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 #include "scanner.h"
23
24 typedef struct
25 {
26 char *name;
27 void (*spawn)(edict_t *ent);
28 } spawn_t;
29
30
31 void SP_item_health (edict_t *self);
32 void SP_item_health_small (edict_t *self);
33 void SP_item_health_large (edict_t *self);
34 void SP_item_health_mega (edict_t *self);
35
36 void SP_info_player_start (edict_t *ent);
37 void SP_info_player_deathmatch (edict_t *ent);
38 void SP_info_player_coop (edict_t *ent);
39 void SP_info_player_intermission (edict_t *ent);
40
41 void SP_func_plat (edict_t *ent);
42 void SP_func_rotating (edict_t *ent);
43 void SP_func_button (edict_t *ent);
44 void SP_func_door (edict_t *ent);
45 void SP_func_door_secret (edict_t *ent);
46 void SP_func_door_rotating (edict_t *ent);
47 void SP_func_water (edict_t *ent);
48 void SP_func_train (edict_t *ent);
49 void SP_func_conveyor (edict_t *self);
50 void SP_func_wall (edict_t *self);
51 void SP_func_object (edict_t *self);
52 void SP_func_explosive (edict_t *self);
53 void SP_func_timer (edict_t *self);
54 void SP_func_areaportal (edict_t *ent);
55 void SP_func_clock (edict_t *ent);
56 void SP_func_killbox (edict_t *ent);
57
58 void SP_trigger_always (edict_t *ent);
59 void SP_trigger_once (edict_t *ent);
60 void SP_trigger_multiple (edict_t *ent);
61 void SP_trigger_relay (edict_t *ent);
62 void SP_trigger_push (edict_t *ent);
63 void SP_trigger_hurt (edict_t *ent);
64 void SP_trigger_key (edict_t *ent);
65 void SP_trigger_counter (edict_t *ent);
66 void SP_trigger_elevator (edict_t *ent);
67 void SP_trigger_gravity (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 *ent);
83 void SP_target_actor (edict_t *ent);
84 void SP_target_lightramp (edict_t *self);
85 void SP_target_earthquake (edict_t *ent);
86 void SP_target_character (edict_t *ent);
87 void SP_target_string (edict_t *ent);
88
89 void SP_worldspawn (edict_t *ent);
90 void SP_viewthing (edict_t *ent);
91
92 void SP_light (edict_t *self);
93 void SP_light_mine1 (edict_t *ent);
94 void SP_light_mine2 (edict_t *ent);
95 void SP_info_null (edict_t *self);
96 void SP_info_notnull (edict_t *self);
97 void SP_path_corner (edict_t *self);
98 void SP_point_combat (edict_t *self);
99
100 void SP_misc_explobox (edict_t *self);
101 void SP_misc_banner (edict_t *self);
102 void SP_misc_satellite_dish (edict_t *self);
103 void SP_misc_actor (edict_t *self);
104 void SP_misc_gib_arm (edict_t *self);
105 void SP_misc_gib_leg (edict_t *self);
106 void SP_misc_gib_head (edict_t *self);
107 void SP_misc_insane (edict_t *self);
108 void SP_misc_deadsoldier (edict_t *self);
109 void SP_misc_viper (edict_t *self);
110 void SP_misc_viper_bomb (edict_t *self);
111 void SP_misc_bigviper (edict_t *self);
112 void SP_misc_strogg_ship (edict_t *self);
113 void SP_misc_teleporter (edict_t *self);
114 void SP_misc_teleporter_dest (edict_t *self);
115 void SP_misc_blackhole (edict_t *self);
116 void SP_misc_eastertank (edict_t *self);
117 void SP_misc_easterchick (edict_t *self);
118 void SP_misc_easterchick2 (edict_t *self);
119
120 void SP_monster_berserk (edict_t *self);
121 void SP_monster_gladiator (edict_t *self);
122 void SP_monster_gunner (edict_t *self);
123 void SP_monster_infantry (edict_t *self);
124 void SP_monster_soldier_light (edict_t *self);
125 void SP_monster_soldier (edict_t *self);
126 void SP_monster_soldier_ss (edict_t *self);
127 void SP_monster_tank (edict_t *self);
128 void SP_monster_medic (edict_t *self);
129 void SP_monster_flipper (edict_t *self);
130 void SP_monster_chick (edict_t *self);
