1
2 #include "g_local.h"
3
4 typedef struct
5 {
6 char *name;
7 void (*spawn)(edict_t *ent);
8 } spawn_t;
9
10
11 void SP_item_health (edict_t *self);
12 void SP_item_health_small (edict_t *self);
13 void SP_item_health_large (edict_t *self);
14 void SP_item_health_mega (edict_t *self);
15
16 void SP_info_player_start (edict_t *ent);
17 void SP_info_player_deathmatch (edict_t *ent);
18 void SP_info_player_coop (edict_t *ent);
19 void SP_info_player_intermission (edict_t *ent);
20
21 void SP_func_plat (edict_t *ent);
22 void SP_func_rotating (edict_t *ent);
23 void SP_func_button (edict_t *ent);
24 void SP_func_door (edict_t *ent);
25 void SP_func_door_secret (edict_t *ent);
26 void SP_func_door_rotating (edict_t *ent);
27 void SP_func_water (edict_t *ent);
28 void SP_func_train (edict_t *ent);
29 void SP_func_conveyor (edict_t *self);
30 void SP_func_wall (edict_t *self);
31 void SP_func_object (edict_t *self);
32 void SP_func_explosive (edict_t *self);
33 void SP_func_timer (edict_t *self);
34 void SP_func_areaportal (edict_t *ent);
35 void SP_func_clock (edict_t *ent);
36 void SP_func_killbox (edict_t *ent);
37
38 void SP_trigger_always (edict_t *ent);
39 void SP_trigger_once (edict_t *ent);
40 void SP_trigger_multiple (edict_t *ent);
41 void SP_trigger_relay (edict_t *ent);
42 void SP_trigger_push (edict_t *ent);
43 void SP_trigger_hurt (edict_t *ent);
44 void SP_trigger_key (edict_t *ent);
45 void SP_trigger_counter (edict_t *ent);
46 void SP_trigger_elevator (edict_t *ent);
47 void SP_trigger_gravity (edict_t *ent);
48 void SP_trigger_monsterjump (edict_t *ent);
49
50 void SP_target_temp_entity (edict_t *ent);
51 void SP_target_speaker (edict_t *ent);
52 void SP_target_explosion (edict_t *ent);
53 void SP_target_changelevel (edict_t *ent);
54 void SP_target_secret (edict_t *ent);
55 void SP_target_goal (edict_t *ent);
56 void SP_target_splash (edict_t *ent);
57 void SP_target_spawner (edict_t *ent);
58 void SP_target_blaster (edict_t *ent);
59 void SP_target_crosslevel_trigger (edict_t *ent);
60 void SP_target_crosslevel_target (edict_t *ent);
61 void SP_target_laser (edict_t *self);
62 void SP_target_help (edict_t *ent);
63 void SP_target_actor (edict_t *ent);
64 void SP_target_lightramp (edict_t *self);
65 void SP_target_earthquake (edict_t *ent);
66 void SP_target_character (edict_t *ent);
67 void SP_target_string (edict_t *ent);
68
69 void SP_worldspawn (edict_t *ent);
70 void SP_viewthing (edict_t *ent);
71
72 void SP_light (edict_t *self);
73 void SP_light_mine1 (edict_t *ent);
74 void SP_light_mine2 (edict_t *ent);
75 void SP_info_null (edict_t *self);
76 void SP_info_notnull (edict_t *self);
77 void SP_path_corner (edict_t *self);
78 void SP_point_combat (edict_t *self);
79
80 void SP_misc_explobox (edict_t *self);
81 void SP_misc_banner (edict_t *self);
82 void SP_misc_satellite_dish (edict_t *self);
83 void SP_misc_actor (edict_t *self);
84 void SP_misc_gib_arm (edict_t *self);
85 void SP_misc_gib_leg (edict_t *self);
86 void SP_misc_gib_head (edict_t *self);
87 void SP_misc_insane (edict_t *self);
88 void SP_misc_deadsoldier (edict_t *self);
89 void SP_misc_viper (edict_t *self);
90 void SP_misc_viper_bomb (edict_t *self);
91 void SP_misc_bigviper (edict_t *self);
92 void SP_misc_strogg_ship (edict_t *self);
93 void SP_misc_teleporter (edict_t *self);
94 void SP_misc_teleporter_dest (edict_t *self);
95 void SP_misc_blackhole (edict_t *self);
96 void SP_misc_eastertank (edict_t *self);
97 void SP_misc_easterchick (edict_t *self);
98 void SP_misc_easterchick2 (edict_t *self);
99
100 void SP_monster_berserk (edict_t *self);
101 void SP_monster_gladiator (edict_t *self);
102 void SP_monster_gunner (edict_t *self);
103 void SP_monster_infantry (edict_t *self);
104 void SP_monster_soldier_light (edict_t *self);
105 void SP_monster_soldier (edict_t *self);
106 void SP_monster_soldier_ss (edict_t *self);
107 void SP_monster_tank (edict_t *self);
108 void SP_monster_medic (edict_t *self);
109 void SP_monster_flipper (edict_t *self);
110 void SP_monster_chick (edict_t *self);
111 void SP_monster_parasite (edict_t *self);
112 void SP_monster_flyer (edict_t *self);
113 void SP_monster_brain (edict_t *self);
114 void SP_monster_floater (edict_t *self);
115 void SP_monster_hover (edict_t *self);
116 void SP_monster_mutant (edict_t *self);
117 void SP_monster_supertank (edict_t *self);
118 void SP_monster_boss2 (edict_t *self);
119 void SP_monster_jorg (edict_t *self);
120 void SP_monster_boss3_stand (edict_t *self);
121
122 void SP_monster_commander_body (edict_t *self);
123
124 void SP_turret_breach (edict_t *self);
125 void SP_turret_base (edict_t *self);
126 void SP_turret_driver (edict_t *self);
127
128 //===========
129 //ROGUE
130 void SP_func_plat2 (edict_t *ent);
131 void SP_func_door_secret2(edict_t *ent);
132 void SP_func_force_wall(edict_t *ent);
133 void SP_info_player_coop_lava (edict_t *self);
134 void SP_info_teleport_destination (edict_t *self);
135 void SP_trigger_teleport (edict_t *self);
136 void SP_trigger_disguise (edict_t *self);
137 void SP_monster_stalker (edict_t *self);
138 void SP_monster_turret (edict_t *self);
139 void SP_target_steam (edict_t *self);
140 void SP_target_anger (edict_t *self);
141 void SP_target_killplayers (edict_t *self);
142 // PMM - still experimental!
