File: game\g_spawn.c

    1 /*
    2 Copyright (C) 1997-2001 Id Software, Inc.
    3 
    4 This program is free software; you can redistribute it and/or
    5 modify it under the terms of the GNU General Public License
    6 as published by the Free Software Foundation; either version 2
    7 of the License, or (at your option) any later version.
    8 
    9 This program is distributed in the hope that it will be useful,
   10 but WITHOUT ANY WARRANTY; without even the implied warranty of
   11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
   12 
   13 See the GNU General Public License for more details.
   14 
   15 You should have received a copy of the GNU General Public License
   16 along with this program; if not, write to the Free Software
   17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
   18 
   19 */
   20 
   21 #include "g_local.h"
   22 
   23 typedef struct
   24 {
   25         char    *name;
   26         void    (*spawn)(edict_t *ent);
   27 } spawn_t;
   28 
   29 
   30 void SP_item_health (edict_t *self);
   31 void SP_item_health_small (edict_t *self);
   32 void SP_item_health_large (edict_t *self);
   33 void SP_item_health_mega (edict_t *self);
   34 
   35 void SP_info_player_start (edict_t *ent);
   36 void SP_info_player_deathmatch (edict_t *ent);
   37 void SP_info_player_coop (edict_t *ent);
   38 void SP_info_player_intermission (edict_t *ent);
   39 
   40 void SP_func_plat (edict_t *ent);
   41 void SP_func_rotating (edict_t *ent);
   42 void SP_func_button (edict_t *ent);
   43 void SP_func_door (edict_t *ent);
   44 void SP_func_door_secret (edict_t *ent);
   45 void SP_func_door_rotating (edict_t *ent);
   46 void SP_func_water (edict_t *ent);
   47 void SP_func_train (edict_t *ent);
   48 void SP_func_conveyor (edict_t *self);
   49 void SP_func_wall (edict_t *self);
   50 void SP_func_object (edict_t *self);
   51 void SP_func_explosive (edict_t *self);
   52 void SP_func_timer (edict_t *self);
   53 void SP_func_areaportal (edict_t *ent);
   54 void SP_func_clock (edict_t *ent);
   55 void SP_func_killbox (edict_t *ent);
   56 
   57 void SP_trigger_always (edict_t *ent);
   58 void SP_trigger_once (edict_t *ent);
   59 void SP_trigger_multiple (edict_t *ent);
   60 void SP_trigger_relay (edict_t *ent);
   61 void SP_trigger_push (edict_t *ent);
   62 void SP_trigger_hurt (edict_t *ent);
   63 void SP_trigger_key (edict_t *ent);
   64 void SP_trigger_counter (edict_t *ent);
   65 void SP_trigger_elevator (edict_t *ent);
   66 void SP_trigger_gravity (edict_t *ent);
   67 void SP_trigger_monsterjump (edict_t *ent);
   68 
   69 void SP_target_temp_entity (edict_t *ent);
   70 void SP_target_speaker (edict_t *ent);
   71 void SP_target_explosion (edict_t *ent);
   72 void SP_target_changelevel (edict_t *ent);
   73 void SP_target_secret (edict_t *ent);
   74 void SP_target_goal (edict_t *ent);
   75 void SP_target_splash (edict_t *ent);
   76 void SP_target_spawner (edict_t *ent);
   77 void SP_target_blaster (edict_t *ent);
   78 void SP_target_crosslevel_trigger (edict_t *ent);
   79 void SP_target_crosslevel_target (edict_t *ent);
   80 void SP_target_laser (edict_t *self);
   81 void SP_target_help (edict_t *ent);
   82 void SP_target_actor (edict_t *ent);
   83 void SP_target_lightramp (edict_t *self);
   84 void SP_target_earthquake (edict_t *ent);
   85 void SP_target_character (edict_t *ent);
   86 void SP_target_string (edict_t *ent);
   87 
   88 void SP_worldspawn (edict_t *ent);
   89 void SP_viewthing (edict_t *ent);
   90 
   91 void SP_light (edict_t *self);
   92 void SP_light_mine1 (edict_t *ent);
   93 void SP_light_mine2 (edict_t *ent);
   94 void SP_info_null (edict_t *self);
   95 void SP_info_notnull (edict_t *self);
   96 void SP_path_corner (edict_t *self);
   97 void SP_point_combat (edict_t *self);
   98 
   99 void SP_misc_explobox (edict_t *self);
  100 void SP_misc_banner (edict_t *self);
  101 void SP_misc_satellite_dish (edict_t *self);
  102 void SP_misc_actor (edict_t *self);
  103 void SP_misc_gib_arm (edict_t *self);
  104 void SP_misc_gib_leg (edict_t *self);
  105 void SP_misc_gib_head (edict_t *self);
