g_spawn.c 44 KB

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  1. // Copyright (c) ZeniMax Media Inc.
  2. // Licensed under the GNU General Public License 2.0.
  3. #include "g_local.h"
  4. typedef struct
  5. {
  6. char *name;
  7. void (*spawn)(edict_t *ent);
  8. } spawn_t;
  9. void SP_item_health (edict_t *self);
  10. void SP_item_health_small (edict_t *self);
  11. void SP_item_health_large (edict_t *self);
  12. void SP_item_health_mega (edict_t *self);
  13. void SP_info_player_start (edict_t *ent);
  14. void SP_info_player_deathmatch (edict_t *ent);
  15. void SP_info_player_coop (edict_t *ent);
  16. void SP_info_player_intermission (edict_t *ent);
  17. void SP_func_plat (edict_t *ent);
  18. void SP_func_rotating (edict_t *ent);
  19. void SP_func_button (edict_t *ent);
  20. void SP_func_door (edict_t *ent);
  21. void SP_func_door_secret (edict_t *ent);
  22. void SP_func_door_rotating (edict_t *ent);
  23. void SP_func_water (edict_t *ent);
  24. void SP_func_train (edict_t *ent);
  25. void SP_func_conveyor (edict_t *self);
  26. void SP_func_wall (edict_t *self);
  27. void SP_func_object (edict_t *self);
  28. void SP_func_explosive (edict_t *self);
  29. void SP_func_timer (edict_t *self);
  30. void SP_func_areaportal (edict_t *ent);
  31. void SP_func_clock (edict_t *ent);
  32. void SP_func_killbox (edict_t *ent);
  33. void SP_trigger_always (edict_t *ent);
  34. void SP_trigger_once (edict_t *ent);
  35. void SP_trigger_multiple (edict_t *ent);
  36. void SP_trigger_relay (edict_t *ent);
  37. void SP_trigger_push (edict_t *ent);
  38. void SP_trigger_hurt (edict_t *ent);
  39. void SP_trigger_key (edict_t *ent);
  40. void SP_trigger_counter (edict_t *ent);
  41. void SP_trigger_elevator (edict_t *ent);
  42. void SP_trigger_gravity (edict_t *ent);
  43. void SP_trigger_monsterjump (edict_t *ent);
  44. void SP_target_temp_entity (edict_t *ent);
  45. void SP_target_speaker (edict_t *ent);
  46. void SP_target_explosion (edict_t *ent);
  47. void SP_target_changelevel (edict_t *ent);
  48. void SP_target_secret (edict_t *ent);
  49. void SP_target_goal (edict_t *ent);
  50. void SP_target_splash (edict_t *ent);
  51. void SP_target_spawner (edict_t *ent);
  52. void SP_target_blaster (edict_t *ent);
  53. void SP_target_crosslevel_trigger (edict_t *ent);
  54. void SP_target_crosslevel_target (edict_t *ent);
  55. void SP_target_laser (edict_t *self);
  56. void SP_target_help (edict_t *ent);
  57. void SP_target_actor (edict_t *ent);
  58. void SP_target_lightramp (edict_t *self);
  59. void SP_target_earthquake (edict_t *ent);
  60. void SP_target_character (edict_t *ent);
  61. void SP_target_string (edict_t *ent);
  62. void SP_worldspawn (edict_t *ent);
  63. void SP_viewthing (edict_t *ent);
  64. void SP_light (edict_t *self);
  65. void SP_light_mine1 (edict_t *ent);
  66. void SP_light_mine2 (edict_t *ent);
