Annotation of quake2/ctf/g_spawn.c, revision 1.1.1.2

1.1.1.2 ! root        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: */
1.1       root       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: //ZOID
                    159:        {"info_player_team1", SP_info_player_team1},
                    160:        {"info_player_team2", SP_info_player_team2},
                    161: //ZOID
                    162: 
                    163:        {"func_plat", SP_func_plat},
                    164:        {"func_button", SP_func_button},
                    165:        {"func_door", SP_func_door},
                    166:        {"func_door_secret", SP_func_door_secret},
                    167:        {"func_door_rotating", SP_func_door_rotating},
                    168:        {"func_rotating", SP_func_rotating},
                    169:        {"func_train", SP_func_train},
                    170:        {"func_water", SP_func_water},
                    171:        {"func_conveyor", SP_func_conveyor},
                    172:        {"func_areaportal", SP_func_areaportal},
                    173:        {"func_clock", SP_func_clock},
                    174:        {"func_wall", SP_func_wall},
                    175:        {"func_object", SP_func_object},
                    176:        {"func_timer", SP_func_timer},
                    177:        {"func_explosive", SP_func_explosive},
                    178:        {"func_killbox", SP_func_killbox},
                    179: 
                    180:        {"trigger_always", SP_trigger_always},
                    181:        {"trigger_once", SP_trigger_once},
                    182:        {"trigger_multiple", SP_trigger_multiple},
                    183:        {"trigger_relay", SP_trigger_relay},
                    184:        {"trigger_push", SP_trigger_push},
                    185:        {"trigger_hurt", SP_trigger_hurt},
                    186:        {"trigger_key", SP_trigger_key},
                    187:        {"trigger_counter", SP_trigger_counter},
                    188:        {"trigger_elevator", SP_trigger_elevator},
                    189:        {"trigger_gravity", SP_trigger_gravity},
                    190:        {"trigger_monsterjump", SP_trigger_monsterjump},
                    191: 
                    192:        {"target_temp_entity", SP_target_temp_entity},
                    193:        {"target_speaker", SP_target_speaker},
                    194:        {"target_explosion", SP_target_explosion},
                    195:        {"target_changelevel", SP_target_changelevel},
                    196:        {"target_secret", SP_target_secret},
                    197:        {"target_goal", SP_target_goal},
                    198:        {"target_splash", SP_target_splash},
                    199:        {"target_spawner", SP_target_spawner},
                    200:        {"target_blaster", SP_target_blaster},
                    201:        {"target_crosslevel_trigger", SP_target_crosslevel_trigger},
                    202:        {"target_crosslevel_target", SP_target_crosslevel_target},
                    203:        {"target_laser", SP_target_laser},
                    204:        {"target_help", SP_target_help},
                    205: #if 0 // remove monster code
                    206:        {"target_actor", SP_target_actor},
                    207: #endif
                    208:        {"target_lightramp", SP_target_lightramp},
                    209:        {"target_earthquake", SP_target_earthquake},
                    210:        {"target_character", SP_target_character},
                    211:        {"target_string", SP_target_string},
                    212: 
                    213:        {"worldspawn", SP_worldspawn},
                    214:        {"viewthing", SP_viewthing},
                    215: 
                    216:        {"light", SP_light},
                    217:        {"light_mine1", SP_light_mine1},
                    218:        {"light_mine2", SP_light_mine2},
                    219:        {"info_null", SP_info_null},
                    220:        {"func_group", SP_info_null},
                    221:        {"info_notnull", SP_info_notnull},
                    222:        {"path_corner", SP_path_corner},
                    223:        {"point_combat", SP_point_combat},
                    224: 
                    225:        {"misc_explobox", SP_misc_explobox},
                    226:        {"misc_banner", SP_misc_banner},
                    227: //ZOID
                    228:        {"misc_ctf_banner", SP_misc_ctf_banner},
                    229:        {"misc_ctf_small_banner", SP_misc_ctf_small_banner},
                    230: //ZOID
                    231:        {"misc_satellite_dish", SP_misc_satellite_dish},
                    232: #if 0 // remove monster code
                    233:        {"misc_actor", SP_misc_actor},
                    234: #endif
                    235:        {"misc_gib_arm", SP_misc_gib_arm},
                    236:        {"misc_gib_leg", SP_misc_gib_leg},
                    237:        {"misc_gib_head", SP_misc_gib_head},