131 void SP_monster_parasite (edict_t *self);
132 void SP_monster_flyer (edict_t *self);
133 void SP_monster_brain (edict_t *self);
134 void SP_monster_floater (edict_t *self);
135 void SP_monster_hover (edict_t *self);
136 void SP_monster_mutant (edict_t *self);
137 void SP_monster_supertank (edict_t *self);
138 void SP_monster_boss2 (edict_t *self);
139 void SP_monster_jorg (edict_t *self);
140 void SP_monster_boss3_stand (edict_t *self);
141
142 void SP_monster_commander_body (edict_t *self);
143
144 void SP_turret_breach (edict_t *self);
145 void SP_turret_base (edict_t *self);
146 void SP_turret_driver (edict_t *self);
147
148
149 spawn_t spawns[] = {
150 {"item_health", SP_item_health},
151 {"item_health_small", SP_item_health_small},
152 {"item_health_large", SP_item_health_large},
153 {"item_health_mega", SP_item_health_mega},
154
155 {"info_player_start", SP_info_player_start},
156 {"info_player_deathmatch", SP_info_player_deathmatch},
157 {"info_player_coop", SP_info_player_coop},
158 {"info_player_intermission", SP_info_player_intermission},
159
160 {"func_plat", SP_func_plat},
161 {"func_button", SP_func_button},
162 {"func_door", SP_func_door},
163 {"func_door_secret", SP_func_door_secret},
164 {"func_door_rotating", SP_func_door_rotating},
165 {"func_rotating", SP_func_rotating},
166 {"func_train", SP_func_train},
167 {"func_water", SP_func_water},
168 {"func_conveyor", SP_func_conveyor},
169 {"func_areaportal", SP_func_areaportal},
170 {"func_clock", SP_func_clock},
171 {"func_wall", SP_func_wall},
172 {"func_object", SP_func_object},
173 {"func_timer", SP_func_timer},
174 {"func_explosive", SP_func_explosive},
175 {"func_killbox", SP_func_killbox},
176
177 {"trigger_always", SP_trigger_always},
178 {"trigger_once", SP_trigger_once},
179 {"trigger_multiple", SP_trigger_multiple},
180 {"trigger_relay", SP_trigger_relay},
181 {"trigger_push", SP_trigger_push},
182 {"trigger_hurt", SP_trigger_hurt},
183 {"trigger_key", SP_trigger_key},
184 {"trigger_counter", SP_trigger_counter},
185 {"trigger_elevator", SP_trigger_elevator},
186 {"trigger_gravity", SP_trigger_gravity},
187 {"trigger_monsterjump", SP_trigger_monsterjump},
188
189 {"target_temp_entity", SP_target_temp_entity},
190 {"target_speaker", SP_target_speaker},
191 {"target_explosion", SP_target_explosion},
192 {"target_changelevel", SP_target_changelevel},
193 {"target_secret", SP_target_secret},
194 {"target_goal", SP_target_goal},
195 {"target_splash", SP_target_splash},
196 {"target_spawner", SP_target_spawner},
197 {"target_blaster", SP_target_blaster},
198 {"target_crosslevel_trigger", SP_target_crosslevel_trigger},
199 {"target_crosslevel_target", SP_target_crosslevel_target},
200 {"target_laser", SP_target_laser},
201 {"target_help", SP_target_help},
202 {"target_actor", SP_target_actor},
203 {"target_lightramp", SP_target_lightramp},
204 {"target_earthquake", SP_target_earthquake},
205 {"target_character", SP_target_character},
206 {"target_string", SP_target_string},
207
208 {"worldspawn", SP_worldspawn},
209 {"viewthing", SP_viewthing},
210
211 {"light", SP_light},
212 {"light_mine1", SP_light_mine1},
213 {"light_mine2", SP_light_mine2},
214 {"info_null", SP_info_null},
215 {"func_group", SP_info_null},
216 {"info_notnull", SP_info_notnull},
217 {"path_corner", SP_path_corner},
218 {"point_combat", SP_point_combat},
219
220 {"misc_explobox", SP_misc_explobox},
221 {"misc_banner", SP_misc_banner},
222 {"misc_satellite_dish", SP_misc_satellite_dish},
223 {"misc_actor", SP_misc_actor},
224 {"misc_gib_arm", SP_misc_gib_arm},
225 {"misc_gib_leg", SP_misc_gib_leg},