143 void SP_target_blacklight (edict_t *self);
144 void SP_target_orb (edict_t *self);
145 // pmm
146 //void SP_target_spawn (edict_t *self);
147 void SP_hint_path (edict_t *self);
148 void SP_monster_carrier (edict_t *self);
149 void SP_monster_widow (edict_t *self);
150 void SP_monster_widow2 (edict_t *self);
151 void SP_dm_tag_token (edict_t *self);
152 void SP_dm_dball_goal (edict_t *self);
153 void SP_dm_dball_ball (edict_t *self);
154 void SP_dm_dball_team1_start (edict_t *self);
155 void SP_dm_dball_team2_start (edict_t *self);
156 void SP_dm_dball_ball_start (edict_t *self);
157 void SP_dm_dball_speed_change (edict_t *self);
158 void SP_monster_kamikaze (edict_t *self);
159 //void SP_monster_chick2 (edict_t *self);
160 void SP_turret_invisible_brain (edict_t *self);
161 void SP_xatrix_item (edict_t *self);
162 void SP_misc_nuke_core (edict_t *self);
163 //ROGUE
164 //===========
165
166 spawn_t spawns[] = {
167 {"item_health", SP_item_health},
168 {"item_health_small", SP_item_health_small},
169 {"item_health_large", SP_item_health_large},
170 {"item_health_mega", SP_item_health_mega},
171
172 {"info_player_start", SP_info_player_start},
173 {"info_player_deathmatch", SP_info_player_deathmatch},
174 {"info_player_coop", SP_info_player_coop},
175 {"info_player_intermission", SP_info_player_intermission},
176
177 {"func_plat", SP_func_plat},
178 {"func_button", SP_func_button},
179 {"func_door", SP_func_door},
180 {"func_door_secret", SP_func_door_secret},
181 {"func_door_rotating", SP_func_door_rotating},
182 {"func_rotating", SP_func_rotating},
183 {"func_train", SP_func_train},
184 {"func_water", SP_func_water},
185 {"func_conveyor", SP_func_conveyor},
186 {"func_areaportal", SP_func_areaportal},
187 {"func_clock", SP_func_clock},
188 {"func_wall", SP_func_wall},
189 {"func_object", SP_func_object},
190 {"func_timer", SP_func_timer},
191 {"func_explosive", SP_func_explosive},
192 {"func_killbox", SP_func_killbox},
193
194 {"trigger_always", SP_trigger_always},
195 {"trigger_once", SP_trigger_once},
196 {"trigger_multiple", SP_trigger_multiple},
197 {"trigger_relay", SP_trigger_relay},
198 {"trigger_push", SP_trigger_push},
199 {"trigger_hurt", SP_trigger_hurt},
200 {"trigger_key", SP_trigger_key},
201 {"trigger_counter", SP_trigger_counter},
202 {"trigger_elevator", SP_trigger_elevator},
203 {"trigger_gravity", SP_trigger_gravity},
204 {"trigger_monsterjump", SP_trigger_monsterjump},
205
206 {"target_temp_entity", SP_target_temp_entity},
207 {"target_speaker", SP_target_speaker},
208 {"target_explosion", SP_target_explosion},
209 {"target_changelevel", SP_target_changelevel},
210 {"target_secret", SP_target_secret},
211 {"target_goal", SP_target_goal},
212 {"target_splash", SP_target_splash},
213 {"target_spawner", SP_target_spawner},
214 {"target_blaster", SP_target_blaster},
215 {"target_crosslevel_trigger", SP_target_crosslevel_trigger},
216 {"target_crosslevel_target", SP_target_crosslevel_target},
217 {"target_laser", SP_target_laser},
218 {"target_help", SP_target_help},
219 {"target_actor", SP_target_actor},
220 {"target_lightramp", SP_target_lightramp},
221 {"target_earthquake", SP_target_earthquake},
222 {"target_character", SP_target_character},
223 {"target_string", SP_target_string},
224
225 {"worldspawn", SP_worldspawn},
226 {"viewthing", SP_viewthing},
227
228 {"light", SP_light},
229 {"light_mine1", SP_light_mine1},
230 {"light_mine2", SP_light_mine2},
231 {"info_null", SP_info_null},
232 {"func_group", SP_info_null},
233 {"info_notnull", SP_info_notnull},
234 {"path_corner", SP_path_corner},
235 {"point_combat", SP_point_combat},
236
237 {"misc_explobox", SP_misc_explobox},
238 {"misc_banner", SP_misc_banner},
239 {"misc_satellite_dish", SP_misc_satellite_dish},
240 {"misc_actor", SP_misc_actor},
241 {"misc_gib_arm", SP_misc_gib_arm},
242 {"misc_gib_leg", SP_misc_gib_leg},
243 {"misc_gib_head", SP_misc_gib_head},
244 {"misc_insane", SP_misc_insane},
245 {"misc_deadsoldier", SP_misc_deadsoldier},
246 {"misc_viper", SP_misc_viper},
247 {"misc_viper_bomb", SP_misc_viper_bomb},
248 {"misc_bigviper", SP_misc_bigviper},
249 {"misc_strogg_ship", SP_misc_strogg_ship},
250 {"misc_teleporter", SP_misc_teleporter},
251 {"misc_teleporter_dest", SP_misc_teleporter_dest},
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 {"monster_berserk", SP_monster_berserk},
258 {"monster_gladiator", SP_monster_gladiator},
259 {"monster_gunner", SP_monster_gunner},
260 {"monster_infantry", SP_monster_infantry},
261 {"monster_soldier_light", SP_monster_soldier_light},
262 {"monster_soldier", SP_monster_soldier},
263 {"monster_soldier_ss", SP_monster_soldier_ss},
264 {"monster_tank", SP_monster_tank},
265 {"monster_tank_commander", SP_monster_tank},
266 {"monster_medic", SP_monster_medic},
267 {"monster_flipper", SP_monster_flipper},
268 {"monster_chick", SP_monster_chick},
269 {"monster_parasite", SP_monster_parasite},
270 {"monster_flyer", SP_monster_flyer},
271 {"monster_brain", SP_monster_brain},
272 {"monster_floater", SP_monster_floater},
273 {"monster_hover", SP_monster_hover},
274 {"monster_mutant", SP_monster_mutant},
275 {"monster_supertank", SP_monster_supertank},
276 {"monster_boss2", SP_monster_boss2},
277 {"monster_boss3_stand", SP_monster_boss3_stand},
278 {"monster_jorg", SP_monster_jorg},
279
280 {"monster_commander_body", SP_monster_commander_body},
281
282 {"turret_breach", SP_turret_breach},
283 {"turret_base", SP_turret_base},
284 {"turret_driver", SP_turret_driver},
285
286 //==============
287 //ROGUE
288 {"func_plat2", SP_func_plat2},
289 {"func_door_secret2", SP_func_door_secret2},
290 {"func_force_wall", SP_func_force_wall},
291 {"trigger_teleport", SP_trigger_teleport},
292 {"trigger_disguise", SP_trigger_disguise},
293 {"info_teleport_destination", SP_info_teleport_destination},
294 {"info_player_coop_lava", SP_info_player_coop_lava},
295 {"monster_stalker", SP_monster_stalker},
296 {"monster_turret", SP_monster_turret},
297 {"target_steam", SP_target_steam},
298 {"target_anger", SP_target_anger},
299 // {"target_spawn", SP_target_spawn},
300 {"target_killplayers", SP_target_killplayers},
301 // PMM - experiment
302 {"target_blacklight", SP_target_blacklight},
303 {"target_orb", SP_target_orb},
304 // pmm
305 {"monster_daedalus", SP_monster_hover},
306 {"hint_path", SP_hint_path},
307 {"monster_carrier", SP_monster_carrier},
308 {"monster_widow", SP_monster_widow},
309 {"monster_widow2", SP_monster_widow2},
310 {"monster_medic_commander", SP_monster_medic},
311 {"dm_tag_token", SP_dm_tag_token},
312 {"dm_dball_goal", SP_dm_dball_goal},
313 {"dm_dball_ball", SP_dm_dball_ball},
314 {"dm_dball_team1_start", SP_dm_dball_team1_start},
315 {"dm_dball_team2_start", SP_dm_dball_team2_start},
316 {"dm_dball_ball_start", SP_dm_dball_ball_start},
317 {"dm_dball_speed_change", SP_dm_dball_speed_change},
318 {"monster_kamikaze", SP_monster_kamikaze},
319 // {"monster_chick2", SP_monster_chick2},
320 {"turret_invisible_brain", SP_turret_invisible_brain},
321 {"misc_nuke_core", SP_misc_nuke_core},
322
323 {"ammo_magslug", SP_xatrix_item},
324 {"ammo_trap", SP_xatrix_item},
325 {"item_quadfire", SP_xatrix_item},
326 {"weapon_boomer", SP_xatrix_item},
327 {"weapon_phalanx", SP_xatrix_item},
328 //ROGUE
329 //==============
330
331 {NULL, NULL}
332 };
333
334 /*
335 ===============
336 ED_CallSpawn
337
338 Finds the spawn function for the entity and calls it
339 ===============
340 */
ED_CallSpawn(edict_t * ent)341 void ED_CallSpawn (edict_t *ent)
342 {
343 spawn_t *s;
344 gitem_t *item;
345 int i;
346
347 if (!ent->classname)
348 {
349 gi.dprintf ("ED_CallSpawn: NULL classname\n");
350 return;
351 }
352
353 //PGM - do this before calling the spawn function so it can be overridden.
