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
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