226 {"misc_gib_head", SP_misc_gib_head},
227 {"misc_insane", SP_misc_insane},
228 {"misc_deadsoldier", SP_misc_deadsoldier},
229 {"misc_viper", SP_misc_viper},
230 {"misc_viper_bomb", SP_misc_viper_bomb},
231 {"misc_bigviper", SP_misc_bigviper},
232 {"misc_strogg_ship", SP_misc_strogg_ship},
233 {"misc_teleporter", SP_misc_teleporter},
234 {"misc_teleporter_dest", SP_misc_teleporter_dest},
235 {"misc_blackhole", SP_misc_blackhole},
236 {"misc_eastertank", SP_misc_eastertank},
237 {"misc_easterchick", SP_misc_easterchick},
238 {"misc_easterchick2", SP_misc_easterchick2},
239
240 {"monster_berserk", SP_monster_berserk},
241 {"monster_gladiator", SP_monster_gladiator},
242 {"monster_gunner", SP_monster_gunner},
243 {"monster_infantry", SP_monster_infantry},
244 {"monster_soldier_light", SP_monster_soldier_light},
245 {"monster_soldier", SP_monster_soldier},
246 {"monster_soldier_ss", SP_monster_soldier_ss},
247 {"monster_tank", SP_monster_tank},
248 {"monster_tank_commander", SP_monster_tank},
249 {"monster_medic", SP_monster_medic},
250 {"monster_flipper", SP_monster_flipper},
251 {"monster_chick", SP_monster_chick},
252 {"monster_parasite", SP_monster_parasite},
253 {"monster_flyer", SP_monster_flyer},
254 {"monster_brain", SP_monster_brain},
255 {"monster_floater", SP_monster_floater},
256 {"monster_hover", SP_monster_hover},
257 {"monster_mutant", SP_monster_mutant},
258 {"monster_supertank", SP_monster_supertank},
259 {"monster_boss2", SP_monster_boss2},
260 {"monster_boss3_stand", SP_monster_boss3_stand},
261 {"monster_jorg", SP_monster_jorg},
262
263 {"monster_commander_body", SP_monster_commander_body},
264
265 {"turret_breach", SP_turret_breach},
266 {"turret_base", SP_turret_base},
267 {"turret_driver", SP_turret_driver},
268
269 {NULL, NULL}
270 };
271
272 /*
273 ===============
274 ED_CallSpawn
275
276 Finds the spawn function for the entity and calls it
277 ===============
278 */
ED_CallSpawn(edict_t * ent)279 void ED_CallSpawn (edict_t *ent)
280 {
281 spawn_t *s;
282 gitem_t *item;
283 int i;
284
285 if (!ent->classname)
286 {
287 gi.dprintf ("ED_CallSpawn: NULL classname\n");
288 return;
289 }
290
291 // check item spawn functions
292 for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
293 {
294 if (!item->classname)
295 continue;
296 if (!strcmp(item->classname, ent->classname))
297 { // found it
298 SpawnItem (ent, item);
299 return;
300 }
301 }
302
303 // check normal spawn functions
304 for (s=spawns ; s->name ; s++)
305 {
306 if (!strcmp(s->name, ent->classname))
307 { // found it
308 s->spawn (ent);
309 return;
310 }
311 }
312 gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
313 }
314
315 /*
316 =============
317 ED_NewString
318 =============
319 */
ED_NewString(char * string)320 char *ED_NewString (char *string)
321 {
322 char *newb, *new_p;
323 int i,l;
324
325 l = strlen(string) + 1;
326
327 newb = gi.TagMalloc (l, TAG_LEVEL);
328
329 new_p = newb;
330
331 for (i=0 ; i< l ; i++)
332 {
333 if (string[i] == '\\' && i < l-1)
334 {
335 i++;
336 if (string[i] == 'n')
337 *new_p++ = '\n';
338 else
339 *new_p++ = '\\';
340 }
341 else
342 *new_p++ = string[i];
343 }
344
345 return newb;
346 }
347
348
349
350
351 /*
352 ===============
353 ED_ParseField
354
355 Takes a key/value pair and sets the binary values
356 in an edict
357 ===============
358 */
ED_ParseField(char * key,char * value,edict_t * ent)359 void ED_ParseField (char *key, char *value, edict_t *ent)
360 {
361 field_t *f;
362 byte *b;
363 float v;
364 vec3_t vec;
365
366 for (f=fields ; f->name ; f++)