  106 void SP_misc_insane (edict_t *self);
  107 void SP_misc_deadsoldier (edict_t *self);
  108 void SP_misc_viper (edict_t *self);
  109 void SP_misc_viper_bomb (edict_t *self);
  110 void SP_misc_bigviper (edict_t *self);
  111 void SP_misc_strogg_ship (edict_t *self);
  112 void SP_misc_teleporter (edict_t *self);
  113 void SP_misc_teleporter_dest (edict_t *self);
  114 void SP_misc_blackhole (edict_t *self);
  115 void SP_misc_eastertank (edict_t *self);
  116 void SP_misc_easterchick (edict_t *self);
  117 void SP_misc_easterchick2 (edict_t *self);
  118 
  119 void SP_monster_berserk (edict_t *self);
  120 void SP_monster_gladiator (edict_t *self);
  121 void SP_monster_gunner (edict_t *self);
  122 void SP_monster_infantry (edict_t *self);
  123 void SP_monster_soldier_light (edict_t *self);
  124 void SP_monster_soldier (edict_t *self);
  125 void SP_monster_soldier_ss (edict_t *self);
  126 void SP_monster_tank (edict_t *self);
  127 void SP_monster_medic (edict_t *self);
  128 void SP_monster_flipper (edict_t *self);
  129 void SP_monster_chick (edict_t *self);
  130 void SP_monster_parasite (edict_t *self);
  131 void SP_monster_flyer (edict_t *self);
  132 void SP_monster_brain (edict_t *self);
  133 void SP_monster_floater (edict_t *self);
  134 void SP_monster_hover (edict_t *self);
  135 void SP_monster_mutant (edict_t *self);
  136 void SP_monster_supertank (edict_t *self);
  137 void SP_monster_boss2 (edict_t *self);
  138 void SP_monster_jorg (edict_t *self);
  139 void SP_monster_boss3_stand (edict_t *self);
  140 
  141 void SP_monster_commander_body (edict_t *self);
  142 
  143 void SP_turret_breach (edict_t *self);
  144 void SP_turret_base (edict_t *self);
  145 void SP_turret_driver (edict_t *self);
  146 
  147 
  148 spawn_t spawns[] = {
  149         {"item_health", SP_item_health},
  150         {"item_health_small", SP_item_health_small},
  151         {"item_health_large", SP_item_health_large},
  152         {"item_health_mega", SP_item_health_mega},
  153 
  154         {"info_player_start", SP_info_player_start},
  155         {"info_player_deathmatch", SP_info_player_deathmatch},
  156         {"info_player_coop", SP_info_player_coop},
  157         {"info_player_intermission", SP_info_player_intermission},
  158 
  159         {"func_plat", SP_func_plat},
  160         {"func_button", SP_func_button},
  161         {"func_door", SP_func_door},
  162         {"func_door_secret", SP_func_door_secret},
  163         {"func_door_rotating", SP_func_door_rotating},
  164         {"func_rotating", SP_func_rotating},
  165         {"func_train", SP_func_train},
  166         {"func_water", SP_func_water},
  167         {"func_conveyor", SP_func_conveyor},
  168         {"func_areaportal", SP_func_areaportal},
  169         {"func_clock", SP_func_clock},
  170         {"func_wall", SP_func_wall},
  171         {"func_object", SP_func_object},
  172         {"func_timer", SP_func_timer},
  173         {"func_explosive", SP_func_explosive},
  174         {"func_killbox", SP_func_killbox},
  175 
  176         {"trigger_always", SP_trigger_always},
  177         {"trigger_once", SP_trigger_once},
  178         {"trigger_multiple", SP_trigger_multiple},
  179         {"trigger_relay", SP_trigger_relay},
  180         {"trigger_push", SP_trigger_push},
  181         {"trigger_hurt", SP_trigger_hurt},
  182         {"trigger_key", SP_trigger_key},
  183         {"trigger_counter", SP_trigger_counter},
  184         {"trigger_elevator", SP_trigger_elevator},
  185         {"trigger_gravity", SP_trigger_gravity},
  186         {"trigger_monsterjump", SP_trigger_monsterjump},
  187 
  188         {"target_temp_entity", SP_target_temp_entity},
  189         {"target_speaker", SP_target_speaker},
  190         {"target_explosion", SP_target_explosion},
  191         {"target_changelevel", SP_target_changelevel},
  192         {"target_secret", SP_target_secret},
  193         {"target_goal", SP_target_goal},
  194         {"target_splash", SP_target_splash},
  195         {"target_spawner", SP_target_spawner},
  196         {"target_blaster", SP_target_blaster},
