
979 
980 	// 10 FLUORESCENT FLICKER
981 	gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
982 
983 	// 11 SLOW PULSE NOT FADE TO BLACK
984 	gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
985 
986 	// styles 32-62 are assigned by the light program for switchable lights
987 
988 	// 63 testing
989 	gi.configstring(CS_LIGHTS+63, "a");
990 }
991 
992