367 {
368 if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key))
369 { // found it
370 if (f->flags & FFL_SPAWNTEMP)
371 b = (byte *)&st;
372 else
373 b = (byte *)ent;
374
375 switch (f->type)
376 {
377 case F_LSTRING:
378 *(char **)(b+f->ofs) = ED_NewString (value);
379 break;
380 case F_VECTOR:
381 sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
382 ((float *)(b+f->ofs))[0] = vec[0];
383 ((float *)(b+f->ofs))[1] = vec[1];
384 ((float *)(b+f->ofs))[2] = vec[2];
385 break;
386 case F_INT:
387 *(int *)(b+f->ofs) = atoi(value);
388 break;
389 case F_FLOAT:
390 *(float *)(b+f->ofs) = atof(value);
391 break;
392 case F_ANGLEHACK:
393 v = atof(value);
394 ((float *)(b+f->ofs))[0] = 0;
395 ((float *)(b+f->ofs))[1] = v;
396 ((float *)(b+f->ofs))[2] = 0;
397 break;
398 case F_IGNORE:
399 break;
400 default:
401 break;
402 }
403 return;
404 }
405 }
406 gi.dprintf ("%s is not a field\n", key);
407 }
408
409 /*
410 ====================
411 ED_ParseEdict
412
413 Parses an edict out of the given string, returning the new position
414 ed should be a properly initialized empty edict.
415 ====================
416 */
ED_ParseEdict(char * data,edict_t * ent)417 char *ED_ParseEdict (char *data, edict_t *ent)
418 {
419 qboolean init;
420 char keyname[256];
421 char *com_token;
422
423 init = false;
424 memset (&st, 0, sizeof(st));
425
426 // go through all the dictionary pairs
427 while (1)
428 {
429 // parse key
430 com_token = COM_Parse (&data);
431 if (com_token[0] == '}')
432 break;
433 if (!data)
434 gi.error ("ED_ParseEntity: EOF without closing brace");
435
436 strncpy (keyname, com_token, sizeof(keyname)-1);
437
438 // parse value
439 com_token = COM_Parse (&data);
440 if (!data)
441 gi.error ("ED_ParseEntity: EOF without closing brace");
442
443 if (com_token[0] == '}')
444 gi.error ("ED_ParseEntity: closing brace without data");
445
446 init = true;
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, com_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.num_edicts ; 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.num_edicts ; 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 SpawnEntities
518
519 Creates a server's entity / program execution context by
520 parsing textual entity definitions out of an ent file.
521 ==============
522 */
SpawnEntities(char * mapname,char * entities,char * spawnpoint)523 void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
524 {
525 edict_t *ent;
526 int inhibit;
527 char *com_token;
528 int i;
529 float skill_level;
530
531 skill_level = floor (skill->value);
532 if (skill_level < 0)
533 skill_level = 0;
534 if (skill_level > 3)
535 skill_level = 3;
536 if (skill->value != skill_level)
537 gi.cvar_forceset("skill", va("%f", skill_level));
538
539 SaveClientData ();
540
541 gi.FreeTags (TAG_LEVEL);
542
543 memset (&level, 0, sizeof(level));
544 memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
545
546 strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
547 strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
548
549 // set client fields on player ents
550 for (i=0 ; i<game.maxclients ; i++)
551 g_edicts[i+1].client = game.clients + i;
552
553 ent = NULL;
554 inhibit = 0;
555
556 // parse ents
557 while (1)
558 {
559 // parse the opening brace
560 com_token = COM_Parse (&entities);
561 if (!entities)
562 break;
563 if (com_token[0] != '{')
564 gi.error ("ED_LoadFromFile: found %s when expecting {",com_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 {
579 if (deathmatch->value)
580 {
581 if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