  197         {"target_crosslevel_trigger", SP_target_crosslevel_trigger},
  198         {"target_crosslevel_target", SP_target_crosslevel_target},
  199         {"target_laser", SP_target_laser},
  200         {"target_help", SP_target_help},
  201         {"target_actor", SP_target_actor},
  202         {"target_lightramp", SP_target_lightramp},
  203         {"target_earthquake", SP_target_earthquake},
  204         {"target_character", SP_target_character},
  205         {"target_string", SP_target_string},
  206 
  207         {"worldspawn", SP_worldspawn},
  208         {"viewthing", SP_viewthing},
  209 
  210         {"light", SP_light},
  211         {"light_mine1", SP_light_mine1},
  212         {"light_mine2", SP_light_mine2},
  213         {"info_null", SP_info_null},
  214         {"func_group", SP_info_null},
  215         {"info_notnull", SP_info_notnull},
  216         {"path_corner", SP_path_corner},
  217         {"point_combat", SP_point_combat},
  218 
  219         {"misc_explobox", SP_misc_explobox},
  220         {"misc_banner", SP_misc_banner},
  221         {"misc_satellite_dish", SP_misc_satellite_dish},
  222         {"misc_actor", SP_misc_actor},
  223         {"misc_gib_arm", SP_misc_gib_arm},
  224         {"misc_gib_leg", SP_misc_gib_leg},
  225         {"misc_gib_head", SP_misc_gib_head},
  226         {"misc_insane", SP_misc_insane},
  227         {"misc_deadsoldier", SP_misc_deadsoldier},
  228         {"misc_viper", SP_misc_viper},
  229         {"misc_viper_bomb", SP_misc_viper_bomb},
  230         {"misc_bigviper", SP_misc_bigviper},
  231         {"misc_strogg_ship", SP_misc_strogg_ship},
  232         {"misc_teleporter", SP_misc_teleporter},
  233         {"misc_teleporter_dest", SP_misc_teleporter_dest},
  234         {"misc_blackhole", SP_misc_blackhole},
  235         {"misc_eastertank", SP_misc_eastertank},
  236         {"misc_easterchick", SP_misc_easterchick},
  237         {"misc_easterchick2", SP_misc_easterchick2},
  238 
  239         {"monster_berserk", SP_monster_berserk},
  240         {"monster_gladiator", SP_monster_gladiator},
  241         {"monster_gunner", SP_monster_gunner},
  242         {"monster_infantry", SP_monster_infantry},
  243         {"monster_soldier_light", SP_monster_soldier_light},
  244         {"monster_soldier", SP_monster_soldier},
  245         {"monster_soldier_ss", SP_monster_soldier_ss},
  246         {"monster_tank", SP_monster_tank},
  247         {"monster_tank_commander", SP_monster_tank},
  248         {"monster_medic", SP_monster_medic},
  249         {"monster_flipper", SP_monster_flipper},
  250         {"monster_chick", SP_monster_chick},
  251         {"monster_parasite", SP_monster_parasite},
  252         {"monster_flyer", SP_monster_flyer},
  253         {"monster_brain", SP_monster_brain},
  254         {"monster_floater", SP_monster_floater},
  255         {"monster_hover", SP_monster_hover},
  256         {"monster_mutant", SP_monster_mutant},
  257         {"monster_supertank", SP_monster_supertank},
  258         {"monster_boss2", SP_monster_boss2},
  259         {"monster_boss3_stand", SP_monster_boss3_stand},
  260         {"monster_jorg", SP_monster_jorg},
  261 
  262         {"monster_commander_body", SP_monster_commander_body},
  263 
  264         {"turret_breach", SP_turret_breach},
  265         {"turret_base", SP_turret_base},
  266         {"turret_driver", SP_turret_driver},
  267 
  268         {NULL, NULL}
  269 };
  270 
  271 /*
  272 ===============
  273 ED_CallSpawn
  274 
  275 Finds the spawn function for the entity and calls it
  276 ===============
  277 */
  278 void ED_CallSpawn (edict_t *ent)
  279 {
  280         spawn_t *s;
  281         gitem_t *item;
  282         int             i;
  283 
  284         if (!ent->classname)
  285         {
  286                 gi.dprintf ("ED_CallSpawn: NULL classname\n");
  287                 return;
  288         }
  289 
  290         // check item spawn functions
  291         for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
  292         {
  293                 if (!item->classname)
