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 #ifdef GAME_MOD
797 	if (coop->value) {
798 		Blinky_SpawnEntities();
799 	}
800 #endif
801 
802 //ROGUE
803 	if(deathmatch->value)
804 	{
805 		if(randomrespawn && randomrespawn->value)
806 			PrecacheForRandomRespawn();
807 	}
808 	else
809 	{
810 		InitHintPaths();		// if there aren't hintpaths on this map, enable quick aborts
811 	}
812 //ROGUE
813 
814 // ROGUE	-- allow dm games to do init stuff right before game starts.
815 	if(deathmatch->value && gamerules && gamerules->value)
816 	{
817 		if(DMGame.PostInitSetup)
818 			DMGame.PostInitSetup ();
819 	}
820 // ROGUE
821 }
822 
823 
824 //===================================================================
825 
826 #if 0
827 	// cursor positioning
828 	xl <value>
829 	xr <value>
830 	yb <value>
831 	yt <value>
832 	xv <value>
833 	yv <value>
834 
835 	// drawing
836 	statpic <name>
837 	pic <stat>
838 	num <fieldwidth> <stat>
839 	string <stat>
840 
841 	// control
842 	if <stat>
843 	ifeq <stat> <value>
844 	ifbit <stat> <value>
845 	endif
846 
847 #endif
848 
849 char *single_statusbar =
850 "yb	-24 "
851 
852 // health
853 "xv	0 "
854 "hnum "
855 "xv	50 "
856 "pic 0 "
857 
858 // ammo
859 "if 2 "
860 "	xv	100 "
861 "	anum "
862 "	xv	150 "
863 "	pic 2 "
864 "endif "
865 
866 // armor
867 "if 4 "
868 "	xv	200 "
869 "	rnum "
870 "	xv	250 "
871 "	pic 4 "
872 "endif "
873 
874 // selected item
875 "if 6 "
876 "	xv	296 "
877 "	pic 6 "
878 "endif "
879 
880 "yb	-50 "
881 
882 // picked up item
883 "if 7 "
884 "	xv	0 "
885 "	pic 7 "
886 "	xv	26 "
887 "	yb	-42 "
888 "	stat_string 8 "
889 "	yb	-50 "
890 "endif "
891 
892 // timer
893 "if 9 "
894 "	xv	262 "
895 "	num	2	10 "
896 "	xv	296 "
897 "	pic	9 "
898 "endif "
899 
900 //  help / weapon icon
901 "if 11 "
902 "	xv	148 "
903 "	pic	11 "
904 "endif "
905 ;
906 
907 char *dm_statusbar =
908 "yb	-24 "
909 
910 // health
911 "xv	0 "
912 "hnum "
913 "xv	50 "
914 "pic 0 "
915 
916 // ammo
917 "if 2 "
918 "	xv	100 "
919 "	anum "
920 "	xv	150 "
921 "	pic 2 "
922 "endif "
923 
924 // armor
925 "if 4 "
926 "	xv	200 "
927 "	rnum "
928 "	xv	250 "
929 "	pic 4 "
930 "endif "
931 
932 // selected item
933 "if 6 "
934 "	xv	296 "
935 "	pic 6 "
936 "endif "
937 
938 "yb	-50 "
939 
940 // picked up item
941 "if 7 "
942 "	xv	0 "
943 "	pic 7 "
944 "	xv	26 "
945 "	yb	-42 "
946 "	stat_string 8 "
947 "	yb	-50 "
948 "endif "
949 
950 // timer
951 "if 9 "
952 "	xv	246 "
953 "	num	2	10 "
954 "	xv	296 "
955 "	pic	9 "
956 "endif "
957 
958 //  help / weapon icon
959 "if 11 "
960 "	xv	148 "
961 "	pic	11 "
962 "endif "
963 
964 //  frags
965 "xr	-50 "
966 "yt 2 "
967 "num 3 14 "
968 
969 // spectator
970 "if 17 "
971   "xv 0 "
972   "yb -58 "
973   "string2 \"SPECTATOR MODE\" "
974 "endif "
975 
976 // chase camera
977 "if 16 "
978   "xv 0 "
979   "yb -68 "
980   "string \"Chasing\" "
981   "xv 64 "
982   "stat_string 16 "
983 "endif "
984 ;
985 
986 
987 /*QUAKED worldspawn (0 0 0) ?