354 #ifdef ROGUE_GRAVITY
355 ent->gravityVector[0] = 0.0;
356 ent->gravityVector[1] = 0.0;
357 ent->gravityVector[2] = -1.0;
358 #endif
359 //PGM
360
361 // FIXME - PMM classnames hack
362 if (!strcmp(ent->classname, "weapon_nailgun"))
363 ent->classname = (FindItem("ETF Rifle"))->classname;
364 if (!strcmp(ent->classname, "ammo_nails"))
365 ent->classname = (FindItem("Flechettes"))->classname;
366 if (!strcmp(ent->classname, "weapon_heatbeam"))
367 ent->classname = (FindItem("Plasma Beam"))->classname;
368 // pmm
369
370 // check item spawn functions
371 for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
372 {
373 if (!item->classname)
374 continue;
375 if (!strcmp(item->classname, ent->classname))
376 { // found it
377 SpawnItem (ent, item);
378 return;
379 }
380 }
381
382 // check normal spawn functions
383 for (s=spawns ; s->name ; s++)
384 {
385 if (!strcmp(s->name, ent->classname))
386 { // found it
387 s->spawn (ent);
388 return;
389 }
390 }
391 gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
392 }
393
394 /*
395 =============
396 ED_NewString
397 =============
398 */
ED_NewString(char * string)399 char *ED_NewString (char *string)
400 {
401 char *newb, *new_p;
402 int i,l;
403
404 l = strlen(string) + 1;
405
406 newb = gi.TagMalloc (l, TAG_LEVEL);
407
408 new_p = newb;
409
410 for (i=0 ; i< l ; i++)
411 {
412 if (string[i] == '\\' && i < l-1)
413 {
414 i++;
415 if (string[i] == 'n')
416 *new_p++ = '\n';
417 else
418 *new_p++ = '\\';
419 }
420 else
421 *new_p++ = string[i];
422 }
423
424 return newb;
425 }
426
427
428
429
430 /*
431 ===============
432 ED_ParseField
433
434 Takes a key/value pair and sets the binary values
435 in an edict
436 ===============
437 */
ED_ParseField(char * key,char * value,edict_t * ent)438 void ED_ParseField (char *key, char *value, edict_t *ent)
439 {
440 field_t *f;
441 byte *b;
442 float v;
443 vec3_t vec;
444
445 for (f=fields ; f->name ; f++)
446 {
447 if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key))
448 { // found it
449 if (f->flags & FFL_SPAWNTEMP)
450 b = (byte *)&st;
451 else
452 b = (byte *)ent;
453
454 switch (f->type)
455 {
456 case F_LSTRING:
457 *(char **)(b+f->ofs) = ED_NewString (value);
458 break;
459 case F_VECTOR:
460 sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
461 ((float *)(b+f->ofs))[0] = vec[0];
462 ((float *)(b+f->ofs))[1] = vec[1];
463 ((float *)(b+f->ofs))[2] = vec[2];
464 break;
465 case F_INT:
466 *(int *)(b+f->ofs) = atoi(value);
467 break;
468 case F_FLOAT:
469 *(float *)(b+f->ofs) = atof(value);
470 break;
471 case F_ANGLEHACK:
472 v = atof(value);
473 ((float *)(b+f->ofs))[0] = 0;
474 ((float *)(b+f->ofs))[1] = v;
475 ((float *)(b+f->ofs))[2] = 0;
476 break;
477 case F_IGNORE:
478 break;
479 }
480 return;
481 }
482 }
483 gi.dprintf ("%s is not a field\n", key);
484 }
485
486 /*
487 ====================
488 ED_ParseEdict
489
490 Parses an edict out of the given string, returning the new position
491 ed should be a properly initialized empty edict.
492 ====================
493 */
ED_ParseEdict(char * data,edict_t * ent)494 char *ED_ParseEdict (char *data, edict_t *ent)
495 {
496 qboolean init;
497 char keyname[256];
498 char *com_token;
499
500 init = false;
501 memset (&st, 0, sizeof(st));
502
503 // go through all the dictionary pairs
504 while (1)
505 {
506 // parse key
507 com_token = COM_Parse (&data);
508 if (com_token[0] == '}')
509 break;
510 if (!data)
511 gi.error ("ED_ParseEntity: EOF without closing brace");
512
513 strncpy (keyname, com_token, sizeof(keyname)-1);
514
515 // parse value
516 com_token = COM_Parse (&data);
517 if (!data)
518 gi.error ("ED_ParseEntity: EOF without closing brace");
519
520 if (com_token[0] == '}')
521 gi.error ("ED_ParseEntity: closing brace without data");
522
523 init = true;
524
525 // keynames with a leading underscore are used for utility comments,
526 // and are immediately discarded by quake
527 if (keyname[0] == '_')
528 continue;
529
530 ED_ParseField (keyname, com_token, ent);
531 }
532
533 if (!init)
534 memset (ent, 0, sizeof(*ent));
535
536 return data;
537 }
538
539
540 /*
541 ================
542 G_FindTeams
543
544 Chain together all entities with a matching team field.
545
546 All but the first will have the FL_TEAMSLAVE flag set.
547 All but the last will have the teamchain field set to the next one
548 ================
549 */
G_FixTeams(void)550 void G_FixTeams (void)
551 {
552 edict_t *e, *e2, *chain;
553 int i, j;
554 int c, c2;
555
556 c = 0;
557 c2 = 0;
558 for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
559 {
560 if (!e->inuse)
561 continue;
562 if (!e->team)
563 continue;
564 if (!strcmp(e->classname, "func_train"))
565 {
566 if(e->flags & FL_TEAMSLAVE)
567 {
568 chain = e;
569 e->teammaster = e;
570 e->teamchain = NULL;
571 e->flags &= ~FL_TEAMSLAVE;
572 c++;
573 c2++;
574 for (j=1, e2=g_edicts+j ; j < globals.num_edicts ; j++,e2++)
575 {
576 if (e2 == e)
577 continue;
578 if (!e2->inuse)
579 continue;
580 if (!e2->team)
581 continue;
582 if (!strcmp(e->team, e2->team))
583 {
584 c2++;
585 chain->teamchain = e2;
586 e2->teammaster = e;
587 e2->teamchain = NULL;
588 chain = e2;
589 e2->flags |= FL_TEAMSLAVE;
590 e2->movetype = MOVETYPE_PUSH;
591 e2->speed = e->speed;
592 }
593 }
594 }
595 }
596 }
597 gi.dprintf ("%i teams repaired\n", c);
598 }
599
G_FindTeams(void)600 void G_FindTeams (void)
601 {
602 edict_t *e, *e2, *chain;
603 int i, j;
604 int c, c2;
605
606 c = 0;
607 c2 = 0;
608 for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
609 {
610 if (!e->inuse)
611 continue;
612 if (!e->team)
613 continue;
614 if (e->flags & FL_TEAMSLAVE)
615 continue;
616 chain = e;
617 e->teammaster = e;
618 c++;
619 c2++;
620 for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
621 {
622 if (!e2->inuse)
623 continue;
624 if (!e2->team)
625 continue;
626 if (e2->flags & FL_TEAMSLAVE)
627 continue;
628 if (!strcmp(e->team, e2->team))
629 {
630 c2++;
631 chain->teamchain = e2;
632 e2->teammaster = e;
633 chain = e2;
634 e2->flags |= FL_TEAMSLAVE;
635 }
636 }
637 }
638
639 G_FixTeams();
640
641 gi.dprintf ("%i teams with %i entities\n", c, c2);
642 }
643
644 /*
645 ==============
646 SpawnEntities
647
648 Creates a server's entity / program execution context by
649 parsing textual entity definitions out of an ent file.