  294                         continue;
  295                 if (!strcmp(item->classname, ent->classname))
  296                 {       // found it
  297                         SpawnItem (ent, item);
  298                         return;
  299                 }
  300         }
  301 
  302         // check normal spawn functions
  303         for (s=spawns ; s->name ; s++)
  304         {
  305                 if (!strcmp(s->name, ent->classname))
  306                 {       // found it
  307                         s->spawn (ent);
  308                         return;
  309                 }
  310         }
  311         gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
  312 }
  313 
  314 /*
  315 =============
  316 ED_NewString
  317 =============
  318 */
  319 char *ED_NewString (char *string)
  320 {
  321         char    *newb, *new_p;
  322         int             i,l;
  323         
  324         l = strlen(string) + 1;
  325 
  326         newb = gi.TagMalloc (l, TAG_LEVEL);
  327 
  328         new_p = newb;
  329 
  330         for (i=0 ; i< l ; i++)
  331         {
  332                 if (string[i] == '\\' && i < l-1)
  333                 {
  334                         i++;
  335                         if (string[i] == 'n')
  336                                 *new_p++ = '\n';
  337                         else
  338                                 *new_p++ = '\\';
  339                 }
  340                 else
  341                         *new_p++ = string[i];
  342         }
  343         
  344         return newb;
  345 }
  346 
  347 
  348 
  349 
  350 /*
  351 ===============
  352 ED_ParseField
  353 
  354 Takes a key/value pair and sets the binary values
  355 in an edict
  356 ===============
  357 */
  358 void ED_ParseField (char *key, char *value, edict_t *ent)
  359 {
  360         field_t *f;
  361         byte    *b;
  362         float   v;
  363         vec3_t  vec;
  364 
  365         for (f=fields ; f->name ; f++)
  366         {
  367                 if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key))
  368                 {       // found it
  369                         if (f->flags & FFL_SPAWNTEMP)
  370                                 b = (byte *)&st;
  371                         else
  372                                 b = (byte *)ent;
  373 
  374                         switch (f->type)
  375                         {
  376                         case F_LSTRING:
  377                                 *(char **)(b+f->ofs) = ED_NewString (value);
  378                                 break;
  379                         case F_VECTOR:
  380                                 sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
  381                                 ((float *)(b+f->ofs))[0] = vec[0];
  382                                 ((float *)(b+f->ofs))[1] = vec[1];
  383                                 ((float *)(b+f->ofs))[2] = vec[2];
  384                                 break;
  385                         case F_INT:
  386                                 *(int *)(b+f->ofs) = atoi(value);
  387                                 break;
  388                         case F_FLOAT:
  389                                 *(float *)(b+f->ofs) = atof(value);
  390                                 break;
  391                         case F_ANGLEHACK:
  392                                 v = atof(value);
  393                                 ((float *)(b+f->ofs))[0] = 0;
  394                                 ((float *)(b+f->ofs))[1] = v;
  395                                 ((float *)(b+f->ofs))[2] = 0;
  396                                 break;
  397                         case F_IGNORE:
  398                                 break;
  399                         }
  400                         return;
  401                 }
  402         }
  403         gi.dprintf ("%s is not a field\n", key);
  404 }
  405 
  406 /*
  407 ====================
  408 ED_ParseEdict
  409 
  410 Parses an edict out of the given string, returning the new position
  411 ed should be a properly initialized empty edict.