988 
989 Only used for the world.
990 "sky"	environment map name
991 "skyaxis"	vector axis for rotating sky
992 "skyrotate"	speed of rotation in degrees/second
993 "sounds"	music cd track number
994 "gravity"	800 is default gravity
995 "message"	text to print at user logon
996 */
SP_worldspawn(edict_t * ent)997 void SP_worldspawn (edict_t *ent)
998 {
999 	ent->movetype = MOVETYPE_PUSH;
1000 	ent->solid = SOLID_BSP;
1001 	ent->inuse = true;			// since the world doesn't use G_Spawn()
1002 	ent->s.modelindex = 1;		// world model is always index 1
1003 
1004 	//---------------
1005 
1006 	// reserve some spots for dead player bodies for coop / deathmatch
1007 	InitBodyQue ();
1008 
1009 	// set configstrings for items
1010 	SetItemNames ();
1011 
1012 	if (st.nextmap)
1013 		strcpy (level.nextmap, st.nextmap);
1014 
1015 	// make some data visible to the server
1016 
1017 	if (ent->message && ent->message[0])
1018 	{
1019 		gi.configstring (CS_NAME, ent->message);
1020 		strncpy (level.level_name, ent->message, sizeof(level.level_name));
1021 	}
1022 	else
1023 		strncpy (level.level_name, level.mapname, sizeof(level.level_name));
1024 
1025 	if (st.sky && st.sky[0])
1026 		gi.configstring (CS_SKY, st.sky);
1027 	else
1028 		gi.configstring (CS_SKY, "unit1_");
1029 
1030 	gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
1031 
1032 	gi.configstring (CS_SKYAXIS, va("%f %f %f",
1033 		st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
1034 
1035 	gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
1036 
1037 	gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
1038 
1039 	// status bar program
1040 	if (deathmatch->value)
1041 		gi.configstring (CS_STATUSBAR, dm_statusbar);
1042 	else
1043 		gi.configstring (CS_STATUSBAR, single_statusbar);
1044 
1045 	//---------------
1046 
1047 
1048 	// help icon for statusbar
1049 	gi.imageindex ("i_help");
1050 	level.pic_health = gi.imageindex ("i_health");
1051 	gi.imageindex ("help");
1052 	gi.imageindex ("field_3");
1053 
1054 	if (!st.gravity)
1055 		gi.cvar_set("sv_gravity", "800");
1056 	else
1057 		gi.cvar_set("sv_gravity", st.gravity);
1058 
1059 	snd_fry = gi.soundindex ("player/fry.wav");	// standing in lava / slime
1060 
1061 	PrecacheItem (FindItem ("Blaster"));
1062 
1063 	gi.soundindex ("player/lava1.wav");
1064 	gi.soundindex ("player/lava2.wav");
1065 
1066 	gi.soundindex ("misc/pc_up.wav");
1067 	gi.soundindex ("misc/talk1.wav");
1068 
1069 	gi.soundindex ("misc/udeath.wav");
1070 
1071 	// gibs
1072 	gi.soundindex ("items/respawn1.wav");
1073 
1074 	// sexed sounds
1075 	gi.soundindex ("*death1.wav");
1076 	gi.soundindex ("*death2.wav");
1077 	gi.soundindex ("*death3.wav");
1078 	gi.soundindex ("*death4.wav");
1079 	gi.soundindex ("*fall1.wav");
1080 	gi.soundindex ("*fall2.wav");
1081 	gi.soundindex ("*gurp1.wav");		// drowning damage
1082 	gi.soundindex ("*gurp2.wav");
1083 	gi.soundindex ("*jump1.wav");		// player jump
1084 	gi.soundindex ("*pain25_1.wav");
1085 	gi.soundindex ("*pain25_2.wav");
1086 	gi.soundindex ("*pain50_1.wav");
1087 	gi.soundindex ("*pain50_2.wav");
1088 	gi.soundindex ("*pain75_1.wav");
1089 	gi.soundindex ("*pain75_2.wav");
1090 	gi.soundindex ("*pain100_1.wav");
1091 	gi.soundindex ("*pain100_2.wav");
1092 
1093 	// sexed models
1094 	// THIS ORDER MUST MATCH THE DEFINES IN g_local.h
1095 	// you can add more, max 19 (pete change)
1096 	// these models are only loaded in coop or deathmatch. not singleplayer.