                    238: #if 0 // remove monster code
                    239:        {"misc_insane", SP_misc_insane},
                    240: #endif
                    241:        {"misc_deadsoldier", SP_misc_deadsoldier},
                    242:        {"misc_viper", SP_misc_viper},
                    243:        {"misc_viper_bomb", SP_misc_viper_bomb},
                    244:        {"misc_bigviper", SP_misc_bigviper},
                    245:        {"misc_strogg_ship", SP_misc_strogg_ship},
                    246:        {"misc_teleporter", SP_misc_teleporter},
                    247:        {"misc_teleporter_dest", SP_misc_teleporter_dest},
                    248: //ZOID
                    249:        {"trigger_teleport", SP_trigger_teleport},
                    250:        {"info_teleport_destination", SP_info_teleport_destination},
                    251: //ZOID
                    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: #if 0 // remove monster code
                    258:        {"monster_berserk", SP_monster_berserk},
                    259:        {"monster_gladiator", SP_monster_gladiator},
                    260:        {"monster_gunner", SP_monster_gunner},
                    261:        {"monster_infantry", SP_monster_infantry},
                    262:        {"monster_soldier_light", SP_monster_soldier_light},
                    263:        {"monster_soldier", SP_monster_soldier},
                    264:        {"monster_soldier_ss", SP_monster_soldier_ss},
                    265:        {"monster_tank", SP_monster_tank},
                    266:        {"monster_tank_commander", SP_monster_tank},
                    267:        {"monster_medic", SP_monster_medic},
                    268:        {"monster_flipper", SP_monster_flipper},
                    269:        {"monster_chick", SP_monster_chick},
                    270:        {"monster_parasite", SP_monster_parasite},
                    271:        {"monster_flyer", SP_monster_flyer},
                    272:        {"monster_brain", SP_monster_brain},
                    273:        {"monster_floater", SP_monster_floater},
                    274:        {"monster_hover", SP_monster_hover},
                    275:        {"monster_mutant", SP_monster_mutant},
                    276:        {"monster_supertank", SP_monster_supertank},
                    277:        {"monster_boss2", SP_monster_boss2},
                    278:        {"monster_boss3_stand", SP_monster_boss3_stand},
                    279:        {"monster_jorg", SP_monster_jorg},
                    280: 
                    281:        {"monster_commander_body", SP_monster_commander_body},
                    282: 
                    283:        {"turret_breach", SP_turret_breach},
                    284:        {"turret_base", SP_turret_base},
                    285:        {"turret_driver", SP_turret_driver},
                    286: #endif
                    287: 
                    288:        {NULL, NULL}
                    289: };
                    290: 
                    291: /*
                    292: ===============
                    293: ED_CallSpawn
                    294: 
                    295: Finds the spawn function for the entity and calls it
                    296: ===============
                    297: */
                    298: void ED_CallSpawn (edict_t *ent)
                    299: {
                    300:        spawn_t *s;
                    301:        gitem_t *item;
                    302:        int             i;
                    303: 
                    304:        if (!ent->classname)
                    305:        {
                    306:                gi.dprintf ("ED_CallSpawn: NULL classname\n");
                    307:                return;
                    308:        }
                    309: 
                    310:        // check item spawn functions
                    311:        for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
                    312:        {
                    313:                if (!item->classname)
                    314:                        continue;
                    315:                if (!strcmp(item->classname, ent->classname))
                    316:                {       // found it
                    317:                        SpawnItem (ent, item);
                    318:                        return;
                    319:                }
                    320:        }
                    321: 
                    322:        // check normal spawn functions
                    323:        for (s=spawns ; s->name ; s++)
                    324:        {
                    325:                if (!strcmp(s->name, ent->classname))
                    326:                {       // found it
                    327:                        s->spawn (ent);
                    328:                        return;
                    329:                }
                    330:        }
                    331:        gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
                    332: }