  412 ====================
  413 */
  414 char *ED_ParseEdict (char *data, edict_t *ent)
  415 {
  416         qboolean        init;
  417         char            keyname[256];
  418         char            *com_token;
  419 
  420         init = false;
  421         memset (&st, 0, sizeof(st));
  422 
  423 // go through all the dictionary pairs
  424         while (1)
  425         {       
  426         // parse key
  427                 com_token = COM_Parse (&data);
  428                 if (com_token[0] == '}')
  429                         break;
  430                 if (!data)
  431                         gi.error ("ED_ParseEntity: EOF without closing brace");
  432 
  433                 strncpy (keyname, com_token, sizeof(keyname)-1);
  434                 
  435         // parse value  
  436                 com_token = COM_Parse (&data);
  437                 if (!data)
  438                         gi.error ("ED_ParseEntity: EOF without closing brace");
  439 
  440                 if (com_token[0] == '}')
  441                         gi.error ("ED_ParseEntity: closing brace without data");
  442 
  443                 init = true;    
  444 
  445         // keynames with a leading underscore are used for utility comments,
  446         // and are immediately discarded by quake
  447                 if (keyname[0] == '_')
  448                         continue;
  449 
  450                 ED_ParseField (keyname, com_token, ent);
  451         }
  452 
  453         if (!init)
  454                 memset (ent, 0, sizeof(*ent));
  455 
  456         return data;
  457 }
  458 
  459 
  460 /*
  461 ================
  462 G_FindTeams
  463 
  464 Chain together all entities with a matching team field.
  465 
  466 All but the first will have the FL_TEAMSLAVE flag set.
  467 All but the last will have the teamchain field set to the next one
  468 ================
  469 */
  470 void G_FindTeams (void)
  471 {
  472         edict_t *e, *e2, *chain;
  473         int             i, j;
  474         int             c, c2;
  475 
  476         c = 0;
  477         c2 = 0;
  478         for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
  479         {
  480                 if (!e->inuse)
  481                         continue;
  482                 if (!e->team)
  483                         continue;
  484                 if (e->flags & FL_TEAMSLAVE)
  485                         continue;
  486                 chain = e;
  487                 e->teammaster = e;
  488                 c++;
  489                 c2++;
  490                 for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
  491                 {
  492                         if (!e2->inuse)
  493                                 continue;
  494                         if (!e2->team)
  495                                 continue;
  496                         if (e2->flags & FL_TEAMSLAVE)
  497                                 continue;
  498                         if (!strcmp(e->team, e2->team))
  499                         {
  500                                 c2++;
  501                                 chain->teamchain = e2;
  502                                 e2->teammaster = e;
  503                                 chain = e2;
  504                                 e2->flags |= FL_TEAMSLAVE;
  505                         }
  506                 }
  507         }
  508 
  509         gi.dprintf ("%i teams with %i entities\n", c, c2);
  510 }
  511 
  512 /*
  513 ==============
  514 SpawnEntities
  515 
  516 Creates a server's entity / program execution context by
  517 parsing textual entity definitions out of an ent file.