1097 	if (coop->value || deathmatch->value)
1098 	{
1099 		gi.modelindex ("#w_blaster.md2");
1100 		gi.modelindex ("#w_shotgun.md2");
1101 		gi.modelindex ("#w_sshotgun.md2");
1102 		gi.modelindex ("#w_machinegun.md2");
1103 		gi.modelindex ("#w_chaingun.md2");
1104 		gi.modelindex ("#a_grenades.md2");
1105 		gi.modelindex ("#w_glauncher.md2");
1106 		gi.modelindex ("#w_rlauncher.md2");
1107 		gi.modelindex ("#w_hyperblaster.md2");
1108 		gi.modelindex ("#w_railgun.md2");
1109 		gi.modelindex ("#w_bfg.md2");
1110 
1111 		gi.modelindex ("#w_disrupt.md2");			// PGM
1112 		gi.modelindex ("#w_etfrifle.md2");			// PGM
1113 		gi.modelindex ("#w_plasma.md2");			// PGM
1114 		gi.modelindex ("#w_plauncher.md2");			// PGM
1115 		gi.modelindex ("#w_chainfist.md2");			// PGM
1116 	}
1117 
1118 	//-------------------
1119 
1120 	gi.soundindex ("player/gasp1.wav");		// gasping for air
1121 	gi.soundindex ("player/gasp2.wav");		// head breaking surface, not gasping
1122 
1123 	gi.soundindex ("player/watr_in.wav");	// feet hitting water
1124 	gi.soundindex ("player/watr_out.wav");	// feet leaving water
1125 
1126 	gi.soundindex ("player/watr_un.wav");	// head going underwater
1127 
1128 	gi.soundindex ("player/u_breath1.wav");
1129 	gi.soundindex ("player/u_breath2.wav");
1130 
1131 	gi.soundindex ("items/pkup.wav");		// bonus item pickup
1132 	gi.soundindex ("world/land.wav");		// landing thud
1133 	gi.soundindex ("misc/h2ohit1.wav");		// landing splash
1134 
1135 	gi.soundindex ("items/damage.wav");
1136 	// ROGUE - double damage
1137 	gi.soundindex ("misc/ddamage1.wav");
1138 	// rogue
1139 	gi.soundindex ("items/protect.wav");
1140 	gi.soundindex ("items/protect4.wav");
1141 	gi.soundindex ("weapons/noammo.wav");
1142 
1143 	gi.soundindex ("infantry/inflies1.wav");
1144 
1145 	sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
1146 	gi.modelindex ("models/objects/gibs/arm/tris.md2");
1147 	gi.modelindex ("models/objects/gibs/bone/tris.md2");
1148 	gi.modelindex ("models/objects/gibs/bone2/tris.md2");
1149 	gi.modelindex ("models/objects/gibs/chest/tris.md2");
1150 	gi.modelindex ("models/objects/gibs/skull/tris.md2");
1151 	gi.modelindex ("models/objects/gibs/head2/tris.md2");
1152 
1153 //
1154 // Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
1155 //
1156 
1157 	// 0 normal
1158 	gi.configstring(CS_LIGHTS+0, "m");
1159 
1160 	// 1 FLICKER (first variety)
1161 	gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
1162 
1163 	// 2 SLOW STRONG PULSE
1164 	gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
1165 
1166 	// 3 CANDLE (first variety)
1167 	gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
1168 
1169 	// 4 FAST STROBE
1170 	gi.configstring(CS_LIGHTS+4, "mamamamamama");
1171 
1172 	// 5 GENTLE PULSE 1
1173 	gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
1174 
1175 	// 6 FLICKER (second variety)
1176 	gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
1177 
1178 	// 7 CANDLE (second variety)
1179 	gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
1180 
1181 	// 8 CANDLE (third variety)
1182 	gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
1183 
1184 	// 9 SLOW STROBE (fourth variety)
1185 	gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
1186 
1187 	// 10 FLUORESCENT FLICKER
1188 	gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
1189 