                    333: 
                    334: /*
                    335: =============
                    336: ED_NewString
                    337: =============
                    338: */
                    339: char *ED_NewString (char *string)
                    340: {
                    341:        char    *newb, *new_p;
                    342:        int             i,l;
                    343:        
                    344:        l = strlen(string) + 1;
                    345: 
                    346:        newb = gi.TagMalloc (l, TAG_LEVEL);
                    347: 
                    348:        new_p = newb;
                    349: 
                    350:        for (i=0 ; i< l ; i++)
                    351:        {
                    352:                if (string[i] == '\\' && i < l-1)
                    353:                {
                    354:                        i++;
                    355:                        if (string[i] == 'n')
                    356:                                *new_p++ = '\n';
                    357:                        else
                    358:                                *new_p++ = '\\';
                    359:                }
                    360:                else
                    361:                        *new_p++ = string[i];
                    362:        }
                    363:        
                    364:        return newb;
                    365: }
                    366: 
                    367: 
                    368: 
                    369: 
                    370: /*
                    371: ===============
                    372: ED_ParseField
                    373: 
                    374: Takes a key/value pair and sets the binary values
                    375: in an edict
                    376: ===============
                    377: */
                    378: void ED_ParseField (char *key, char *value, edict_t *ent)
                    379: {
                    380:        field_t *f;
                    381:        byte    *b;
                    382:        float   v;
                    383:        vec3_t  vec;
                    384: 
                    385:        for (f=fields ; f->name ; f++)
                    386:        {
                    387:                if (!Q_stricmp(f->name, key))
                    388:                {       // found it
                    389:                        if (f->flags & FFL_SPAWNTEMP)
                    390:                                b = (byte *)&st;
                    391:                        else
                    392:                                b = (byte *)ent;
                    393: 
                    394:                        switch (f->type)
                    395:                        {
                    396:                        case F_LSTRING:
                    397:                                *(char **)(b+f->ofs) = ED_NewString (value);
                    398:                                break;
                    399:                        case F_VECTOR:
                    400:                                sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
                    401:                                ((float *)(b+f->ofs))[0] = vec[0];
                    402:                                ((float *)(b+f->ofs))[1] = vec[1];
                    403:                                ((float *)(b+f->ofs))[2] = vec[2];
                    404:                                break;
                    405:                        case F_INT:
                    406:                                *(int *)(b+f->ofs) = atoi(value);
                    407:                                break;
                    408:                        case F_FLOAT:
                    409:                                *(float *)(b+f->ofs) = atof(value);
                    410:                                break;
                    411:                        case F_ANGLEHACK:
                    412:                                v = atof(value);
                    413:                                ((float *)(b+f->ofs))[0] = 0;
                    414:                                ((float *)(b+f->ofs))[1] = v;
                    415:                                ((float *)(b+f->ofs))[2] = 0;
                    416:                                break;
                    417:                        case F_IGNORE:
                    418:                                break;
                    419:                        }
                    420:                        return;
                    421:                }
                    422:        }
                    423:        gi.dprintf ("%s is not a field\n", key);
                    424: }
                    425: 
                    426: /*
                    427: ====================
                    428: ED_ParseEdict
                    429: 
                    430: Parses an edict out of the given string, returning the new position
                    431: ed should be a properly initialized empty edict.