650 ==============
651 */
SpawnEntities(char * mapname,char * entities,char * spawnpoint)652 void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
653 {
654 edict_t *ent;
655 int inhibit;
656 char *com_token;
657 int i;
658 float skill_level;
659
660 skill_level = floor (skill->value);
661 if (skill_level < 0)
662 skill_level = 0;
663 if (skill_level > 3)
664 skill_level = 3;
665 if (skill->value != skill_level)
666 gi.cvar_forceset("skill", va("%f", skill_level));
667
668 SaveClientData ();
669
670 gi.FreeTags (TAG_LEVEL);
671
672 memset (&level, 0, sizeof(level));
673 memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
674
675 strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
676 strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
677
678 // set client fields on player ents
679 for (i=0 ; i<game.maxclients ; i++)
680 g_edicts[i+1].client = game.clients + i;
681
682 ent = NULL;
683 inhibit = 0;
684
685 // parse ents
686 while (1)
687 {
688 // parse the opening brace
689 com_token = COM_Parse (&entities);
690 if (!entities)
691 break;
692 if (com_token[0] != '{')
693 gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
694
695 if (!ent)
696 ent = g_edicts;
697 else
698 ent = G_Spawn ();
699 entities = ED_ParseEdict (entities, ent);
700
701 // yet another map hack
702 if (!Q_stricmp(level.mapname, "command") && !Q_stricmp(ent->classname, "trigger_once") && !Q_stricmp(ent->model, "*27"))
703 ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
704
705 // ROGUE
706 //ahh, the joys of map hacks ..
707 if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_door_rotating") && ent->targetname && !Q_stricmp(ent->targetname, "t265"))
708 ent->spawnflags &= ~SPAWNFLAG_NOT_COOP;
709 if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "trigger_always") && ent->target && !Q_stricmp(ent->target, "t265"))
710 ent->spawnflags |= SPAWNFLAG_NOT_COOP;
711 if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_wall") && !Q_stricmp(ent->model, "*15"))
712 ent->spawnflags |= SPAWNFLAG_NOT_COOP;
713 // rogue
714
715 // remove things (except the world) from different skill levels or deathmatch
716 if (ent != g_edicts)
717 {
718 if (deathmatch->value)
719 {
720 if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
721 {
722 G_FreeEdict (ent);
723 inhibit++;
724 continue;
725 }
726 }
727 else if(coop->value)
728 {
729 if (ent->spawnflags & SPAWNFLAG_NOT_COOP)
730 {
731 G_FreeEdict (ent);
732 inhibit++;
733 continue;
734 }
735
736 // stuff marked !easy & !med & !hard are coop only, all levels
737 if(!((ent->spawnflags & SPAWNFLAG_NOT_EASY) &&
738 (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM) &&
739 (ent->spawnflags & SPAWNFLAG_NOT_HARD)) )
740 {
741 if( ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
742 ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
743 (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
744 )
745 {
746 G_FreeEdict (ent);
747 inhibit++;
748 continue;
749 }
750 }
751 }
752 else
753 {
754 if ( /*((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
755 ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
756 ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
757 (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
758 )
759 {
760 G_FreeEdict (ent);
761 inhibit++;
762 continue;
763 }
764 }
765
766 ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
767 }
768
769 //PGM - do this before calling the spawn function so it can be overridden.
770 #ifdef ROGUE_GRAVITY
771 ent->gravityVector[0] = 0.0;
772 ent->gravityVector[1] = 0.0;
773 ent->gravityVector[2] = -1.0;
774 #endif
775 //PGM
776 ED_CallSpawn (ent);
777
778 ent->s.renderfx |= RF_IR_VISIBLE; //PGM
779 }
780
781 gi.dprintf ("%i entities inhibited\n", inhibit);
782
783 #ifdef DEBUG
784 i = 1;
785 ent = EDICT_NUM(i);
786 while (i < globals.num_edicts) {
787 if (ent->inuse != 0 || ent->inuse != 1)
788 Com_DPrintf("Invalid entity %d\n", i);
789 i++, ent++;
790 }
791 #endif
792
793 G_FindTeams ();
794
795 PlayerTrail_Init ();
796
797 //ROGUE
798 if(deathmatch->value)
799 {
800 if(randomrespawn && randomrespawn->value)
801 PrecacheForRandomRespawn();
802 }
803 else
804 {
805 InitHintPaths(); // if there aren't hintpaths on this map, enable quick aborts
806 }
807 //ROGUE
808
809 // ROGUE -- allow dm games to do init stuff right before game starts.
810 if(deathmatch->value && gamerules && gamerules->value)
811 {
812 if(DMGame.PostInitSetup)
813 DMGame.PostInitSetup ();
814 }
815 // ROGUE
816 }
817
818
819 //===================================================================
820
821 #if 0
822 // cursor positioning
823 xl <value>
824 xr <value>
825 yb <value>
826 yt <value>
827 xv <value>
828 yv <value>
829
830 // drawing
831 statpic <name>
832 pic <stat>
833 num <fieldwidth> <stat>
834 string <stat>
835
836 // control
837 if <stat>
838 ifeq <stat> <value>
839 ifbit <stat> <value>
840 endif
841
842 #endif
843
844 char *single_statusbar =
845 "yb -24 "
846
847 // health
848 "xv 0 "
849 "hnum "
850 "xv 50 "
851 "pic 0 "
852
853 // ammo
854 "if 2 "
855 " xv 100 "
856 " anum "
857 " xv 150 "
858 " pic 2 "
859 "endif "
860
861 // armor
862 "if 4 "
863 " xv 200 "
864 " rnum "
865 " xv 250 "
866 " pic 4 "
867 "endif "
868
869 // selected item
870 "if 6 "
871 " xv 296 "
872 " pic 6 "
873 "endif "
874
875 "yb -50 "
876
877 // picked up item
878 "if 7 "
879 " xv 0 "
880 " pic 7 "
881 " xv 26 "
882 " yb -42 "
883 " stat_string 8 "
884 " yb -50 "
885 "endif "
886
887 // timer
888 "if 9 "
889 " xv 262 "
890 " num 2 10 "
891 " xv 296 "
892 " pic 9 "
893 "endif "
894
895 // help / weapon icon
896 "if 11 "
897 " xv 148 "
898 " pic 11 "
899 "endif "
900 ;
901
902 char *dm_statusbar =
903 "yb -24 "
904
905 // health
906 "xv 0 "
907 "hnum "
908 "xv 50 "
909 "pic 0 "
910
911 // ammo
912 "if 2 "
913 " xv 100 "
914 " anum "
915 " xv 150 "
916 " pic 2 "
917 "endif "
918
919 // armor
920 "if 4 "
921 " xv 200 "
922 " rnum "
923 " xv 250 "
924 " pic 4 "
925 "endif "
926
927 // selected item
928 "if 6 "
929 " xv 296 "
930 " pic 6 "
931 "endif "
932
933 "yb -50 "
934
935 // picked up item
936 "if 7 "
937 " xv 0 "
938 " pic 7 "
939 " xv 26 "
940 " yb -42 "
941 " stat_string 8 "
942 " yb -50 "
943 "endif "
944
945 // timer
946 "if 9 "
947 " xv 246 "
948 " num 2 10 "
949 " xv 296 "
950 " pic 9 "
951 "endif "
952
953 // help / weapon icon
954 "if 11 "
955 " xv 148 "
956 " pic 11 "
957 "endif "
958
959 // frags
960 "xr -50 "
961 "yt 2 "
962 "num 3 14 "
963
964 // spectator
965 "if 17 "
966 "xv 0 "
967 "yb -58 "
968 "string2 \"SPECTATOR MODE\" "
969 "endif "
970
971 // chase camera
972 "if 16 "
973 "xv 0 "
974 "yb -68 "
975 "string \"Chasing\" "
976 "xv 64 "
977 "stat_string 16 "
978 "endif "
979 ;
980
981
982 /*QUAKED worldspawn (0 0 0) ?