1190 	// 11 SLOW PULSE NOT FADE TO BLACK
1191 	gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
1192 
1193 	// styles 32-62 are assigned by the light program for switchable lights
1194 
1195 	// 63 testing
1196 	gi.configstring(CS_LIGHTS+63, "a");
1197 }
1198 
1199 //
1200 //ROGUE
1201 //
1202 
1203 //
1204 // Monster spawning code
1205 //
1206 // Used by the carrier, the medic_commander, and the black widow
1207 //
1208 // The sequence to create a flying monster is:
1209 //
1210 //  FindSpawnPoint - tries to find suitable spot to spawn the monster in
1211 //  CreateFlyMonster  - this verifies the point as good and creates the monster
1212 
1213 // To create a ground walking monster:
1214 //
1215 //  FindSpawnPoint - same thing
1216 //  CreateGroundMonster - this checks the volume and makes sure the floor under the volume is suitable
1217 //
1218 
1219 // FIXME - for the black widow, if we want the stalkers coming in on the roof, we'll have to tweak some things
1220 
1221 //
1222 // CreateMonster
1223 //
CreateMonster(vec3_t origin,vec3_t angles,char * classname)1224 edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname)
1225 {
1226 	edict_t		*newEnt;
1227 
1228 	newEnt = G_Spawn();
1229 
1230 	VectorCopy(origin, newEnt->s.origin);
1231 	VectorCopy(angles, newEnt->s.angles);
1232 	newEnt->classname = ED_NewString (classname);
1233 	newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
1234 
1235 	VectorSet(newEnt->gravityVector, 0, 0, -1);
1236 	ED_CallSpawn(newEnt);
1237 	newEnt->s.renderfx |= RF_IR_VISIBLE;
1238 
1239 	return newEnt;
1240 }
1241 
CreateFlyMonster(vec3_t origin,vec3_t angles,vec3_t mins,vec3_t maxs,char * classname)1242 edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname)
1243 {
1244 	if (!mins || !maxs || VectorCompare (mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
1245 	{
1246 		DetermineBBox (classname, mins, maxs);
1247 	}
1248 
1249 	if (!CheckSpawnPoint(origin, mins, maxs))
1250 		return NULL;
1251 
1252 	return (CreateMonster (origin, angles, classname));
1253 }
1254 
1255 // This is just a wrapper for CreateMonster that looks down height # of CMUs and sees if there
1256 // are bad things down there or not
1257 //
1258 // this is from m_move.c
1259 #define	STEPSIZE	18
1260 
CreateGroundMonster(vec3_t origin,vec3_t angles,vec3_t entMins,vec3_t entMaxs,char * classname,int height)1261 edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t entMins, vec3_t entMaxs, char *classname, int height)
1262 {
1263 //	trace_t		tr;
1264 	edict_t		*newEnt;
1265 //	vec3_t		start, stop;
1266 //	int			failure = 0;
1267 //	vec3_t		mins, maxs;
1268 //	int			x, y;
1269 //	float		mid, bottom;
1270 	vec3_t		mins, maxs;
1271 
1272 	// if they don't provide us a bounding box, figure it out
1273 	if (!entMins || !entMaxs || VectorCompare (entMins, vec3_origin) || VectorCompare (entMaxs, vec3_origin))
1274 	{
1275 		DetermineBBox (classname, mins, maxs);
1276 	}
1277 	else
1278 	{
1279 		VectorCopy (entMins, mins);
1280 		VectorCopy (entMaxs, maxs);
1281 	}
1282 
1283 	// check the ground to make sure it's there, it's relatively flat, and it's not toxic
1284 	if (!CheckGroundSpawnPoint(origin, mins, maxs, height, -1))
1285 		return NULL;
1286 
1287 	newEnt = CreateMonster (origin, angles, classname);
1288 	if (!newEnt)
1289 		return NULL;
1290 
1291 	return newEnt;