  67. void SP_info_null (edict_t *self);
  68. void SP_info_notnull (edict_t *self);
  69. void SP_path_corner (edict_t *self);
  70. void SP_point_combat (edict_t *self);
  71. void SP_misc_explobox (edict_t *self);
  72. void SP_misc_banner (edict_t *self);
  73. void SP_misc_satellite_dish (edict_t *self);
  74. void SP_misc_actor (edict_t *self);
  75. void SP_misc_gib_arm (edict_t *self);
  76. void SP_misc_gib_leg (edict_t *self);
  77. void SP_misc_gib_head (edict_t *self);
  78. void SP_misc_insane (edict_t *self);
  79. void SP_misc_deadsoldier (edict_t *self);
  80. void SP_misc_viper (edict_t *self);
  81. void SP_misc_viper_bomb (edict_t *self);
  82. void SP_misc_bigviper (edict_t *self);
  83. void SP_misc_strogg_ship (edict_t *self);
  84. void SP_misc_teleporter (edict_t *self);
  85. void SP_misc_teleporter_dest (edict_t *self);
  86. void SP_misc_blackhole (edict_t *self);
  87. void SP_misc_eastertank (edict_t *self);
  88. void SP_misc_easterchick (edict_t *self);
  89. void SP_misc_easterchick2 (edict_t *self);
  90. void SP_monster_berserk (edict_t *self);
  91. void SP_monster_gladiator (edict_t *self);
  92. void SP_monster_gunner (edict_t *self);
  93. void SP_monster_infantry (edict_t *self);
  94. void SP_monster_soldier_light (edict_t *self);
  95. void SP_monster_soldier (edict_t *self);
  96. void SP_monster_soldier_ss (edict_t *self);
  97. void SP_monster_tank (edict_t *self);
  98. void SP_monster_medic (edict_t *self);
  99. void SP_monster_flipper (edict_t *self);
  100. void SP_monster_chick (edict_t *self);
  101. void SP_monster_parasite (edict_t *self);
  102. void SP_monster_flyer (edict_t *self);
  103. void SP_monster_brain (edict_t *self);
  104. void SP_monster_floater (edict_t *self);
  105. void SP_monster_hover (edict_t *self);
  106. void SP_monster_mutant (edict_t *self);
  107. void SP_monster_supertank (edict_t *self);
  108. void SP_monster_boss2 (edict_t *self);
  109. void SP_monster_jorg (edict_t *self);
  110. void SP_monster_boss3_stand (edict_t *self);
  111. void SP_monster_commander_body (edict_t *self);
  112. void SP_turret_breach (edict_t *self);
  113. void SP_turret_base (edict_t *self);
  114. void SP_turret_driver (edict_t *self);
  115. //===========
  116. //ROGUE
  117. void SP_func_plat2 (edict_t *ent);
  118. void SP_func_door_secret2(edict_t *ent);
  119. void SP_func_force_wall(edict_t *ent);
  120. void SP_info_player_coop_lava (edict_t *self);
  121. void SP_info_teleport_destination (edict_t *self);
  122. void SP_trigger_teleport (edict_t *self);
  123. void SP_trigger_disguise (edict_t *self);
  124. void SP_monster_stalker (edict_t *self);
  125. void SP_monster_turret (edict_t *self);
  126. void SP_target_steam (edict_t *self);
  127. void SP_target_anger (edict_t *self);
  128. void SP_target_killplayers (edict_t *self);
  129. // PMM - still experimental!