983
984 Only used for the world.
985 "sky" environment map name
986 "skyaxis" vector axis for rotating sky
987 "skyrotate" speed of rotation in degrees/second
988 "sounds" music cd track number
989 "gravity" 800 is default gravity
990 "message" text to print at user logon
991 */
SP_worldspawn(edict_t * ent)992 void SP_worldspawn (edict_t *ent)
993 {
994 ent->movetype = MOVETYPE_PUSH;
995 ent->solid = SOLID_BSP;
996 ent->inuse = true; // since the world doesn't use G_Spawn()
997 ent->s.modelindex = 1; // world model is always index 1
998
999 //---------------
1000
1001 // reserve some spots for dead player bodies for coop / deathmatch
1002 InitBodyQue ();
1003
1004 // set configstrings for items
1005 SetItemNames ();
1006
1007 if (st.nextmap)
1008 strcpy (level.nextmap, st.nextmap);
1009
1010 // make some data visible to the server
1011
1012 if (ent->message && ent->message[0])
1013 {
1014 gi.configstring (CS_NAME, ent->message);
1015 strncpy (level.level_name, ent->message, sizeof(level.level_name));
1016 }
1017 else
1018 strncpy (level.level_name, level.mapname, sizeof(level.level_name));
1019
1020 if (st.sky && st.sky[0])
1021 gi.configstring (CS_SKY, st.sky);
1022 else
1023 gi.configstring (CS_SKY, "unit1_");
1024
1025 gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
1026
1027 gi.configstring (CS_SKYAXIS, va("%f %f %f",
1028 st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
1029
1030 gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
1031
1032 gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
1033
1034 // status bar program
1035 if (deathmatch->value)
1036 gi.configstring (CS_STATUSBAR, dm_statusbar);
1037 else
1038 gi.configstring (CS_STATUSBAR, single_statusbar);
1039
1040 //---------------
1041
1042
1043 // help icon for statusbar
1044 gi.imageindex ("i_help");
1045 level.pic_health = gi.imageindex ("i_health");
1046 gi.imageindex ("help");
1047 gi.imageindex ("field_3");
1048
1049 if (!st.gravity)
1050 gi.cvar_set("sv_gravity", "800");
1051 else
1052 gi.cvar_set("sv_gravity", st.gravity);
1053
1054 snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
1055
1056 PrecacheItem (FindItem ("Blaster"));
1057
1058 gi.soundindex ("player/lava1.wav");
1059 gi.soundindex ("player/lava2.wav");
1060
1061 gi.soundindex ("misc/pc_up.wav");
1062 gi.soundindex ("misc/talk1.wav");
1063
1064 gi.soundindex ("misc/udeath.wav");
1065
1066 // gibs
1067 gi.soundindex ("items/respawn1.wav");
1068
1069 // sexed sounds
1070 gi.soundindex ("*death1.wav");
1071 gi.soundindex ("*death2.wav");
1072 gi.soundindex ("*death3.wav");
1073 gi.soundindex ("*death4.wav");
1074 gi.soundindex ("*fall1.wav");
1075 gi.soundindex ("*fall2.wav");
1076 gi.soundindex ("*gurp1.wav"); // drowning damage
1077 gi.soundindex ("*gurp2.wav");
1078 gi.soundindex ("*jump1.wav"); // player jump
1079 gi.soundindex ("*pain25_1.wav");
1080 gi.soundindex ("*pain25_2.wav");
1081 gi.soundindex ("*pain50_1.wav");
1082 gi.soundindex ("*pain50_2.wav");
1083 gi.soundindex ("*pain75_1.wav");
1084 gi.soundindex ("*pain75_2.wav");
1085 gi.soundindex ("*pain100_1.wav");
1086 gi.soundindex ("*pain100_2.wav");
1087
1088 // sexed models
1089 // THIS ORDER MUST MATCH THE DEFINES IN g_local.h
1090 // you can add more, max 19 (pete change)
1091 // these models are only loaded in coop or deathmatch. not singleplayer.