1292 }
1293 
1294 
1295 // FindSpawnPoint
1296 // PMM - this is used by the medic commander (possibly by the carrier) to find a good spawn point
1297 // if the startpoint is bad, try above the startpoint for a bit
1298 
FindSpawnPoint(vec3_t startpoint,vec3_t mins,vec3_t maxs,vec3_t spawnpoint,float maxMoveUp)1299 qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp)
1300 {
1301 	trace_t		tr;
1302 	float		height;
1303 	vec3_t		top;
1304 
1305 	height = maxs[2] - mins[2];
1306 
1307 	tr = gi.trace (startpoint, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID|CONTENTS_PLAYERCLIP);
1308 	if((tr.startsolid || tr.allsolid) || (tr.ent != world))
1309 	{
1310 //		if ( ((tr.ent->svflags & SVF_MONSTER) && (tr.ent->health <= 0)) ||
1311 //			 (tr.ent->svflags & SVF_DAMAGEABLE) )
1312 //		{
1313 //			T_Damage (tr.ent, self, self, vec3_origin, self->enemy->s.origin,
1314 //						pain_normal, hurt, 0, 0, MOD_UNKNOWN);
1315 
1316 		VectorCopy (startpoint, top);
1317 		top[2] += maxMoveUp;
1318 /*
1319 		gi.WriteByte (svc_temp_entity);
1320 		gi.WriteByte (TE_DEBUGTRAIL);
1321 		gi.WritePosition (top);
1322 		gi.WritePosition (startpoint);
1323 		gi.multicast (startpoint, MULTICAST_ALL);
1324 */
1325 		tr = gi.trace (top, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID);
1326 		if (tr.startsolid || tr.allsolid)
1327 		{
1328 //			if ((g_showlogic) && (g_showlogic->value))
1329 //				if (tr.ent)
1330 //					gi.dprintf("FindSpawnPoint: failed to find a point -- blocked by %s\n", tr.ent->classname);
1331 //				else
1332 //					gi.dprintf("FindSpawnPoint: failed to find a point\n");
1333 
1334 			return false;
1335 		}
1336 		else
1337 		{
1338 //			if ((g_showlogic) && (g_showlogic->value))
1339 //				gi.dprintf ("FindSpawnPoint: %s -> %s\n", vtos (startpoint), vtos (tr.endpos));
1340 			VectorCopy (tr.endpos, spawnpoint);
1341 			return true;
1342 		}
1343 	}
1344 	else
1345 	{
1346 		VectorCopy (startpoint, spawnpoint);
1347 		return true;
1348 	}
1349 }
1350 
1351 // FIXME - all of this needs to be tweaked to handle the new gravity rules
1352 // if we ever want to spawn stuff on the roof
1353 
1354 //
1355 // CheckSpawnPoint
1356 //
1357 // PMM - checks volume to make sure we can spawn a monster there (is it solid?)
1358 //
1359 // This is all fliers should need
1360 
CheckSpawnPoint(vec3_t origin,vec3_t mins,vec3_t maxs)1361 qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs)
1362 {
1363 	trace_t	tr;
1364 
1365 	if (!mins || !maxs || VectorCompare(mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
1366 	{
1367 		return false;
1368 	}
1369 
1370 	tr = gi.trace (origin, mins, maxs, origin, NULL, MASK_MONSTERSOLID);
1371 	if(tr.startsolid || tr.allsolid)
1372 	{
1373 //		if ((g_showlogic) && (g_showlogic->value))
1374 //			gi.dprintf("createmonster in wall. removing\n");
1375 		return false;
1376 	}
1377 	if (tr.ent != world)
1378 	{
1379 //		if ((g_showlogic) && (g_showlogic->value))
1380 //			gi.dprintf("createmonster in entity %s\n", tr.ent->classname);
1381 		return false;
1382 	}
1383 	return true;
1384 }
1385 
1386 //
1387 // CheckGroundSpawnPoint
1388 //
1389 // PMM - used for walking monsters
1390 //  checks:
1391 //		1)	is there a ground within the specified height of the origin?
1392 //		2)	is the ground non-water?
1393 //		3)	is the ground flat enough to walk on?