582 {
583 G_FreeEdict (ent);
584 inhibit++;
585 continue;
586 }
587 }
588 else
589 {
590 if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
591 ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
592 ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
593 (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
594 )
595 {
596 G_FreeEdict (ent);
597 inhibit++;
598 continue;
599 }
600 }
601
602 ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
603 }
604
605 ED_CallSpawn (ent);
606 }
607
608 gi.dprintf ("%i entities inhibited\n", inhibit);
609
610 #ifdef DEBUG
611 i = 1;
612 ent = EDICT_NUM(i);
613 while (i < globals.num_edicts) {
614 if (ent->inuse != 0 || ent->inuse != 1)
615 Com_DPrintf("Invalid entity %d\n", i);
616 i++, ent++;
617 }
618 #endif
619
620 G_FindTeams ();
621
622 PlayerTrail_Init ();
623 }
624
625
626 //===================================================================
627
628 #if 0
629 // cursor positioning
630 xl <value>
631 xr <value>
632 yb <value>
633 yt <value>
634 xv <value>
635 yv <value>
636
637 // drawing
638 statpic <name>
639 pic <stat>
640 num <fieldwidth> <stat>
641 string <stat>
642
643 // control
644 if <stat>
645 ifeq <stat> <value>
646 ifbit <stat> <value>
647 endif
648
649 #endif
650
651 char *single_statusbar =
652 "yb -24 "
653
654 // health
655 "xv 0 "
656 "hnum "
657 "xv 50 "
658 "pic 0 "
659
660 // ammo
661 "if 2 "
662 " xv 100 "
663 " anum "
664 " xv 150 "
665 " pic 2 "
666 "endif "
667
668 // armor
669 "if 4 "
670 " xv 200 "
671 " rnum "
672 " xv 250 "
673 " pic 4 "
674 "endif "
675
676 // selected item
677 "if 6 "
678 " xv 296 "
679 " pic 6 "
680 "endif "
681
682 "yb -50 "
683
684 // picked up item
685 "if 7 "
686 " xv 0 "
687 " pic 7 "
688 " xv 26 "
689 " yb -42 "
690 " stat_string 8 "
691 " yb -50 "
692 "endif "
693
694 // timer
695 "if 9 "
696 " xv 262 "
697 " num 2 10 "
698 " xv 296 "
699 " pic 9 "
700 "endif "
701
702 // help / weapon icon
703 "if 11 "
704 " xv 148 "
705 " pic 11 "
706 "endif "
707 ;
708
709 char *dm_statusbar =
710 "yb -24 "
711
712 // health
713 "xv 0 "
714 "hnum "
715 "xv 50 "
716 "pic 0 "
717
718 // ammo
719 "if 2 "
720 " xv 100 "
721 " anum "
722 " xv 150 "
723 " pic 2 "
724 "endif "
725
726 // armor
727 "if 4 "
728 " xv 200 "
729 " rnum "
730 " xv 250 "
731 " pic 4 "
732 "endif "
733
734 // selected item
735 "if 6 "
736 " xv 296 "
737 " pic 6 "
738 "endif "
739
740 "yb -50 "
741
742 // picked up item
743 "if 7 "
744 " xv 0 "
745 " pic 7 "
746 " xv 26 "
747 " yb -42 "
748 " stat_string 8 "
749 " yb -50 "
750 "endif "
751
752 // timer
753 "if 9 "
754 " xv 246 "
755 " num 2 10 "
756 " xv 296 "
757 " pic 9 "
758 "endif "
759
760 // help / weapon icon
761 "if 11 "
762 " xv 148 "
763 " pic 11 "
764 "endif "
765
766 // frags
767 "xr -50 "
768 "yt 2 "
769 "num 3 14 "
770
771 // spectator
772 "if 17 "
773 "xv 0 "
774 "yb -58 "
775 "string2 \"SPECTATOR MODE\" "
776 "endif "
777
778 // chase camera
779 "if 16 "
780 "xv 0 "
781 "yb -68 "
782 "string \"Chasing\" "
783 "xv 64 "
784 "stat_string 16 "
785 "endif "
786
787 // C14 Start of New Code
788 "yv 128 "
789 "if 20 xv 28 pic 20 endif "
790 "if 21 xv 52 pic 21 endif "
791 "if 22 xv 76 pic 22 endif "
792 "if 23 xv 100 pic 23 endif "
793 "if 24 xv 124 pic 24 endif "
794 "if 25 xv 148 yv 112 stat_string 31 yv 124 picn fselect yv 128 pic 25 endif "
795 "if 26 xv 172 pic 26 endif "
796 "if 27 xv 196 pic 27 endif "
797 "if 28 xv 220 pic 28 endif "
798 "if 29 xv 244 pic 29 endif "
799 "if 30 xv 268 pic 30 endif "
800 // C14 End of New Code
801 ;
802
803
804 /*QUAKED worldspawn (0 0 0) ?