1092 if (coop->value || deathmatch->value)
1093 {
1094 gi.modelindex ("#w_blaster.md2");
1095 gi.modelindex ("#w_shotgun.md2");
1096 gi.modelindex ("#w_sshotgun.md2");
1097 gi.modelindex ("#w_machinegun.md2");
1098 gi.modelindex ("#w_chaingun.md2");
1099 gi.modelindex ("#a_grenades.md2");
1100 gi.modelindex ("#w_glauncher.md2");
1101 gi.modelindex ("#w_rlauncher.md2");
1102 gi.modelindex ("#w_hyperblaster.md2");
1103 gi.modelindex ("#w_railgun.md2");
1104 gi.modelindex ("#w_bfg.md2");
1105
1106 gi.modelindex ("#w_disrupt.md2"); // PGM
1107 gi.modelindex ("#w_etfrifle.md2"); // PGM
1108 gi.modelindex ("#w_plasma.md2"); // PGM
1109 gi.modelindex ("#w_plauncher.md2"); // PGM
1110 gi.modelindex ("#w_chainfist.md2"); // PGM
1111 }
1112
1113 //-------------------
1114
1115 gi.soundindex ("player/gasp1.wav"); // gasping for air
1116 gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
1117
1118 gi.soundindex ("player/watr_in.wav"); // feet hitting water
1119 gi.soundindex ("player/watr_out.wav"); // feet leaving water
1120
1121 gi.soundindex ("player/watr_un.wav"); // head going underwater
1122
1123 gi.soundindex ("player/u_breath1.wav");
1124 gi.soundindex ("player/u_breath2.wav");
1125
1126 gi.soundindex ("items/pkup.wav"); // bonus item pickup
1127 gi.soundindex ("world/land.wav"); // landing thud
1128 gi.soundindex ("misc/h2ohit1.wav"); // landing splash
1129
1130 gi.soundindex ("items/damage.wav");
1131 // ROGUE - double damage
1132 gi.soundindex ("misc/ddamage1.wav");
1133 // rogue
1134 gi.soundindex ("items/protect.wav");
1135 gi.soundindex ("items/protect4.wav");
1136 gi.soundindex ("weapons/noammo.wav");
1137
1138 gi.soundindex ("infantry/inflies1.wav");
1139
1140 sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
1141 gi.modelindex ("models/objects/gibs/arm/tris.md2");
1142 gi.modelindex ("models/objects/gibs/bone/tris.md2");
1143 gi.modelindex ("models/objects/gibs/bone2/tris.md2");
1144 gi.modelindex ("models/objects/gibs/chest/tris.md2");
1145 gi.modelindex ("models/objects/gibs/skull/tris.md2");
1146 gi.modelindex ("models/objects/gibs/head2/tris.md2");
1147
1148 //
1149 // Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
1150 //
1151
1152 // 0 normal
1153 gi.configstring(CS_LIGHTS+0, "m");
1154
1155 // 1 FLICKER (first variety)
1156 gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
1157
1158 // 2 SLOW STRONG PULSE
1159 gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
1160
1161 // 3 CANDLE (first variety)
1162 gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
1163
1164 // 4 FAST STROBE
1165 gi.configstring(CS_LIGHTS+4, "mamamamamama");
1166
1167 // 5 GENTLE PULSE 1
1168 gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
1169
1170 // 6 FLICKER (second variety)
1171 gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
1172
1173 // 7 CANDLE (second variety)
1174 gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
1175
1176 // 8 CANDLE (third variety)
1177 gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
1178
1179 // 9 SLOW STROBE (fourth variety)
1180 gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
1181
1182 // 10 FLUORESCENT FLICKER
1183 gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
1184
1185 // 11 SLOW PULSE NOT FADE TO BLACK
1186 gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
1187
1188 // styles 32-62 are assigned by the light program for switchable lights
1189
1190 // 63 testing
1191 gi.configstring(CS_LIGHTS+63, "a");
1192 }
1193
1194 //
1195 //ROGUE
1196 //
1197
1198 //
1199 // Monster spawning code
1200 //
1201 // Used by the carrier, the medic_commander, and the black widow
1202 //
1203 // The sequence to create a flying monster is:
1204 //
1205 // FindSpawnPoint - tries to find suitable spot to spawn the monster in
1206 // CreateFlyMonster - this verifies the point as good and creates the monster
1207
1208 // To create a ground walking monster:
1209 //
1210 // FindSpawnPoint - same thing
1211 // CreateGroundMonster - this checks the volume and makes sure the floor under the volume is suitable
1212 //
1213
1214 // FIXME - for the black widow, if we want the stalkers coming in on the roof, we'll have to tweak some things
1215
1216 //
1217 // CreateMonster
1218 //
CreateMonster(vec3_t origin,vec3_t angles,char * classname)1219 edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname)
1220 {
1221 edict_t *newEnt;
1222
1223 newEnt = G_Spawn();
1224
1225 VectorCopy(origin, newEnt->s.origin);
1226 VectorCopy(angles, newEnt->s.angles);
1227 newEnt->classname = ED_NewString (classname);
1228 newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
1229
1230 VectorSet(newEnt->gravityVector, 0, 0, -1);
1231 ED_CallSpawn(newEnt);
1232 newEnt->s.renderfx |= RF_IR_VISIBLE;
1233
1234 return newEnt;
1235 }
1236
CreateFlyMonster(vec3_t origin,vec3_t angles,vec3_t mins,vec3_t maxs,char * classname)1237 edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname)
1238 {
1239 if (!mins || !maxs || VectorCompare (mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
1240 {
1241 DetermineBBox (classname, mins, maxs);
1242 }
1243
1244 if (!CheckSpawnPoint(origin, mins, maxs))
1245 return NULL;
1246
1247 return (CreateMonster (origin, angles, classname));
1248 }
1249
1250 // This is just a wrapper for CreateMonster that looks down height # of CMUs and sees if there
1251 // are bad things down there or not
1252 //
1253 // this is from m_move.c
1254 #define STEPSIZE 18
1255
CreateGroundMonster(vec3_t origin,vec3_t angles,vec3_t entMins,vec3_t entMaxs,char * classname,int height)1256 edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t entMins, vec3_t entMaxs, char *classname, int height)
1257 {
1258 // trace_t tr;
1259 edict_t *newEnt;
1260 // vec3_t start, stop;
1261 // int failure = 0;
1262 // vec3_t mins, maxs;
1263 // int x, y;
1264 // float mid, bottom;
1265 vec3_t mins, maxs;
1266
1267 // if they don't provide us a bounding box, figure it out
1268 if (!entMins || !entMaxs || VectorCompare (entMins, vec3_origin) || VectorCompare (entMaxs, vec3_origin))
1269 {
1270 DetermineBBox (classname, mins, maxs);
1271 }
1272 else
1273 {
1274 VectorCopy (entMins, mins);
1275 VectorCopy (entMaxs, maxs);
1276 }
1277
1278 // check the ground to make sure it's there, it's relatively flat, and it's not toxic
1279 if (!CheckGroundSpawnPoint(origin, mins, maxs, height, -1))
1280 return NULL;
1281
1282 newEnt = CreateMonster (origin, angles, classname);
1283 if (!newEnt)
1284 return NULL;
1285
1286 return newEnt;
1287 }
1288
1289
1290 // FindSpawnPoint
1291 // PMM - this is used by the medic commander (possibly by the carrier) to find a good spawn point
1292 // if the startpoint is bad, try above the startpoint for a bit
1293
FindSpawnPoint(vec3_t startpoint,vec3_t mins,vec3_t maxs,vec3_t spawnpoint,float maxMoveUp)1294 qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp)
1295 {
1296 trace_t tr;
1297 float height;
1298 vec3_t top;
1299
1300 height = maxs[2] - mins[2];
1301
1302 tr = gi.trace (startpoint, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID|CONTENTS_PLAYERCLIP);
1303 if((tr.startsolid || tr.allsolid) || (tr.ent != world))
1304 {
1305 // if ( ((tr.ent->svflags & SVF_MONSTER) && (tr.ent->health <= 0)) ||
1306 // (tr.ent->svflags & SVF_DAMAGEABLE) )
1307 // {
1308 // T_Damage (tr.ent, self, self, vec3_origin, self->enemy->s.origin,
1309 // pain_normal, hurt, 0, 0, MOD_UNKNOWN);
1310
1311 VectorCopy (startpoint, top);
1312 top[2] += maxMoveUp;
1313 /*
1314 gi.WriteByte (svc_temp_entity);
1315 gi.WriteByte (TE_DEBUGTRAIL);
1316 gi.WritePosition (top);
1317 gi.WritePosition (startpoint);
1318 gi.multicast (startpoint, MULTICAST_ALL);
1319 */
1320 tr = gi.trace (top, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID);
1321 if (tr.startsolid || tr.allsolid)
1322 {
1323 // if ((g_showlogic) && (g_showlogic->value))
1324 // if (tr.ent)
1325 // gi.dprintf("FindSpawnPoint: failed to find a point -- blocked by %s\n", tr.ent->classname);
1326 // else
1327 // gi.dprintf("FindSpawnPoint: failed to find a point\n");
1328
1329 return false;
1330 }
1331 else
1332 {
1333 // if ((g_showlogic) && (g_showlogic->value))
1334 // gi.dprintf ("FindSpawnPoint: %s -> %s\n", vtos (startpoint), vtos (tr.endpos));
1335 VectorCopy (tr.endpos, spawnpoint);
1336 return true;
1337 }
1338 }
1339 else
1340 {
1341 VectorCopy (startpoint, spawnpoint);
1342 return true;
1343 }
1344 }
1345
1346 // FIXME - all of this needs to be tweaked to handle the new gravity rules
1347 // if we ever want to spawn stuff on the roof
1348
1349 //
1350 // CheckSpawnPoint
1351 //
1352 // PMM - checks volume to make sure we can spawn a monster there (is it solid?)