  130. void SP_target_blacklight (edict_t *self);
  131. void SP_target_orb (edict_t *self);
  132. // pmm
  133. //void SP_target_spawn (edict_t *self);
  134. void SP_hint_path (edict_t *self);
  135. void SP_monster_carrier (edict_t *self);
  136. void SP_monster_widow (edict_t *self);
  137. void SP_monster_widow2 (edict_t *self);
  138. void SP_dm_tag_token (edict_t *self);
  139. void SP_dm_dball_goal (edict_t *self);
  140. void SP_dm_dball_ball (edict_t *self);
  141. void SP_dm_dball_team1_start (edict_t *self);
  142. void SP_dm_dball_team2_start (edict_t *self);
  143. void SP_dm_dball_ball_start (edict_t *self);
  144. void SP_dm_dball_speed_change (edict_t *self);
  145. void SP_monster_kamikaze (edict_t *self);
  146. //void SP_monster_chick2 (edict_t *self);
  147. void SP_turret_invisible_brain (edict_t *self);
  148. void SP_xatrix_item (edict_t *self);
  149. void SP_misc_nuke_core (edict_t *self);
  150. //ROGUE
  151. //===========
  152. spawn_t spawns[] = {
  153. {"item_health", SP_item_health},
  154. {"item_health_small", SP_item_health_small},
  155. {"item_health_large", SP_item_health_large},
  156. {"item_health_mega", SP_item_health_mega},
  157. {"info_player_start", SP_info_player_start},
  158. {"info_player_deathmatch", SP_info_player_deathmatch},
  159. {"info_player_coop", SP_info_player_coop},
  160. {"info_player_intermission", SP_info_player_intermission},
  161. {"func_plat", SP_func_plat},
  162. {"func_button", SP_func_button},
  163. {"func_door", SP_func_door},
  164. {"func_door_secret", SP_func_door_secret},
  165. {"func_door_rotating", SP_func_door_rotating},
  166. {"func_rotating", SP_func_rotating},
  167. {"func_train", SP_func_train},
  168. {"func_water", SP_func_water},
  169. {"func_conveyor", SP_func_conveyor},
  170. {"func_areaportal", SP_func_areaportal},
  171. {"func_clock", SP_func_clock},
  172. {"func_wall", SP_func_wall},
  173. {"func_object", SP_func_object},
  174. {"func_timer", SP_func_timer},
  175. {"func_explosive", SP_func_explosive},
  176. {"func_killbox", SP_func_killbox},
  177. {"trigger_always", SP_trigger_always},
  178. {"trigger_once", SP_trigger_once},
  179. {"trigger_multiple", SP_trigger_multiple},
  180. {"trigger_relay", SP_trigger_relay},
  181. {"trigger_push", SP_trigger_push},
  182. {"trigger_hurt", SP_trigger_hurt},
  183. {"trigger_key", SP_trigger_key},
  184. {"trigger_counter", SP_trigger_counter},
  185. {"trigger_elevator", SP_trigger_elevator},
  186. {"trigger_gravity", SP_trigger_gravity},
  187. {"trigger_monsterjump", SP_trigger_monsterjump},
  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. {"worldspawn", SP_worldspawn},
  207. {"viewthing", SP_viewthing},
  208. {"light", SP_light},
  209. {"light_mine1", SP_light_mine1},
  210. {"light_mine2", SP_light_mine2},
  211. {"info_null", SP_info_null},
  212. {"func_group", SP_info_null},
  213. {"info_notnull", SP_info_notnull},
  214. {"path_corner", SP_path_corner},
  215. {"point_combat", SP_point_combat},
  216. {"misc_explobox", SP_misc_explobox},
  217. {"misc_banner", SP_misc_banner},
  218. {"misc_satellite_dish", SP_misc_satellite_dish},
  219. {"misc_actor", SP_misc_actor},
  220. {"misc_gib_arm", SP_misc_gib_arm},
  221. {"misc_gib_leg", SP_misc_gib_leg},
  222. {"misc_gib_head", SP_misc_gib_head},
  223. {"misc_insane", SP_misc_insane},
  224. {"misc_deadsoldier", SP_misc_deadsoldier},
  225. {"misc_viper", SP_misc_viper},
  226. {"misc_viper_bomb", SP_misc_viper_bomb},
  227. {"misc_bigviper", SP_misc_bigviper},
  228. {"misc_strogg_ship", SP_misc_strogg_ship},
  229. {"misc_teleporter", SP_misc_teleporter},
  230. {"misc_teleporter_dest", SP_misc_teleporter_dest},
  231. {"misc_blackhole", SP_misc_blackhole},