1394 //
1395 
CheckGroundSpawnPoint(vec3_t origin,vec3_t entMins,vec3_t entMaxs,float height,float gravity)1396 qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity)
1397 {
1398 	trace_t		tr;
1399 	vec3_t		start, stop;
1400 	int			failure = 0;
1401 	vec3_t		mins, maxs;
1402 	int			x, y;
1403 	float		mid, bottom;
1404 
1405 	if (!CheckSpawnPoint (origin, entMins, entMaxs))
1406 		return false;
1407 
1408 	// FIXME - this is too conservative about angled surfaces
1409 
1410 	VectorCopy (origin, stop);
1411 	// FIXME - gravity vector
1412 	stop[2] = origin[2] + entMins[2] - height;
1413 
1414 	/*
1415 	gi.WriteByte (svc_temp_entity);
1416 	gi.WriteByte (TE_DEBUGTRAIL);
1417 	gi.WritePosition (origin);
1418 	gi.WritePosition (stop);
1419 	gi.multicast (start, MULTICAST_ALL);
1420 	*/
1421 
1422 	tr = gi.trace (origin, entMins, entMaxs, stop, NULL, MASK_MONSTERSOLID | MASK_WATER);
1423 	// it's not going to be all solid or start solid, since that's checked above
1424 
1425 	if ((tr.fraction < 1) && (tr.contents & MASK_MONSTERSOLID))
1426 	{
1427 		// we found a non-water surface down there somewhere.  now we need to check to make sure it's not too sloped
1428 		//
1429 		// algorithm straight out of m_move.c:M_CheckBottom()
1430 		//
1431 
1432 		// first, do the midpoint trace
1433 
1434 		VectorAdd (tr.endpos, entMins, mins);
1435 		VectorAdd (tr.endpos, entMaxs, maxs);
1436 
1437 
1438 		// first, do the easy flat check
1439 		//
1440 #ifdef ROGUE_GRAVITY
1441 		// FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
1442 		if(gravity > 0)
1443 			start[2] = maxs[2] + 1;
1444 		else
1445 			start[2] = mins[2] - 1;
1446 #else
1447 		start[2] = mins[2] - 1;
1448 #endif
1449 		for	(x=0 ; x<=1 ; x++)
1450 		{
1451 			for	(y=0 ; y<=1 ; y++)
1452 			{
1453 				start[0] = x ? maxs[0] : mins[0];
1454 				start[1] = y ? maxs[1] : mins[1];
1455 				if (gi.pointcontents (start) != CONTENTS_SOLID)
1456 					goto realcheck;
1457 			}
1458 		}
1459 
1460 		// if it passed all four above checks, we're done
1461 		return true;
1462 
1463 realcheck:
1464 
1465 		// check it for real
1466 
1467 		start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
1468 		start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
1469 		start[2] = mins[2];
1470 
1471 		tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
1472 
1473 		if (tr.fraction == 1.0)
1474 			return false;
1475 		mid = bottom = tr.endpos[2];
1476 
1477 #ifdef ROGUE_GRAVITY
1478 		if(gravity < 0)
1479 		{
1480 			start[2] = mins[2];
1481 			stop[2] = start[2] - STEPSIZE - STEPSIZE;
1482 			mid = bottom = tr.endpos[2] + entMins[2];
1483 		}
1484 		else
1485 		{
1486 			start[2] = maxs[2];
1487 			stop[2] = start[2] + STEPSIZE + STEPSIZE;
1488 			mid = bottom = tr.endpos[2] - entMaxs[2];
1489 		}
1490 #else
1491 		stop[2] = start[2] - 2*STEPSIZE;
1492 		mid = bottom = tr.endpos[2] + entMins[2];
1493 #endif
1494 
1495 		for	(x=0 ; x<=1 ; x++)
1496 			for	(y=0 ; y<=1 ; y++)
1497 			{
1498 				start[0] = stop[0] = x ? maxs[0] : mins[0];
1499 				start[1] = stop[1] = y ? maxs[1] : mins[1];
1500 
1501 				/*
1502 				gi.WriteByte (svc_temp_entity);
1503 				gi.WriteByte (TE_DEBUGTRAIL);
1504 				gi.WritePosition (start);
1505 				gi.WritePosition (stop);
1506 				gi.multicast (start, MULTICAST_ALL);
1507 				*/
1508 				tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
1509 
1510 //PGM
1511 #ifdef ROGUE_GRAVITY
1512 // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
1513 				if(gravity > 0)
1514 				{
1515 					if (tr.fraction != 1.0 && tr.endpos[2] < bottom)
1516 						bottom = tr.endpos[2];
1517 					if (tr.fraction == 1.0 || tr.endpos[2] - mid > STEPSIZE)
1518 					{
1519 //						if ((g_showlogic) && (g_showlogic->value))
1520 //							gi.dprintf ("spawn - rejecting due to uneven ground\n");
1521 						return false;
1522 					}
1523 				}