                    432: ====================
                    433: */
                    434: char *ED_ParseEdict (char *data, edict_t *ent)
                    435: {
                    436:        qboolean        init;
                    437:        char            keyname[256];
                    438:        char            *com_token;
                    439: 
                    440:        init = false;
                    441:        memset (&st, 0, sizeof(st));
                    442: 
                    443: // go through all the dictionary pairs
                    444:        while (1)
                    445:        {       
                    446:        // parse key
                    447:                com_token = COM_Parse (&data);
                    448:                if (com_token[0] == '}')
                    449:                        break;
                    450:                if (!data)
                    451:                        gi.error ("ED_ParseEntity: EOF without closing brace");
                    452: 
                    453:                strncpy (keyname, com_token, sizeof(keyname)-1);
                    454:                
                    455:        // parse value  
                    456:                com_token = COM_Parse (&data);
                    457:                if (!data)
                    458:                        gi.error ("ED_ParseEntity: EOF without closing brace");
                    459: 
                    460:                if (com_token[0] == '}')
                    461:                        gi.error ("ED_ParseEntity: closing brace without data");
                    462: 
                    463:                init = true;    
                    464: 
                    465:        // keynames with a leading underscore are used for utility comments,
                    466:        // and are immediately discarded by quake
                    467:                if (keyname[0] == '_')
                    468:                        continue;
                    469: 
                    470:                ED_ParseField (keyname, com_token, ent);
                    471:        }
                    472: 
                    473:        if (!init)
                    474:                memset (ent, 0, sizeof(*ent));
                    475: 
                    476:        return data;
                    477: }
                    478: 
                    479: 
                    480: /*
                    481: ================
                    482: G_FindTeams
                    483: 
                    484: Chain together all entities with a matching team field.
                    485: 
                    486: All but the first will have the FL_TEAMSLAVE flag set.
                    487: All but the last will have the teamchain field set to the next one
                    488: ================
                    489: */
                    490: void G_FindTeams (void)
                    491: {
                    492:        edict_t *e, *e2, *chain;
                    493:        int             i, j;
                    494:        int             c, c2;
                    495: 
                    496:        c = 0;
                    497:        c2 = 0;
                    498:        for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
                    499:        {
                    500:                if (!e->inuse)
                    501:                        continue;
                    502:                if (!e->team)
                    503:                        continue;
                    504:                if (e->flags & FL_TEAMSLAVE)
                    505:                        continue;
                    506:                chain = e;
                    507:                e->teammaster = e;
                    508:                c++;
                    509:                c2++;
                    510:                for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
                    511:                {
                    512:                        if (!e2->inuse)
                    513:                                continue;
                    514:                        if (!e2->team)
                    515:                                continue;
                    516:                        if (e2->flags & FL_TEAMSLAVE)
                    517:                                continue;
                    518:                        if (!strcmp(e->team, e2->team))
                    519:                        {
                    520:                                c2++;
                    521:                                chain->teamchain = e2;
                    522:                                e2->teammaster = e;
                    523:                                chain = e2;
                    524:                                e2->flags |= FL_TEAMSLAVE;
                    525:                        }
                    526:                }
                    527:        }
                    528: 
                    529:        gi.dprintf ("%i teams with %i entities\n", c, c2);
                    530: }
                    531: 
                    532: /*
                    533: ==============
                    534: SpawnEntities
                    535: 
                    536: Creates a server's entity / program execution context by
                    537: parsing textual entity definitions out of an ent file.