805
806 Only used for the world.
807 "sky" environment map name
808 "skyaxis" vector axis for rotating sky
809 "skyrotate" speed of rotation in degrees/second
810 "sounds" music cd track number
811 "gravity" 800 is default gravity
812 "message" text to print at user logon
813 */
SP_worldspawn(edict_t * ent)814 void SP_worldspawn (edict_t *ent)
815 {
816 ent->movetype = MOVETYPE_PUSH;
817 ent->solid = SOLID_BSP;
818 ent->inuse = true; // since the world doesn't use G_Spawn()
819 ent->s.modelindex = 1; // world model is always index 1
820
821 //---------------
822
823 // reserve some spots for dead player bodies for coop / deathmatch
824 InitBodyQue ();
825
826 // set configstrings for items
827 SetItemNames ();
828
829 if (st.nextmap)
830 strcpy (level.nextmap, st.nextmap);
831
832 // make some data visible to the server
833
834 if (ent->message && ent->message[0])
835 {
836 gi.configstring (CS_NAME, ent->message);
837 strncpy (level.level_name, ent->message, sizeof(level.level_name));
838 }
839 else
840 strncpy (level.level_name, level.mapname, sizeof(level.level_name));
841
842 if (st.sky && st.sky[0])
843 gi.configstring (CS_SKY, st.sky);
844 else
845 gi.configstring (CS_SKY, "unit1_");
846
847 gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
848
849 gi.configstring (CS_SKYAXIS, va("%f %f %f",
850 st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
851
852 gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
853
854 gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
855
856 // status bar program
857 if (deathmatch->value)
858 gi.configstring (CS_STATUSBAR, dm_statusbar);
859 else
860 gi.configstring (CS_STATUSBAR, single_statusbar);
861
862 //---------------
863
864
865 // help icon for statusbar
866 gi.imageindex ("i_help");
867 level.pic_health = gi.imageindex ("i_health");
868 gi.imageindex ("help");
869 gi.imageindex ("field_3");
870
871 if (!st.gravity)
872 gi.cvar_set("sv_gravity", "800");
873 else
874 gi.cvar_set("sv_gravity", st.gravity);
875
876 snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
877
878 PrecacheItem (FindItem ("Blaster"));
879
880 gi.soundindex ("player/lava1.wav");
881 gi.soundindex ("player/lava2.wav");
882
883 gi.soundindex ("misc/pc_up.wav");
884 gi.soundindex ("misc/talk1.wav");
885
886 gi.soundindex ("misc/udeath.wav");
887
888 // gibs
889 gi.soundindex ("items/respawn1.wav");
890
891 // sexed sounds
892 gi.soundindex ("*death1.wav");
893 gi.soundindex ("*death2.wav");
894 gi.soundindex ("*death3.wav");
895 gi.soundindex ("*death4.wav");
896 gi.soundindex ("*fall1.wav");
897 gi.soundindex ("*fall2.wav");
898 gi.soundindex ("*gurp1.wav"); // drowning damage
899 gi.soundindex ("*gurp2.wav");
900 gi.soundindex ("*jump1.wav"); // player jump
901 gi.soundindex ("*pain25_1.wav");
902 gi.soundindex ("*pain25_2.wav");
903 gi.soundindex ("*pain50_1.wav");
904 gi.soundindex ("*pain50_2.wav");
905 gi.soundindex ("*pain75_1.wav");
906 gi.soundindex ("*pain75_2.wav");
907 gi.soundindex ("*pain100_1.wav");
908 gi.soundindex ("*pain100_2.wav");
909
910 // sexed models
911 // THIS ORDER MUST MATCH THE DEFINES IN g_local.h