1524 				else
1525 				{
1526 					if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
1527 						bottom = tr.endpos[2];
1528 					if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
1529 					{
1530 //						if ((g_showlogic) && (g_showlogic->value))
1531 //							gi.dprintf ("spawn - rejecting due to uneven ground\n");
1532 						return false;
1533 					}
1534 				}
1535 #else
1536 				if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
1537 					bottom = tr.endpos[2];
1538 				if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
1539 					{
1540 						return false;
1541 					}
1542 #endif
1543 			}
1544 
1545 		return true;		// we can land on it, it's ok
1546 	}
1547 
1548 	// otherwise, it's either water (bad) or not there (too far)
1549 	// if we're here, it's bad below
1550 //	if ((g_showlogic) && (g_showlogic->value))
1551 //	{
1552 //		if (tr.fraction < 1)
1553 //			if ((g_showlogic) && (g_showlogic->value))
1554 //				gi.dprintf("groundmonster would fall into water/slime/lava\n");
1555 //		else
1556 //			if ((g_showlogic) && (g_showlogic->value))
1557 //				gi.dprintf("groundmonster would fall too far\n");
1558 //	}
1559 
1560 	return false;
1561 }
1562 
DetermineBBox(char * classname,vec3_t mins,vec3_t maxs)1563 void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs)
1564 {
1565 	// FIXME - cache this stuff
1566 	edict_t		*newEnt;
1567 
1568 	newEnt = G_Spawn();
1569 
1570 	VectorCopy(vec3_origin, newEnt->s.origin);
1571 	VectorCopy(vec3_origin, newEnt->s.angles);
1572 	newEnt->classname = ED_NewString (classname);
1573 	newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
1574 
1575 	ED_CallSpawn(newEnt);
1576 
1577 	VectorCopy (newEnt->mins, mins);
1578 	VectorCopy (newEnt->maxs, maxs);
1579 
1580 	G_FreeEdict (newEnt);
1581 }
1582 
1583 // ****************************
1584 // SPAWNGROW stuff
1585 // ****************************
1586 
1587 #define SPAWNGROW_LIFESPAN		0.3
1588 
spawngrow_think(edict_t * self)1589 void spawngrow_think (edict_t *self)
1590 {
1591 	int i;
1592 
1593 	for (i=0; i<2; i++)
1594 	{
1595 			self->s.angles[0] = rand()%360;
1596 			self->s.angles[1] = rand()%360;
1597 			self->s.angles[2] = rand()%360;
1598 	}
1599 	if ((level.time < self->wait) && (self->s.frame < 2))
1600 		self->s.frame++;
1601 	if (level.time >= self->wait)
1602 	{
1603 		if (self->s.effects & EF_SPHERETRANS)
1604 		{
1605 			G_FreeEdict (self);
1606 			return;
1607 		}
1608 		else if (self->s.frame > 0)
1609 			self->s.frame--;
1610 		else
1611 		{
1612 			G_FreeEdict (self);
1613 			return;
1614 		}
1615 	}
1616 	self->nextthink += FRAMETIME;
1617 }
1618 
SpawnGrow_Spawn(vec3_t startpos,int size)1619 void SpawnGrow_Spawn (vec3_t startpos, int size)
1620 {
1621 	edict_t *ent;
1622 	int	i;
1623 	float	lifespan;
1624 
1625 	ent = G_Spawn();
1626 	VectorCopy(startpos, ent->s.origin);
1627 	for (i=0; i<2; i++)
1628 	{
1629 			ent->s.angles[0] = rand()%360;
1630 			ent->s.angles[1] = rand()%360;
1631 			ent->s.angles[2] = rand()%360;
1632 	}
1633 	ent->solid = SOLID_NOT;
1634 //	ent->s.renderfx = RF_FULLBRIGHT | RF_IR_VISIBLE;
1635 	ent->s.renderfx = RF_IR_VISIBLE;
1636 	ent->movetype = MOVETYPE_NONE;
1637 	ent->classname = "spawngro";
1638 
1639 	if (size <= 1)
1640 	{
1641 		lifespan = SPAWNGROW_LIFESPAN;
1642 		ent->s.modelindex = gi.modelindex("models/items/spawngro2/tris.md2");
1643 	}
1644 	else if (size == 2)
1645 	{
1646 		ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
1647 		lifespan = 2;
1648 	}
1649 	else
1650 	{
1651 		ent->s.modelindex = gi.modelindex("models/items/spawngro/tris.md2");
1652 		lifespan = SPAWNGROW_LIFESPAN;
1653 	}
1654 
1655 	ent->think = spawngrow_think;
1656 
1657 	ent->wait = level.time + lifespan;
1658 	ent->nextthink = level.time + FRAMETIME;
1659 	if (size != 2)
1660 		ent->s.effects |= EF_SPHERETRANS;
1661 	gi.linkentity (ent);