  232. {"misc_eastertank", SP_misc_eastertank},
  233. {"misc_easterchick", SP_misc_easterchick},
  234. {"misc_easterchick2", SP_misc_easterchick2},
  235. {"monster_berserk", SP_monster_berserk},
  236. {"monster_gladiator", SP_monster_gladiator},
  237. {"monster_gunner", SP_monster_gunner},
  238. {"monster_infantry", SP_monster_infantry},
  239. {"monster_soldier_light", SP_monster_soldier_light},
  240. {"monster_soldier", SP_monster_soldier},
  241. {"monster_soldier_ss", SP_monster_soldier_ss},
  242. {"monster_tank", SP_monster_tank},
  243. {"monster_tank_commander", SP_monster_tank},
  244. {"monster_medic", SP_monster_medic},
  245. {"monster_flipper", SP_monster_flipper},
  246. {"monster_chick", SP_monster_chick},
  247. {"monster_parasite", SP_monster_parasite},
  248. {"monster_flyer", SP_monster_flyer},
  249. {"monster_brain", SP_monster_brain},
  250. {"monster_floater", SP_monster_floater},
  251. {"monster_hover", SP_monster_hover},
  252. {"monster_mutant", SP_monster_mutant},
  253. {"monster_supertank", SP_monster_supertank},
  254. {"monster_boss2", SP_monster_boss2},
  255. {"monster_boss3_stand", SP_monster_boss3_stand},
  256. {"monster_jorg", SP_monster_jorg},
  257. {"monster_commander_body", SP_monster_commander_body},
  258. {"turret_breach", SP_turret_breach},
  259. {"turret_base", SP_turret_base},
  260. {"turret_driver", SP_turret_driver},
  261. //==============
  262. //ROGUE
  263. {"func_plat2", SP_func_plat2},
  264. {"func_door_secret2", SP_func_door_secret2},
  265. {"func_force_wall", SP_func_force_wall},
  266. {"trigger_teleport", SP_trigger_teleport},
  267. {"trigger_disguise", SP_trigger_disguise},
  268. {"info_teleport_destination", SP_info_teleport_destination},
  269. {"info_player_coop_lava", SP_info_player_coop_lava},
  270. {"monster_stalker", SP_monster_stalker},
  271. {"monster_turret", SP_monster_turret},
  272. {"target_steam", SP_target_steam},
  273. {"target_anger", SP_target_anger},
  274. // {"target_spawn", SP_target_spawn},
  275. {"target_killplayers", SP_target_killplayers},
  276. // PMM - experiment
  277. {"target_blacklight", SP_target_blacklight},
  278. {"target_orb", SP_target_orb},
  279. // pmm
  280. {"monster_daedalus", SP_monster_hover},
  281. {"hint_path", SP_hint_path},
  282. {"monster_carrier", SP_monster_carrier},
  283. {"monster_widow", SP_monster_widow},
  284. {"monster_widow2", SP_monster_widow2},
  285. {"monster_medic_commander", SP_monster_medic},
  286. {"dm_tag_token", SP_dm_tag_token},
  287. {"dm_dball_goal", SP_dm_dball_goal},
  288. {"dm_dball_ball", SP_dm_dball_ball},
  289. {"dm_dball_team1_start", SP_dm_dball_team1_start},
  290. {"dm_dball_team2_start", SP_dm_dball_team2_start},
  291. {"dm_dball_ball_start", SP_dm_dball_ball_start},
  292. {"dm_dball_speed_change", SP_dm_dball_speed_change},
  293. {"monster_kamikaze", SP_monster_kamikaze},
  294. // {"monster_chick2", SP_monster_chick2},
  295. {"turret_invisible_brain", SP_turret_invisible_brain},
  296. {"misc_nuke_core", SP_misc_nuke_core},
  297. {"ammo_magslug", SP_xatrix_item},
  298. {"ammo_trap", SP_xatrix_item},
  299. {"item_quadfire", SP_xatrix_item},
  300. {"weapon_boomer", SP_xatrix_item},
  301. {"weapon_phalanx", SP_xatrix_item},
  302. //ROGUE
  303. //==============
  304. {NULL, NULL}
  305. };
  306. /*
  307. ===============
  308. ED_CallSpawn
  309. Finds the spawn function for the entity and calls it
  310. ===============
  311. */
  312. void ED_CallSpawn (edict_t *ent)
  313. {
  314. spawn_t *s;
  315. gitem_t *item;
  316. int i;
  317. if (!ent->classname)
  318. {
  319. gi.dprintf ("ED_CallSpawn: NULL classname\n");
  320. return;
  321. }
  322. //PGM - do this before calling the spawn function so it can be overridden.