                    538: ==============
                    539: */
                    540: void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
                    541: {
                    542:        edict_t         *ent;
                    543:        int                     inhibit;
                    544:        char            *com_token;
                    545:        int                     i;
                    546:        float           skill_level;
                    547: 
                    548:        skill_level = floor (skill->value);
                    549:        if (skill_level < 0)
                    550:                skill_level = 0;
                    551:        if (skill_level > 3)
                    552:                skill_level = 3;
                    553:        if (skill->value != skill_level)
                    554:                gi.cvar_forceset("skill", va("%f", skill_level));
                    555: 
                    556:        SaveClientData ();
                    557: 
                    558:        gi.FreeTags (TAG_LEVEL);
                    559: 
                    560:        memset (&level, 0, sizeof(level));
                    561:        memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
                    562: 
                    563:        strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
                    564:        strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
                    565: 
                    566:        // set client fields on player ents
                    567:        for (i=0 ; i<game.maxclients ; i++)
                    568:                g_edicts[i+1].client = game.clients + i;
                    569: 
                    570:        ent = NULL;
                    571:        inhibit = 0;
                    572: 
                    573: // parse ents
                    574:        while (1)
                    575:        {
                    576:                // parse the opening brace      
                    577:                com_token = COM_Parse (&entities);
                    578:                if (!entities)
                    579:                        break;
                    580:                if (com_token[0] != '{')
                    581:                        gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
                    582: 
                    583:                if (!ent)
                    584:                        ent = g_edicts;
                    585:                else
                    586:                        ent = G_Spawn ();
                    587:                entities = ED_ParseEdict (entities, ent);
                    588:                
                    589:                // yet another map hack
                    590:                if (!stricmp(level.mapname, "command") && !stricmp(ent->classname, "trigger_once") && !stricmp(ent->model, "*27"))
                    591:                        ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
                    592: 
                    593:                // remove things (except the world) from different skill levels or deathmatch
                    594:                if (ent != g_edicts)
                    595:                {
                    596:                        if (deathmatch->value)
                    597:                        {
                    598:                                if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
                    599:                                {
                    600:                                        G_FreeEdict (ent);      
                    601:                                        inhibit++;
                    602:                                        continue;
                    603:                                }
                    604:                        }
                    605:                        else
                    606:                        {
                    607:                                if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
                    608:                                        ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
                    609:                                        ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
                    610:                                        (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
                    611:                                        )
                    612:                                        {
                    613:                                                G_FreeEdict (ent);      
                    614:                                                inhibit++;
                    615:                                                continue;
                    616:                                        }
                    617:                        }
                    618: 
                    619:                        ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
                    620:                }
                    621: 
                    622:                ED_CallSpawn (ent);
                    623:        }       
                    624: 
                    625:        gi.dprintf ("%i entities inhibited\n", inhibit);
                    626: 
                    627:        G_FindTeams ();
                    628: 
                    629:        PlayerTrail_Init ();
                    630: 
                    631: //ZOID
                    632:        CTFSpawn();
                    633: //ZOID
                    634: }
                    635: 
                    636: 
                    637: //===================================================================