912 // you can add more, max 15
913 gi.modelindex ("#w_blaster.md2");
914 gi.modelindex ("#w_shotgun.md2");
915 gi.modelindex ("#w_sshotgun.md2");
916 gi.modelindex ("#w_machinegun.md2");
917 gi.modelindex ("#w_chaingun.md2");
918 gi.modelindex ("#a_grenades.md2");
919 gi.modelindex ("#w_glauncher.md2");
920 gi.modelindex ("#w_rlauncher.md2");
921 gi.modelindex ("#w_hyperblaster.md2");
922 gi.modelindex ("#w_railgun.md2");
923 gi.modelindex ("#w_bfg.md2");
924
925 //-------------------
926
927 gi.soundindex ("player/gasp1.wav"); // gasping for air
928 gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
929
930 gi.soundindex ("player/watr_in.wav"); // feet hitting water
931 gi.soundindex ("player/watr_out.wav"); // feet leaving water
932
933 gi.soundindex ("player/watr_un.wav"); // head going underwater
934
935 gi.soundindex ("player/u_breath1.wav");
936 gi.soundindex ("player/u_breath2.wav");
937
938 gi.soundindex ("items/pkup.wav"); // bonus item pickup
939 gi.soundindex ("world/land.wav"); // landing thud
940 gi.soundindex ("misc/h2ohit1.wav"); // landing splash
941
942 gi.soundindex ("items/damage.wav");
943 gi.soundindex ("items/protect.wav");
944 gi.soundindex ("items/protect4.wav");
945 gi.soundindex ("weapons/noammo.wav");
946
947 gi.soundindex ("infantry/inflies1.wav");
948
949 sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
950 gi.modelindex ("models/objects/gibs/arm/tris.md2");
951 gi.modelindex ("models/objects/gibs/bone/tris.md2");
952 gi.modelindex ("models/objects/gibs/bone2/tris.md2");
953 gi.modelindex ("models/objects/gibs/chest/tris.md2");
954 gi.modelindex ("models/objects/gibs/skull/tris.md2");
955 gi.modelindex ("models/objects/gibs/head2/tris.md2");
956
957 //
958 // Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
959 //
960
961 // 0 normal
962 gi.configstring(CS_LIGHTS+0, "a");
963
964 // 1 FLICKER (first variety)
965 gi.configstring(CS_LIGHTS+1, "a");
966
967 // 2 SLOW STRONG PULSE
968 gi.configstring(CS_LIGHTS+2, "a");
969
970 // 3 CANDLE (first variety)
971 gi.configstring(CS_LIGHTS+3, "a");
972
973 // 4 FAST STROBE
974 gi.configstring(CS_LIGHTS+4, "a");
975
976 // 5 GENTLE PULSE 1
977 gi.configstring(CS_LIGHTS+5,"a");
978
979 // 6 FLICKER (second variety)
980 gi.configstring(CS_LIGHTS+6, "a");
981
982 // 7 CANDLE (second variety)
983 gi.configstring(CS_LIGHTS+7, "a");
984
985 // 8 CANDLE (third variety)
986 gi.configstring(CS_LIGHTS+8, "a");
987
988 // 9 SLOW STROBE (fourth variety)
989 gi.configstring(CS_LIGHTS+9, "a");
990
991 // 10 FLUORESCENT FLICKER
992 gi.configstring(CS_LIGHTS+10, "a");
993
994 // 11 SLOW PULSE NOT FADE TO BLACK
995 gi.configstring(CS_LIGHTS+11, "a");
996
997 //JR 3/26/98
998 //12 Wierd flashing
999 gi.configstring(CS_LIGHTS+12, "a");
1000
1001 // styles 32-62 are assigned by the light program for switchable lights
1002
1003 // 63 testing
1004 gi.configstring(CS_LIGHTS+63, "a");
1005 gi.imageindex (PIC_SCANNER);
1006 gi.imageindex (PIC_DOT);
1007 gi.imageindex (PIC_INVDOT);
1008 gi.imageindex (PIC_QUADDOT);
1009 gi.imageindex (PIC_UP);
1010 gi.imageindex (PIC_DOWN);
1011
1012 }
1013
1014