  323. #ifdef ROGUE_GRAVITY
  324. ent->gravityVector[0] = 0.0;
  325. ent->gravityVector[1] = 0.0;
  326. ent->gravityVector[2] = -1.0;
  327. #endif
  328. //PGM
  329. // FIXME - PMM classnames hack
  330. if (!strcmp(ent->classname, "weapon_nailgun"))
  331. ent->classname = (FindItem("ETF Rifle"))->classname;
  332. if (!strcmp(ent->classname, "ammo_nails"))
  333. ent->classname = (FindItem("Flechettes"))->classname;
  334. if (!strcmp(ent->classname, "weapon_heatbeam"))
  335. ent->classname = (FindItem("Plasma Beam"))->classname;
  336. // pmm
  337. // check item spawn functions
  338. for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
  339. {
  340. if (!item->classname)
  341. continue;
  342. if (!strcmp(item->classname, ent->classname))
  343. { // found it
  344. SpawnItem (ent, item);
  345. return;
  346. }
  347. }
  348. // check normal spawn functions
  349. for (s=spawns ; s->name ; s++)
  350. {
  351. if (!strcmp(s->name, ent->classname))
  352. { // found it
  353. s->spawn (ent);
  354. return;
  355. }
  356. }
  357. gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
  358. }
  359. /*
  360. =============
  361. ED_NewString
  362. =============
  363. */
  364. char *ED_NewString (char *string)
  365. {
  366. char *newb, *new_p;
  367. int i,l;
  368. l = strlen(string) + 1;
  369. newb = gi.TagMalloc (l, TAG_LEVEL);
  370. new_p = newb;
  371. for (i=0 ; i< l ; i++)
  372. {
  373. if (string[i] == '\\' && i < l-1)
  374. {
  375. i++;
  376. if (string[i] == 'n')
  377. *new_p++ = '\n';
  378. else
  379. *new_p++ = '\\';
  380. }
  381. else
  382. *new_p++ = string[i];
  383. }
  384. return newb;
  385. }
  386. /*
  387. ===============
  388. ED_ParseField
  389. Takes a key/value pair and sets the binary values
  390. in an edict
  391. ===============
  392. */
  393. void ED_ParseField (char *key, char *value, edict_t *ent)
  394. {
  395. field_t *f;
  396. byte *b;
  397. float v;
  398. vec3_t vec;
  399. for (f=fields ; f->name ; f++)
  400. {
  401. if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key))
  402. { // found it
  403. if (f->flags & FFL_SPAWNTEMP)
  404. b = (byte *)&st;
  405. else
  406. b = (byte *)ent;
  407. switch (f->type)
  408. {
  409. case F_LSTRING:
  410. *(char **)(b+f->ofs) = ED_NewString (value);
  411. break;
  412. case F_VECTOR:
  413. sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
  414. ((float *)(b+f->ofs))[0] = vec[0];
  415. ((float *)(b+f->ofs))[1] = vec[1];
  416. ((float *)(b+f->ofs))[2] = vec[2];
  417. break;
  418. case F_INT:
  419. *(int *)(b+f->ofs) = atoi(value);
  420. break;
  421. case F_FLOAT:
  422. *(float *)(b+f->ofs) = atof(value);
  423. break;
  424. case F_ANGLEHACK:
  425. v = atof(value);
  426. ((float *)(b+f->ofs))[0] = 0;
  427. ((float *)(b+f->ofs))[1] = v;
  428. ((float *)(b+f->ofs))[2] = 0;
  429. break;
  430. case F_IGNORE:
  431. break;
  432. }
  433. return;
  434. }
  435. }
  436. gi.dprintf ("%s is not a field\n", key);
  437. }
  438. /*
  439. ====================
  440. ED_ParseEdict
  441. Parses an edict out of the given string, returning the new position
  442. ed should be a properly initialized empty edict.