1353 //
1354 // This is all fliers should need
1355
CheckSpawnPoint(vec3_t origin,vec3_t mins,vec3_t maxs)1356 qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs)
1357 {
1358 trace_t tr;
1359
1360 if (!mins || !maxs || VectorCompare(mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
1361 {
1362 return false;
1363 }
1364
1365 tr = gi.trace (origin, mins, maxs, origin, NULL, MASK_MONSTERSOLID);
1366 if(tr.startsolid || tr.allsolid)
1367 {
1368 // if ((g_showlogic) && (g_showlogic->value))
1369 // gi.dprintf("createmonster in wall. removing\n");
1370 return false;
1371 }
1372 if (tr.ent != world)
1373 {
1374 // if ((g_showlogic) && (g_showlogic->value))
1375 // gi.dprintf("createmonster in entity %s\n", tr.ent->classname);
1376 return false;
1377 }
1378 return true;
1379 }
1380
1381 //
1382 // CheckGroundSpawnPoint
1383 //
1384 // PMM - used for walking monsters
1385 // checks:
1386 // 1) is there a ground within the specified height of the origin?
1387 // 2) is the ground non-water?
1388 // 3) is the ground flat enough to walk on?
1389 //
1390
CheckGroundSpawnPoint(vec3_t origin,vec3_t entMins,vec3_t entMaxs,float height,float gravity)1391 qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity)
1392 {
1393 trace_t tr;
1394 vec3_t start, stop;
1395 int failure = 0;
1396 vec3_t mins, maxs;
1397 int x, y;
1398 float mid, bottom;
1399
1400 if (!CheckSpawnPoint (origin, entMins, entMaxs))
1401 return false;
1402
1403 // FIXME - this is too conservative about angled surfaces
1404
1405 VectorCopy (origin, stop);
1406 // FIXME - gravity vector
1407 stop[2] = origin[2] + entMins[2] - height;
1408
1409 /*
1410 gi.WriteByte (svc_temp_entity);
1411 gi.WriteByte (TE_DEBUGTRAIL);
1412 gi.WritePosition (origin);
1413 gi.WritePosition (stop);
1414 gi.multicast (start, MULTICAST_ALL);
1415 */
1416
1417 tr = gi.trace (origin, entMins, entMaxs, stop, NULL, MASK_MONSTERSOLID | MASK_WATER);
1418 // it's not going to be all solid or start solid, since that's checked above
1419
1420 if ((tr.fraction < 1) && (tr.contents & MASK_MONSTERSOLID))
1421 {
1422 // we found a non-water surface down there somewhere. now we need to check to make sure it's not too sloped
1423 //
1424 // algorithm straight out of m_move.c:M_CheckBottom()
1425 //
1426
1427 // first, do the midpoint trace
1428
1429 VectorAdd (tr.endpos, entMins, mins);
1430 VectorAdd (tr.endpos, entMaxs, maxs);
1431
1432
1433 // first, do the easy flat check
1434 //
1435 #ifdef ROGUE_GRAVITY
1436 // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
1437 if(gravity > 0)
1438 start[2] = maxs[2] + 1;
1439 else
1440 start[2] = mins[2] - 1;
1441 #else
1442 start[2] = mins[2] - 1;
1443 #endif
1444 for (x=0 ; x<=1 ; x++)
1445 {
1446 for (y=0 ; y<=1 ; y++)
1447 {
1448 start[0] = x ? maxs[0] : mins[0];
1449 start[1] = y ? maxs[1] : mins[1];
1450 if (gi.pointcontents (start) != CONTENTS_SOLID)
1451 goto realcheck;
1452 }
1453 }
1454
1455 // if it passed all four above checks, we're done
1456 return true;
1457
1458 realcheck:
1459
1460 // check it for real
1461
1462 start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
1463 start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
1464 start[2] = mins[2];
1465
1466 tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
1467
1468 if (tr.fraction == 1.0)
1469 return false;
1470 mid = bottom = tr.endpos[2];
1471
1472 #ifdef ROGUE_GRAVITY
1473 if(gravity < 0)
1474 {
1475 start[2] = mins[2];
1476 stop[2] = start[2] - STEPSIZE - STEPSIZE;
1477 mid = bottom = tr.endpos[2] + entMins[2];
1478 }
1479 else
1480 {
1481 start[2] = maxs[2];
1482 stop[2] = start[2] + STEPSIZE + STEPSIZE;
1483 mid = bottom = tr.endpos[2] - entMaxs[2];
1484 }
1485 #else
1486 stop[2] = start[2] - 2*STEPSIZE;
1487 mid = bottom = tr.endpos[2] + entMins[2];
1488 #endif
1489
1490 for (x=0 ; x<=1 ; x++)
1491 for (y=0 ; y<=1 ; y++)
1492 {
1493 start[0] = stop[0] = x ? maxs[0] : mins[0];
1494 start[1] = stop[1] = y ? maxs[1] : mins[1];
1495
1496 /*
1497 gi.WriteByte (svc_temp_entity);
1498 gi.WriteByte (TE_DEBUGTRAIL);
1499 gi.WritePosition (start);
1500 gi.WritePosition (stop);
1501 gi.multicast (start, MULTICAST_ALL);
1502 */
1503 tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
1504
1505 //PGM
1506 #ifdef ROGUE_GRAVITY
1507 // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
1508 if(gravity > 0)
1509 {
1510 if (tr.fraction != 1.0 && tr.endpos[2] < bottom)
1511 bottom = tr.endpos[2];
1512 if (tr.fraction == 1.0 || tr.endpos[2] - mid > STEPSIZE)
1513 {
1514 // if ((g_showlogic) && (g_showlogic->value))
1515 // gi.dprintf ("spawn - rejecting due to uneven ground\n");
1516 return false;
1517 }
1518 }
1519 else
1520 {
1521 if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
1522 bottom = tr.endpos[2];
1523 if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
1524 {
1525 // if ((g_showlogic) && (g_showlogic->value))
1526 // gi.dprintf ("spawn - rejecting due to uneven ground\n");
1527 return false;
1528 }
1529 }
1530 #else
1531 if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
1532 bottom = tr.endpos[2];
1533 if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
1534 {
1535 return false;
1536 }
1537 #endif
1538 }
1539
1540 return true; // we can land on it, it's ok
1541 }
1542
1543 // otherwise, it's either water (bad) or not there (too far)
1544 // if we're here, it's bad below
1545 // if ((g_showlogic) && (g_showlogic->value))
1546 // {
1547 // if (tr.fraction < 1)
1548 // if ((g_showlogic) && (g_showlogic->value))
1549 // gi.dprintf("groundmonster would fall into water/slime/lava\n");
1550 // else
1551 // if ((g_showlogic) && (g_showlogic->value))
1552 // gi.dprintf("groundmonster would fall too far\n");
1553 // }
1554
1555 return false;
1556 }
1557
DetermineBBox(char * classname,vec3_t mins,vec3_t maxs)1558 void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs)
1559 {
1560 // FIXME - cache this stuff
1561 edict_t *newEnt;
1562
1563 newEnt = G_Spawn();
1564
1565 VectorCopy(vec3_origin, newEnt->s.origin);