                    638: 
                    639: #if 0
                    640:        // cursor positioning
                    641:        xl <value>
                    642:        xr <value>
                    643:        yb <value>
                    644:        yt <value>
                    645:        xv <value>
                    646:        yv <value>
                    647: 
                    648:        // drawing
                    649:        statpic <name>
                    650:        pic <stat>
                    651:        num <fieldwidth> <stat>
                    652:        string <stat>
                    653: 
                    654:        // control
                    655:        if <stat>
                    656:        ifeq <stat> <value>
                    657:        ifbit <stat> <value>
                    658:        endif
                    659: 
                    660: #endif
                    661: 
                    662: char *single_statusbar = 
                    663: "yb    -24 "
                    664: 
                    665: // health
                    666: "xv    0 "
                    667: "hnum "
                    668: "xv    50 "
                    669: "pic 0 "
                    670: 
                    671: // ammo
                    672: "if 2 "
                    673: "      xv      100 "
                    674: "      anum "
                    675: "      xv      150 "
                    676: "      pic 2 "
                    677: "endif "
                    678: 
                    679: // armor
                    680: "if 4 "
                    681: "      xv      200 "
                    682: "      rnum "
                    683: "      xv      250 "
                    684: "      pic 4 "
                    685: "endif "
                    686: 
                    687: // selected item
                    688: "if 6 "
                    689: "      xv      296 "
                    690: "      pic 6 "
                    691: "endif "
                    692: 
                    693: "yb    -50 "
                    694: 
                    695: // picked up item
                    696: "if 7 "
                    697: "      xv      0 "
                    698: "      pic 7 "
                    699: "      xv      26 "
                    700: "      yb      -42 "
                    701: "      stat_string 8 "
                    702: "      yb      -50 "
                    703: "endif "
                    704: 
                    705: // timer
                    706: "if 9 "
                    707: "      xv      262 "
                    708: "      num     2       10 "
                    709: "      xv      296 "
                    710: "      pic     9 "
                    711: "endif "
                    712: 
                    713: //  help / weapon icon 
                    714: "if 11 "
                    715: "      xv      148 "
                    716: "      pic     11 "
                    717: "endif "
                    718: ;
                    719: 
                    720: char *dm_statusbar =
                    721: "yb    -24 "
                    722: 
                    723: // health
                    724: "xv    0 "
                    725: "hnum "
                    726: "xv    50 "
                    727: "pic 0 "
                    728: 
                    729: // ammo
                    730: "if 2 "
                    731: "      xv      100 "
                    732: "      anum "
                    733: "      xv      150 "
                    734: "      pic 2 "
                    735: "endif "
                    736: 
                    737: // armor
                    738: "if 4 "
                    739: "      xv      200 "
                    740: "      rnum "
                    741: "      xv      250 "
                    742: "      pic 4 "
                    743: "endif "
                    744: 
                    745: // selected item
                    746: "if 6 "
                    747: "      xv      296 "
                    748: "      pic 6 "
                    749: "endif "
                    750: 
                    751: "yb    -50 "
                    752: 
                    753: // picked up item
                    754: "if 7 "
                    755: "      xv      0 "
                    756: "      pic 7 "
                    757: "      xv      26 "
                    758: "      yb      -42 "
                    759: "      stat_string 8 "
                    760: "      yb      -50 "
                    761: "endif "
                    762: 
                    763: // timer
                    764: "if 9 "
                    765: "      xv      246 "
                    766: "      num     2       10 "
                    767: "      xv      296 "
                    768: "      pic     9 "
                    769: "endif "
                    770: 
                    771: //  help / weapon icon 
                    772: "if 11 "
                    773: "      xv      148 "
                    774: "      pic     11 "
                    775: "endif "
                    776: 
                    777: //  frags
                    778: "xr    -50 "
                    779: "yt 2 "
                    780: "num 3 14"
                    781: ;
                    782: 
                    783: 
                    784: /*QUAKED worldspawn (0 0 0) ?
                    785: 
                    786: Only used for the world.
                    787: "sky"  environment map name
                    788: "skyaxis"      vector axis for rotating sky
                    789: "skyrotate"    speed of rotation in degrees/second