  443. ====================
  444. */
  445. char *ED_ParseEdict (char *data, edict_t *ent)
  446. {
  447. qboolean init;
  448. char keyname[256];
  449. char *com_token;
  450. init = false;
  451. memset (&st, 0, sizeof(st));
  452. // go through all the dictionary pairs
  453. while (1)
  454. {
  455. // parse key
  456. com_token = COM_Parse (&data);
  457. if (com_token[0] == '}')
  458. break;
  459. if (!data)
  460. gi.error ("ED_ParseEntity: EOF without closing brace");
  461. strncpy (keyname, com_token, sizeof(keyname)-1);
  462. // parse value
  463. com_token = COM_Parse (&data);
  464. if (!data)
  465. gi.error ("ED_ParseEntity: EOF without closing brace");
  466. if (com_token[0] == '}')
  467. gi.error ("ED_ParseEntity: closing brace without data");
  468. init = true;
  469. // keynames with a leading underscore are used for utility comments,
  470. // and are immediately discarded by quake
  471. if (keyname[0] == '_')
  472. continue;
  473. ED_ParseField (keyname, com_token, ent);
  474. }
  475. if (!init)
  476. memset (ent, 0, sizeof(*ent));
  477. return data;
  478. }
  479. /*
  480. ================
  481. G_FindTeams
  482. Chain together all entities with a matching team field.
  483. All but the first will have the FL_TEAMSLAVE flag set.
  484. All but the last will have the teamchain field set to the next one
  485. ================
  486. */
  487. void G_FixTeams (void)
  488. {
  489. edict_t *e, *e2, *chain;
  490. int i, j;
  491. int c, c2;
  492. c = 0;
  493. c2 = 0;
  494. for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
  495. {
  496. if (!e->inuse)
  497. continue;
  498. if (!e->team)
  499. continue;
  500. if (!strcmp(e->classname, "func_train"))
  501. {
  502. if(e->flags & FL_TEAMSLAVE)
  503. {
  504. chain = e;
  505. e->teammaster = e;
  506. e->teamchain = NULL;
  507. e->flags &= ~FL_TEAMSLAVE;
  508. c++;
  509. c2++;
  510. for (j=1, e2=g_edicts+j ; j < globals.num_edicts ; j++,e2++)
  511. {
  512. if (e2 == e)
  513. continue;
  514. if (!e2->inuse)
  515. continue;
  516. if (!e2->team)
  517. continue;
  518. if (!strcmp(e->team, e2->team))
  519. {
  520. c2++;
  521. chain->teamchain = e2;
  522. e2->teammaster = e;
  523. e2->teamchain = NULL;
  524. chain = e2;
  525. e2->flags |= FL_TEAMSLAVE;
  526. e2->movetype = MOVETYPE_PUSH;
  527. e2->speed = e->speed;
  528. }
  529. }
  530. }
  531. }
  532. }
  533. gi.dprintf ("%i teams repaired\n", c);
  534. }
  535. void G_FindTeams (void)
  536. {
  537. edict_t *e, *e2, *chain;
  538. int i, j;
  539. int c, c2;
  540. c = 0;
  541. c2 = 0;
  542. for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
  543. {
  544. if (!e->inuse)
  545. continue;
  546. if (!e->team)
  547. continue;
  548. if (e->flags & FL_TEAMSLAVE)
  549. continue;
  550. chain = e;
  551. e->teammaster = e;
  552. c++;
  553. c2++;
  554. for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
  555. {
  556. if (!e2->inuse)
  557. continue;
  558. if (!e2->team)
  559. continue;
  560. if (e2->flags & FL_TEAMSLAVE)
  561. continue;
  562. if (!strcmp(e->team, e2->team))
  563. {
  564. c2++;
  565. chain->teamchain = e2;
  566. e2->teammaster = e;
  567. chain = e2;
  568. e2->flags |= FL_TEAMSLAVE;
  569. }
  570. }
  571. }
  572. G_FixTeams();
  573. gi.dprintf ("%i teams with %i entities\n", c, c2);
  574. }
  575. /*
  576. ==============
  577. SpawnEntities
  578. Creates a server's entity / program execution context by
  579. parsing textual entity definitions out of an ent file.