1566 VectorCopy(vec3_origin, newEnt->s.angles);
1567 newEnt->classname = ED_NewString (classname);
1568 newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
1569
1570 ED_CallSpawn(newEnt);
1571
1572 VectorCopy (newEnt->mins, mins);
1573 VectorCopy (newEnt->maxs, maxs);
1574
1575 G_FreeEdict (newEnt);
1576 }
1577
1578 // ****************************
1579 // SPAWNGROW stuff
1580 // ****************************
1581
1582 #define SPAWNGROW_LIFESPAN 0.3
1583
spawngrow_think(edict_t * self)1584 void spawngrow_think (edict_t *self)
1585 {
1586 int i;
1587
1588 for (i=0; i<2; i++)
1589 {
1590 self->s.angles[0] = rand()%360;
1591 self->s.angles[1] = rand()%360;
1592 self->s.angles[2] = rand()%360;
1593 }
1594 if ((level.time < self->wait) && (self->s.frame < 2))
1595 self->s.frame++;
1596 if (level.time >= self->wait)
1597 {
1598 if (self->s.effects & EF_SPHERETRANS)
1599 {
1600 G_FreeEdict (self);
1601 return;
1602 }
1603 else if (self->s.frame > 0)
1604 self->s.frame--;
1605 else
1606 {
1607 G_FreeEdict (self);
1608 return;
1609 }
1610 }
1611 self->nextthink += FRAMETIME;
1612 }
1613
SpawnGrow_Spawn(vec3_t startpos,int size)1614 void SpawnGrow_Spawn (vec3_t startpos, int size)
1615 {
1616 edict_t *ent;
1617 int i;
1618 float lifespan;
1619
1620 ent = G_Spawn();
1621 VectorCopy(startpos, ent->s.origin);
1622 for (i=0; i<2; i++)
1623 {
1624 ent->s.angles[0] = rand()%360;
1625 ent->s.angles[1] = rand()%360;
1626 ent->s.angles[2] = rand()%360;
1627 }
1628 ent->solid = SOLID_NOT;
1629 // ent->s.renderfx = RF_FULLBRIGHT | RF_IR_VISIBLE;
1630 ent->s.renderfx = RF_IR_VISIBLE;
1631 ent->movetype = MOVETYPE_NONE;
1632 ent->classname = "spawngro";
1633
1634 if (size <= 1)
1635 {
1636 lifespan = SPAWNGROW_LIFESPAN;
1637 ent->s.modelindex = gi.modelindex("models/items/spawngro2/tris.md2");
1638 }
1639 else if (size == 2)
1640 {
1641 ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
1642 lifespan = 2;
1643 }
1644 else
1645 {
1646 ent->s.modelindex = gi.modelindex("models/items/spawngro/tris.md2");
1647 lifespan = SPAWNGROW_LIFESPAN;
1648 }
1649
1650 ent->think = spawngrow_think;
1651
1652 ent->wait = level.time + lifespan;
1653 ent->nextthink = level.time + FRAMETIME;
1654 if (size != 2)
1655 ent->s.effects |= EF_SPHERETRANS;
1656 gi.linkentity (ent);
1657 }
1658
1659
1660 // ****************************
1661 // WidowLeg stuff
1662 // ****************************
1663
1664 #define MAX_LEGSFRAME 23
1665 #define LEG_WAIT_TIME 1
1666
1667 void ThrowMoreStuff (edict_t *self, vec3_t point);
1668 void ThrowSmallStuff (edict_t *self, vec3_t point);
1669 void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade);
1670 void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade);
1671
widowlegs_think(edict_t * self)1672 void widowlegs_think (edict_t *self)
1673 {
1674 vec3_t offset;
1675 vec3_t point;
1676 vec3_t f,r,u;
1677
1678 if (self->s.frame == 17)
1679 {
1680 VectorSet (offset, 11.77, -7.24, 23.31);
1681 AngleVectors (self->s.angles, f, r, u);
1682 G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1683 gi.WriteByte (svc_temp_entity);
1684 gi.WriteByte (TE_EXPLOSION1);
1685 gi.WritePosition (point);
1686 gi.multicast (point, MULTICAST_ALL);
1687 ThrowSmallStuff (self, point);
1688 }
1689
1690 if (self->s.frame < MAX_LEGSFRAME)
1691 {
1692 self->s.frame++;
1693 self->nextthink = level.time + FRAMETIME;
1694 return;
1695 }
1696 else if (self->wait == 0)
1697 {
1698 self->wait = level.time + LEG_WAIT_TIME;
1699 }
1700 if (level.time > self->wait)
1701 {
1702 AngleVectors (self->s.angles, f, r, u);
1703
1704 VectorSet (offset, -65.6, -8.44, 28.59);
1705 G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1706 gi.WriteByte (svc_temp_entity);
1707 gi.WriteByte (TE_EXPLOSION1);
1708 gi.WritePosition (point);
1709 gi.multicast (point, MULTICAST_ALL);
1710 ThrowSmallStuff (self, point);
1711
1712 ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1713 ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1714
1715 VectorSet (offset, -1.04, -51.18, 7.04);
1716 G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1717 gi.WriteByte (svc_temp_entity);
1718 gi.WriteByte (TE_EXPLOSION1);
1719 gi.WritePosition (point);
1720 gi.multicast (point, MULTICAST_ALL);
1721 ThrowSmallStuff (self, point);
1722
1723 ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1724 ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1725 ThrowWidowGibSized (self, "models/monsters/blackwidow/gib3/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1726
1727 G_FreeEdict (self);
1728 return;
1729 }
1730 if ((level.time > (self->wait - 0.5)) && (self->count == 0))
1731 {
1732 self->count = 1;
1733 AngleVectors (self->s.angles, f, r, u);
1734
1735 VectorSet (offset, 31, -88.7, 10.96);
1736 G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1737 gi.WriteByte (svc_temp_entity);
1738 gi.WriteByte (TE_EXPLOSION1);
1739 gi.WritePosition (point);
1740 gi.multicast (point, MULTICAST_ALL);
1741 // ThrowSmallStuff (self, point);
1742
1743 VectorSet (offset, -12.67, -4.39, 15.68);
1744 G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1745 gi.WriteByte (svc_temp_entity);
1746 gi.WriteByte (TE_EXPLOSION1);
1747 gi.WritePosition (point);
1748 gi.multicast (point, MULTICAST_ALL);
1749 // ThrowSmallStuff (self, point);
1750
1751 self->nextthink = level.time + FRAMETIME;
1752 return;
1753 }
1754 self->nextthink = level.time + FRAMETIME;
1755 }
1756
Widowlegs_Spawn(vec3_t startpos,vec3_t angles)1757 void Widowlegs_Spawn (vec3_t startpos, vec3_t angles)
1758 {
1759 edict_t *ent;
1760
1761 ent = G_Spawn();
1762 VectorCopy(startpos, ent->s.origin);
1763 VectorCopy(angles, ent->s.angles);
1764 ent->solid = SOLID_NOT;
1765 ent->s.renderfx = RF_IR_VISIBLE;
1766 ent->movetype = MOVETYPE_NONE;
1767 ent->classname = "widowlegs";
1768
1769 ent->s.modelindex = gi.modelindex("models/monsters/legs/tris.md2");
1770 ent->think = widowlegs_think;
1771
1772 ent->nextthink = level.time + FRAMETIME;
1773 gi.linkentity (ent);
1774 }
1775