  518 ==============
  519 */
  520 void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
  521 {
  522         edict_t         *ent;
  523         int                     inhibit;
  524         char            *com_token;
  525         int                     i;
  526         float           skill_level;
  527 
  528         skill_level = floor (skill->value);
  529         if (skill_level < 0)
  530                 skill_level = 0;
  531         if (skill_level > 3)
  532                 skill_level = 3;
  533         if (skill->value != skill_level)
  534                 gi.cvar_forceset("skill", va("%f", skill_level));
  535 
  536         SaveClientData ();
  537 
  538         gi.FreeTags (TAG_LEVEL);
  539 
  540         memset (&level, 0, sizeof(level));
  541         memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
  542 
  543         strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
  544         strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
  545 
  546         // set client fields on player ents
  547         for (i=0 ; i<game.maxclients ; i++)
  548                 g_edicts[i+1].client = game.clients + i;
  549 
  550         ent = NULL;
  551         inhibit = 0;
  552 
  553 // parse ents
  554         while (1)
  555         {
  556                 // parse the opening brace      
  557                 com_token = COM_Parse (&entities);
  558                 if (!entities)
  559                         break;
  560                 if (com_token[0] != '{')
  561                         gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
  562 
  563                 if (!ent)
  564                         ent = g_edicts;
  565                 else
  566                         ent = G_Spawn ();
  567                 entities = ED_ParseEdict (entities, ent);
  568 
  569                 // yet another map hack
  570                 if (!Q_stricmp(level.mapname, "command") && !Q_stricmp(ent->classname, "trigger_once") && !Q_stricmp(ent->model, "*27"))
  571                         ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
  572 
  573                 // remove things (except the world) from different skill levels or deathmatch
  574                 if (ent != g_edicts)
  575                 {
  576                         if (deathmatch->value)
  577                         {
  578                                 if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
  579                                 {
  580                                         G_FreeEdict (ent);      
  581                                         inhibit++;
  582                                         continue;
  583                                 }
  584                         }
  585                         else
  586                         {
  587                                 if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
  588                                         ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
  589                                         ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
  590                                         (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
  591                                         )
  592                                         {
  593                                                 G_FreeEdict (ent);      
  594                                                 inhibit++;
  595                                                 continue;
  596                                         }
  597                         }
  598 
  599                         ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
  600                 }
  601 
  602                 ED_CallSpawn (ent);
  603         }       
  604 
  605         gi.dprintf ("%i entities inhibited\n", inhibit);
  606 
  607 #ifdef DEBUG
608 i = 1; 609 ent = EDICT_NUM(i); 610 while (i < globals.num_edicts) { 611 if (ent->inuse != 0 || ent->inuse != 1) 612 Com_DPrintf("Invalid entity %d\n", i); 613 i++, ent++; 614 }
615 #endif 616 617 G_FindTeams (); 618 619 PlayerTrail_Init (); 620 } 621 622 623 //=================================================================== 624 625 #if 0