  580. ==============
  581. */
  582. void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
  583. {
  584. edict_t *ent;
  585. int inhibit;
  586. char *com_token;
  587. int i;
  588. float skill_level;
  589. skill_level = floor (skill->value);
  590. if (skill_level < 0)
  591. skill_level = 0;
  592. if (skill_level > 3)
  593. skill_level = 3;
  594. if (skill->value != skill_level)
  595. gi.cvar_forceset("skill", va("%f", skill_level));
  596. SaveClientData ();
  597. gi.FreeTags (TAG_LEVEL);
  598. memset (&level, 0, sizeof(level));
  599. memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
  600. strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
  601. strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
  602. // set client fields on player ents
  603. for (i=0 ; i<game.maxclients ; i++)
  604. g_edicts[i+1].client = game.clients + i;
  605. ent = NULL;
  606. inhibit = 0;
  607. // parse ents
  608. while (1)
  609. {
  610. // parse the opening brace
  611. com_token = COM_Parse (&entities);
  612. if (!entities)
  613. break;
  614. if (com_token[0] != '{')
  615. gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
  616. if (!ent)
  617. ent = g_edicts;
  618. else
  619. ent = G_Spawn ();
  620. entities = ED_ParseEdict (entities, ent);
  621. // yet another map hack
  622. if (!Q_stricmp(level.mapname, "command") && !Q_stricmp(ent->classname, "trigger_once") && !Q_stricmp(ent->model, "*27"))
  623. ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
  624. // ROGUE
  625. //ahh, the joys of map hacks ..
  626. if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_door_rotating") && ent->targetname && !Q_stricmp(ent->targetname, "t265"))
  627. ent->spawnflags &= ~SPAWNFLAG_NOT_COOP;
  628. if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "trigger_always") && ent->target && !Q_stricmp(ent->target, "t265"))
  629. ent->spawnflags |= SPAWNFLAG_NOT_COOP;
  630. if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_wall") && !Q_stricmp(ent->model, "*15"))
  631. ent->spawnflags |= SPAWNFLAG_NOT_COOP;
  632. // rogue
  633. // remove things (except the world) from different skill levels or deathmatch
  634. if (ent != g_edicts)
  635. {
  636. if (deathmatch->value)
  637. {
  638. if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
  639. {
  640. G_FreeEdict (ent);
  641. inhibit++;
  642. continue;
  643. }
  644. }
  645. else if(coop->value)
  646. {
  647. if (ent->spawnflags & SPAWNFLAG_NOT_COOP)
  648. {
  649. G_FreeEdict (ent);
  650. inhibit++;
  651. continue;
  652. }
  653. // stuff marked !easy & !med & !hard are coop only, all levels
  654. if(!((ent->spawnflags & SPAWNFLAG_NOT_EASY) &&
  655. (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM) &&
  656. (ent->spawnflags & SPAWNFLAG_NOT_HARD)) )
  657. {
  658. if( ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
  659. ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
  660. (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
  661. )
  662. {
  663. G_FreeEdict (ent);
  664. inhibit++;
  665. continue;
  666. }
  667. }
  668. }
  669. else
  670. {
  671. if ( /*((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
  672. ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
  673. ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
  674. (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
  675. )
  676. {
  677. G_FreeEdict (ent);
  678. inhibit++;
  679. continue;
  680. }
  681. }
  682. ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
  683. }
  684. //PGM - do this before calling the spawn function so it can be overridden.