1662 }
1663 
1664 
1665 // ****************************
1666 // WidowLeg stuff
1667 // ****************************
1668 
1669 #define	MAX_LEGSFRAME	23
1670 #define	LEG_WAIT_TIME	1
1671 
1672 void ThrowMoreStuff (edict_t *self, vec3_t point);
1673 void ThrowSmallStuff (edict_t *self, vec3_t point);
1674 void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade);
1675 void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade);
1676 
widowlegs_think(edict_t * self)1677 void widowlegs_think (edict_t *self)
1678 {
1679 	vec3_t	offset;
1680 	vec3_t	point;
1681 	vec3_t	f,r,u;
1682 
1683 	if (self->s.frame == 17)
1684 	{
1685 		VectorSet (offset, 11.77, -7.24, 23.31);
1686 		AngleVectors (self->s.angles, f, r, u);
1687 		G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1688 		gi.WriteByte (svc_temp_entity);
1689 		gi.WriteByte (TE_EXPLOSION1);
1690 		gi.WritePosition (point);
1691 		gi.multicast (point, MULTICAST_ALL);
1692 		ThrowSmallStuff (self, point);
1693 	}
1694 
1695 	if (self->s.frame < MAX_LEGSFRAME)
1696 	{
1697 		self->s.frame++;
1698 		self->nextthink = level.time + FRAMETIME;
1699 		return;
1700 	}
1701 	else if (self->wait == 0)
1702 	{
1703 		self->wait = level.time + LEG_WAIT_TIME;
1704 	}
1705 	if (level.time > self->wait)
1706 	{
1707 		AngleVectors (self->s.angles, f, r, u);
1708 
1709 		VectorSet (offset, -65.6, -8.44, 28.59);
1710 		G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1711 		gi.WriteByte (svc_temp_entity);
1712 		gi.WriteByte (TE_EXPLOSION1);
1713 		gi.WritePosition (point);
1714 		gi.multicast (point, MULTICAST_ALL);
1715 		ThrowSmallStuff (self, point);
1716 
1717 		ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1718 		ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1719 
1720 		VectorSet (offset, -1.04, -51.18, 7.04);
1721 		G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1722 		gi.WriteByte (svc_temp_entity);
1723 		gi.WriteByte (TE_EXPLOSION1);
1724 		gi.WritePosition (point);
1725 		gi.multicast (point, MULTICAST_ALL);
1726 		ThrowSmallStuff (self, point);
1727 
1728 		ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1729 		ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1730 		ThrowWidowGibSized (self, "models/monsters/blackwidow/gib3/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
1731 
1732 		G_FreeEdict (self);
1733 		return;
1734 	}
1735 	if ((level.time > (self->wait - 0.5)) && (self->count == 0))
1736 	{
1737 		self->count = 1;
1738 		AngleVectors (self->s.angles, f, r, u);
1739 
1740 		VectorSet (offset, 31, -88.7, 10.96);
1741 		G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1742 		gi.WriteByte (svc_temp_entity);
1743 		gi.WriteByte (TE_EXPLOSION1);
1744 		gi.WritePosition (point);
1745 		gi.multicast (point, MULTICAST_ALL);
1746 //		ThrowSmallStuff (self, point);
1747 
1748 		VectorSet (offset, -12.67, -4.39, 15.68);
1749 		G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
1750 		gi.WriteByte (svc_temp_entity);
1751 		gi.WriteByte (TE_EXPLOSION1);
1752 		gi.WritePosition (point);
1753 		gi.multicast (point, MULTICAST_ALL);
1754 //		ThrowSmallStuff (self, point);
1755 
1756 		self->nextthink = level.time + FRAMETIME;
1757 		return;
1758 	}
1759 	self->nextthink = level.time + FRAMETIME;
1760 }
1761 
Widowlegs_Spawn(vec3_t startpos,vec3_t angles)1762 void Widowlegs_Spawn (vec3_t startpos, vec3_t angles)
1763 {
1764 	edict_t *ent;
1765 
1766 	ent = G_Spawn();
1767 	VectorCopy(startpos, ent->s.origin);
1768 	VectorCopy(angles, ent->s.angles);
1769 	ent->solid = SOLID_NOT;
1770 	ent->s.renderfx = RF_IR_VISIBLE;
1771 	ent->movetype = MOVETYPE_NONE;
1772 	ent->classname = "widowlegs";
1773 
1774 	ent->s.modelindex = gi.modelindex("models/monsters/legs/tris.md2");
1775 	ent->think = widowlegs_think;
1776 
1777 	ent->nextthink = level.time + FRAMETIME;
1778 	gi.linkentity (ent);
1779 }
1780