                    790: "sounds"       music cd track number
                    791: "gravity"      800 is default gravity
                    792: "message"      text to print at user logon
                    793: */
                    794: void SP_worldspawn (edict_t *ent)
                    795: {
                    796:        ent->movetype = MOVETYPE_PUSH;
                    797:        ent->solid = SOLID_BSP;
                    798:        ent->inuse = true;                      // since the world doesn't use G_Spawn()
                    799:        ent->s.modelindex = 1;          // world model is always index 1
                    800: 
                    801:        //---------------
                    802: 
                    803:        // reserve some spots for dead player bodies for coop / deathmatch
                    804:        InitBodyQue ();
                    805: 
                    806:        // set configstrings for items
                    807:        SetItemNames ();
                    808: 
                    809:        if (st.nextmap)
                    810:                strcpy (level.nextmap, st.nextmap);
                    811: 
                    812:        // make some data visible to the server
                    813: 
                    814:        if (ent->message && ent->message[0])
                    815:        {
                    816:                gi.configstring (CS_NAME, ent->message);
                    817:                strncpy (level.level_name, ent->message, sizeof(level.level_name));
                    818:        }
                    819:        else
                    820:                strncpy (level.level_name, level.mapname, sizeof(level.level_name));
                    821: 
                    822:        if (st.sky && st.sky[0])
                    823:                gi.configstring (CS_SKY, st.sky);
                    824:        else
                    825:                gi.configstring (CS_SKY, "unit1_");
                    826: 
                    827:        gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
                    828: 
                    829:        gi.configstring (CS_SKYAXIS, va("%f %f %f",
                    830:                st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
                    831: 
                    832:        gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
                    833: 
                    834:        gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
                    835: 
                    836:        // status bar program
                    837:        if (deathmatch->value)
                    838: //ZOID
                    839:                if (ctf->value) {
                    840:                        gi.configstring (CS_STATUSBAR, ctf_statusbar);
1.1.1.2 ! root      841:                        CTFPrecache();
1.1       root      842:                } else
                    843: //ZOID
1.1.1.2 ! root      844:                        gi.configstring (CS_STATUSBAR, dm_statusbar);
1.1       root      845:        else
                    846:                gi.configstring (CS_STATUSBAR, single_statusbar);
                    847: 
                    848:        //---------------
                    849: 
                    850: 
                    851:        // help icon for statusbar
                    852:        gi.imageindex ("i_help");
                    853:        level.pic_health = gi.imageindex ("i_health");
                    854:        gi.imageindex ("help");
                    855:        gi.imageindex ("field_3");
                    856: 
                    857:        if (!st.gravity)
                    858:                gi.cvar_set("sv_gravity", "800");
                    859:        else
                    860:                gi.cvar_set("sv_gravity", st.gravity);
                    861: 
                    862:        snd_fry = gi.soundindex ("player/fry.wav");     // standing in lava / slime
                    863: 
                    864:        PrecacheItem (FindItem ("Blaster"));
                    865: 
                    866:        gi.soundindex ("player/lava1.wav");
                    867:        gi.soundindex ("player/lava2.wav");
                    868: 
                    869:        gi.soundindex ("misc/pc_up.wav");
                    870:        gi.soundindex ("misc/talk1.wav");
                    871: 
                    872:        gi.soundindex ("misc/udeath.wav");
                    873: 
                    874:        // gibs
                    875:        gi.soundindex ("items/respawn1.wav");
                    876: 
                    877:        // sexed sounds
                    878:        gi.soundindex ("*death1.wav");
                    879:        gi.soundindex ("*death2.wav");
                    880:        gi.soundindex ("*death3.wav");
                    881:        gi.soundindex ("*death4.wav");
                    882:        gi.soundindex ("*fall1.wav");
                    883:        gi.soundindex ("*fall2.wav");   
                    884:        gi.soundindex ("*gurp1.wav");           // drowning damage
                    885:        gi.soundindex ("*gurp2.wav");   
                    886:        gi.soundindex ("*jump1.wav");           // player jump
                    887:        gi.soundindex ("*pain25_1.wav");
                    888:        gi.soundindex ("*pain25_2.wav");
                    889:        gi.soundindex ("*pain50_1.wav");
                    890:        gi.soundindex ("*pain50_2.wav");
                    891:        gi.soundindex ("*pain75_1.wav");
                    892:        gi.soundindex ("*pain75_2.wav");
                    893:        gi.soundindex ("*pain100_1.wav");
                    894:        gi.soundindex ("*pain100_2.wav");