626 // cursor positioning 627 xl <value> 628 xr <value> 629 yb <value> 630 yt <value> 631 xv <value> 632 yv <value> 633 634 // drawing 635 statpic <name> 636 pic <stat> 637 num <fieldwidth> <stat> 638 string <stat> 639 640 // control 641 if <stat> 642 ifeq <stat> <value> 643 ifbit <stat> <value> 644 endif 645
646 #endif 647 648 char *single_statusbar = 649 "yb -24 " 650 651 // health 652 "xv 0 " 653 "hnum " 654 "xv 50 " 655 "pic 0 " 656 657 // ammo 658 "if 2 " 659 " xv 100 " 660 " anum " 661 " xv 150 " 662 " pic 2 " 663 "endif " 664 665 // armor 666 "if 4 " 667 " xv 200 " 668 " rnum " 669 " xv 250 " 670 " pic 4 " 671 "endif " 672 673 // selected item 674 "if 6 " 675 " xv 296 " 676 " pic 6 " 677 "endif " 678 679 "yb -50 " 680 681 // picked up item 682 "if 7 " 683 " xv 0 " 684 " pic 7 " 685 " xv 26 " 686 " yb -42 " 687 " stat_string 8 " 688 " yb -50 " 689 "endif " 690 691 // timer 692 "if 9 " 693 " xv 262 " 694 " num 2 10 " 695 " xv 296 " 696 " pic 9 " 697 "endif " 698 699 // help / weapon icon 700 "if 11 " 701 " xv 148 " 702 " pic 11 " 703 "endif " 704 ; 705 706 char *dm_statusbar = 707 "yb -24 " 708 709 // health 710 "xv 0 " 711 "hnum " 712 "xv 50 " 713 "pic 0 " 714 715 // ammo 716 "if 2 " 717 " xv 100 " 718 " anum " 719 " xv 150 " 720 " pic 2 " 721 "endif " 722 723 // armor 724 "if 4 " 725 " xv 200 " 726 " rnum " 727 " xv 250 " 728 " pic 4 " 729 "endif " 730 731 // selected item 732 "if 6 " 733 " xv 296 " 734 " pic 6 " 735 "endif " 736 737 "yb -50 " 738 739 // picked up item 740 "if 7 " 741 " xv 0 " 742 " pic 7 " 743 " xv 26 " 744 " yb -42 " 745 " stat_string 8 " 746 " yb -50 " 747 "endif " 748 749 // timer 750 "if 9 " 751 " xv 246 " 752 " num 2 10 " 753 " xv 296 " 754 " pic 9 " 755 "endif " 756 757 // help / weapon icon 758 "if 11 " 759 " xv 148 " 760 " pic 11 " 761 "endif " 762 763 // frags 764 "xr -50 " 765 "yt 2 " 766 "num 3 14 " 767 768 // spectator 769 "if 17 " 770 "xv 0 " 771 "yb -58 " 772 "string2 \"SPECTATOR MODE\" " 773 "endif " 774 775 // chase camera 776 "if 16 " 777 "xv 0 " 778 "yb -68 " 779 "string \"Chasing\" " 780 "xv 64 " 781 "stat_string 16 " 782 "endif " 783 ; 784 785 786 /*QUAKED worldspawn (0 0 0) ? 787 788 Only used for the world. 789 "sky" environment map name 790 "skyaxis" vector axis for rotating sky 791 "skyrotate" speed of rotation in degrees/second 792 "sounds" music cd track number 793 "gravity" 800 is default gravity 794 "message" text to print at user logon 795 */ 796 void SP_worldspawn (edict_t *ent) 797 { 798 ent->movetype = MOVETYPE_PUSH; 799 ent->solid = SOLID_BSP; 800 ent->inuse = true; // since the world doesn't use G_Spawn() 801 ent->s.modelindex = 1; // world model is always index 1 802 803 //--------------- 804 805 // reserve some spots for dead player bodies for coop / deathmatch 806 InitBodyQue (); 807 808 // set configstrings for items 809 SetItemNames (); 810 811 if (st.nextmap) 812 strcpy (level.nextmap, st.nextmap); 813 814 // make some data visible to the server 815 816 if (ent->message && ent->message[0]) 817 { 818 gi.configstring (CS_NAME, ent->message); 819 strncpy (level.level_name, ent->message, sizeof(level.level_name)); 820 } 821 else 822 strncpy (level.level_name, level.mapname, sizeof(level.level_name)); 823 824 if (st.sky && st.sky[0]) 825 gi.configstring (CS_SKY, st.sky); 826 else 827 gi.configstring (CS_SKY, "unit1_"); 828 829 gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) ); 830 831 gi.configstring (CS_SKYAXIS, va("%f %f %f", 832 st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) ); 833 834 gi.configstring (CS_CDTRACK, va("%i", ent->sounds) ); 835 836 gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) ); 837 838 // status bar program 839 if (deathmatch->value) 840 gi.configstring (CS_STATUSBAR, dm_statusbar); 841 else 842 gi.configstring (CS_STATUSBAR, single_statusbar); 843 844 //--------------- 845 846 847 // help icon for statusbar 848 gi.imageindex ("i_help"); 849 level.pic_health = gi.imageindex ("i_health"); 850 gi.imageindex ("help"); 851 gi.imageindex ("field_3"); 852 853 if (!st.gravity) 854 gi.cvar_set("sv_gravity", "800"); 855 else 856 gi.cvar_set("sv_gravity", st.gravity); 857 858 snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime 859 860 PrecacheItem (FindItem ("Blaster")); 861 862 gi.soundindex ("player/lava1.wav"); 863 gi.soundindex ("player/lava2.wav"); 864 865 gi.soundindex ("misc/pc_up.wav"); 866 gi.soundindex ("misc/talk1.wav"); 867 868 gi.soundindex ("misc/udeath.wav"); 869 870 // gibs 871 gi.soundindex ("items/respawn1.wav"); 872 873 // sexed sounds 874 gi.soundindex ("*death1.wav"); 875 gi.soundindex ("*death2.wav"); 876 gi.soundindex ("*death3.wav"); 877 gi.soundindex ("*death4.wav"); 878 gi.soundindex ("*fall1.wav"); 879 gi.soundindex ("*fall2.wav"); 880 gi.soundindex ("*gurp1.wav"); // drowning damage 881 gi.soundindex ("*gurp2.wav"); 882 gi.soundindex ("*jump1.wav"); // player jump 883 gi.soundindex ("*pain25_1.wav"); 884 gi.soundindex ("*pain25_2.wav"); 885 gi.soundindex ("*pain50_1.wav"); 886 gi.soundindex ("*pain50_2.wav"); 887 gi.soundindex ("*pain75_1.wav"); 888 gi.soundindex ("*pain75_2.wav"); 889 gi.soundindex ("*pain100_1.wav"); 890 gi.soundindex ("*pain100_2.wav"); 891 892 // sexed models 893 // THIS ORDER MUST MATCH THE DEFINES IN g_local.h 894 // you can add more, max 15 895 gi.modelindex ("#w_blaster.md2"); 896 gi.modelindex ("#w_shotgun.md2"); 897 gi.modelindex ("#w_sshotgun.md2"); 898 gi.modelindex ("#w_machinegun.md2"); 899 gi.modelindex ("#w_chaingun.md2"); 900 gi.modelindex ("#a_grenades.md2"); 901 gi.modelindex ("#w_glauncher.md2"); 902 gi.modelindex ("#w_rlauncher.md2"); 903 gi.modelindex ("#w_hyperblaster.md2"); 904 gi.modelindex ("#w_railgun.md2"); 905 gi.modelindex ("#w_bfg.md2"); 906 907 //------------------- 908 909 gi.soundindex ("player/gasp1.wav"); // gasping for air 910 gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping 911 912 gi.soundindex ("player/watr_in.wav"); // feet hitting water 913 gi.soundindex ("player/watr_out.wav"); // feet leaving water 914 915 gi.soundindex ("player/watr_un.wav"); // head going underwater 916 917 gi.soundindex ("player/u_breath1.wav"); 918 gi.soundindex ("player/u_breath2.wav"); 919 920 gi.soundindex ("items/pkup.wav"); // bonus item pickup 921 gi.soundindex ("world/land.wav"); // landing thud 922 gi.soundindex ("misc/h2ohit1.wav"); // landing splash 923 924 gi.soundindex ("items/damage.wav"); 925 gi.soundindex ("items/protect.wav"); 926 gi.soundindex ("items/protect4.wav"); 927 gi.soundindex ("weapons/noammo.wav"); 928 929 gi.soundindex ("infantry/inflies1.wav"); 930 931 sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2"); 932 gi.modelindex ("models/objects/gibs/arm/tris.md2"); 933 gi.modelindex ("models/objects/gibs/bone/tris.md2"); 934 gi.modelindex ("models/objects/gibs/bone2/tris.md2"); 935 gi.modelindex ("models/objects/gibs/chest/tris.md2"); 936 gi.modelindex ("models/objects/gibs/skull/tris.md2"); 937 gi.modelindex ("models/objects/gibs/head2/tris.md2"); 938 939 // 940 // Setup light animation tables. 'a' is total darkness, 'z' is doublebright. 941 // 942 943 // 0 normal 944 gi.configstring(CS_LIGHTS+0, "m"); 945 946 // 1 FLICKER (first variety) 947 gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo"); 948 949 // 2 SLOW STRONG PULSE 950 gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); 951 952 // 3 CANDLE (first variety) 953 gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); 954 955 // 4 FAST STROBE 956 gi.configstring(CS_LIGHTS+4, "mamamamamama"); 957 958 // 5 GENTLE PULSE 1 959 gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); 960 961 // 6 FLICKER (second variety) 962 gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno"); 963 964 // 7 CANDLE (second variety) 965 gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm"); 966 967 // 8 CANDLE (third variety) 968 gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); 969 970 // 9 SLOW STROBE (fourth variety) 971 gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz"); 972 973 // 10 FLUORESCENT FLICKER 974 gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma"); 975 976 // 11 SLOW PULSE NOT FADE TO BLACK 977 gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); 978 979 // styles 32-62 are assigned by the light program for switchable lights 980 981 // 63 testing 982 gi.configstring(CS_LIGHTS+63, "a"); 983 } 984 985