                    895: 
                    896:        // sexed models
                    897:        // THIS ORDER MUST MATCH THE DEFINES IN g_local.h
                    898:        // you can add more, max 15
                    899:        gi.modelindex ("#w_blaster.md2");
                    900:        gi.modelindex ("#w_shotgun.md2");
                    901:        gi.modelindex ("#w_sshotgun.md2");
                    902:        gi.modelindex ("#w_machinegun.md2");
                    903:        gi.modelindex ("#w_chaingun.md2");
                    904:        gi.modelindex ("#a_grenades.md2");
                    905:        gi.modelindex ("#w_glauncher.md2");
                    906:        gi.modelindex ("#w_rlauncher.md2");
                    907:        gi.modelindex ("#w_hyperblaster.md2");
                    908:        gi.modelindex ("#w_railgun.md2");
                    909:        gi.modelindex ("#w_bfg.md2");
                    910:        gi.modelindex ("#w_grapple.md2");
                    911: 
                    912:        //-------------------
                    913: 
                    914:        gi.soundindex ("player/gasp1.wav");             // gasping for air
                    915:        gi.soundindex ("player/gasp2.wav");             // head breaking surface, not gasping
                    916: 
                    917:        gi.soundindex ("player/watr_in.wav");   // feet hitting water
                    918:        gi.soundindex ("player/watr_out.wav");  // feet leaving water
                    919: 
                    920:        gi.soundindex ("player/watr_un.wav");   // head going underwater
                    921:        
                    922:        gi.soundindex ("player/u_breath1.wav");
                    923:        gi.soundindex ("player/u_breath2.wav");
                    924: 
                    925:        gi.soundindex ("items/pkup.wav");               // bonus item pickup
                    926:        gi.soundindex ("world/land.wav");               // landing thud
                    927:        gi.soundindex ("misc/h2ohit1.wav");             // landing splash
                    928: 
                    929:        gi.soundindex ("items/damage.wav");
                    930:        gi.soundindex ("items/protect.wav");
                    931:        gi.soundindex ("items/protect4.wav");
                    932:        gi.soundindex ("weapons/noammo.wav");
                    933: 
                    934:        gi.soundindex ("infantry/inflies1.wav");
                    935: 
                    936:        sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
                    937:        gi.modelindex ("models/objects/gibs/arm/tris.md2");
                    938:        gi.modelindex ("models/objects/gibs/bone/tris.md2");
                    939:        gi.modelindex ("models/objects/gibs/bone2/tris.md2");
                    940:        gi.modelindex ("models/objects/gibs/chest/tris.md2");
                    941:        gi.modelindex ("models/objects/gibs/skull/tris.md2");
                    942:        gi.modelindex ("models/objects/gibs/head2/tris.md2");
                    943: 
                    944: //
                    945: // Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
                    946: //
                    947: 
                    948:        // 0 normal
                    949:        gi.configstring(CS_LIGHTS+0, "m");
                    950:        
                    951:        // 1 FLICKER (first variety)
                    952:        gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
                    953:        
                    954:        // 2 SLOW STRONG PULSE
                    955:        gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
                    956:        
                    957:        // 3 CANDLE (first variety)
                    958:        gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
                    959:        
                    960:        // 4 FAST STROBE
                    961:        gi.configstring(CS_LIGHTS+4, "mamamamamama");
                    962:        
                    963:        // 5 GENTLE PULSE 1
                    964:        gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
                    965:        
                    966:        // 6 FLICKER (second variety)
                    967:        gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
                    968:        
                    969:        // 7 CANDLE (second variety)
                    970:        gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
                    971:        
                    972:        // 8 CANDLE (third variety)
                    973:        gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
                    974:        
                    975:        // 9 SLOW STROBE (fourth variety)
                    976:        gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
                    977:        
                    978:        // 10 FLUORESCENT FLICKER
                    979:        gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
                    980: 
                    981:        // 11 SLOW PULSE NOT FADE TO BLACK
                    982:        gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
                    983:        
                    984:        // styles 32-62 are assigned by the light program for switchable lights
                    985: 
                    986:        // 63 testing
                    987:        gi.configstring(CS_LIGHTS+63, "a");
                    988: }
                    989: 

unix.superglobalmegacorp.com

This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.