  685. #ifdef ROGUE_GRAVITY
  686. ent->gravityVector[0] = 0.0;
  687. ent->gravityVector[1] = 0.0;
  688. ent->gravityVector[2] = -1.0;
  689. #endif
  690. //PGM
  691. ED_CallSpawn (ent);
  692. ent->s.renderfx |= RF_IR_VISIBLE; //PGM
  693. }
  694. gi.dprintf ("%i entities inhibited\n", inhibit);
  695. #ifdef DEBUG
  696. i = 1;
  697. ent = EDICT_NUM(i);
  698. while (i < globals.num_edicts) {
  699. if (ent->inuse != 0 || ent->inuse != 1)
  700. Com_DPrintf("Invalid entity %d\n", i);
  701. i++, ent++;
  702. }
  703. #endif
  704. G_FindTeams ();
  705. PlayerTrail_Init ();
  706. //ROGUE
  707. if(deathmatch->value)
  708. {
  709. if(randomrespawn && randomrespawn->value)
  710. PrecacheForRandomRespawn();
  711. }
  712. else
  713. {
  714. InitHintPaths(); // if there aren't hintpaths on this map, enable quick aborts
  715. }
  716. //ROGUE
  717. // ROGUE -- allow dm games to do init stuff right before game starts.
  718. if(deathmatch->value && gamerules && gamerules->value)
  719. {
  720. if(DMGame.PostInitSetup)
  721. DMGame.PostInitSetup ();
  722. }
  723. // ROGUE
  724. }
  725. //===================================================================
  726. #if 0
  727. // cursor positioning
  728. xl <value>
  729. xr <value>
  730. yb <value>
  731. yt <value>
  732. xv <value>
  733. yv <value>
  734. // drawing
  735. statpic <name>
  736. pic <stat>
  737. num <fieldwidth> <stat>
  738. string <stat>
  739. // control
  740. if <stat>
  741. ifeq <stat> <value>
  742. ifbit <stat> <value>
  743. endif
  744. #endif
  745. char *single_statusbar =
  746. "yb -24 "
  747. // health
  748. "xv 0 "
  749. "hnum "
  750. "xv 50 "
  751. "pic 0 "
  752. // ammo
  753. "if 2 "
  754. " xv 100 "
  755. " anum "
  756. " xv 150 "
  757. " pic 2 "
  758. "endif "
  759. // armor
  760. "if 4 "
  761. " xv 200 "
  762. " rnum "
  763. " xv 250 "
  764. " pic 4 "
  765. "endif "
  766. // selected item
  767. "if 6 "
  768. " xv 296 "
  769. " pic 6 "
  770. "endif "
  771. "yb -50 "
  772. // picked up item
  773. "if 7 "
  774. " xv 0 "
  775. " pic 7 "
  776. " xv 26 "
  777. " yb -42 "
  778. " stat_string 8 "
  779. " yb -50 "
  780. "endif "
  781. // timer
  782. "if 9 "
  783. " xv 262 "
  784. " num 2 10 "
  785. " xv 296 "
  786. " pic 9 "
  787. "endif "
  788. // help / weapon icon
  789. "if 11 "
  790. " xv 148 "
  791. " pic 11 "
  792. "endif "
  793. ;
  794. char *dm_statusbar =
  795. "yb -24 "
  796. // health
  797. "xv 0 "
  798. "hnum "
  799. "xv 50 "
  800. "pic 0 "
  801. // ammo
  802. "if 2 "
  803. " xv 100 "
  804. " anum "
  805. " xv 150 "
  806. " pic 2 "
  807. "endif "
  808. // armor
  809. "if 4 "
  810. " xv 200 "
  811. " rnum "
  812. " xv 250 "
  813. " pic 4 "
  814. "endif "
  815. // selected item
  816. "if 6 "
  817. " xv 296 "
  818. " pic 6 "
  819. "endif "
  820. "yb -50 "
  821. // picked up item
  822. "if 7 "
  823. " xv 0 "
  824. " pic 7 "
  825. " xv 26 "
  826. " yb -42 "
  827. " stat_string 8 "
  828. " yb -50 "
  829. "endif "
  830. // timer
  831. "if 9 "
  832. " xv 246 "
  833. " num 2 10 "
  834. " xv 296 "
  835. " pic 9 "
  836. "endif "
  837. // help / weapon icon
  838. "if 11 "
  839. " xv 148 "
  840. " pic 11 "
  841. "endif "
  842. // frags
  843. "xr -50 "
  844. "yt 2 "
  845. "num 3 14 "
  846. // spectator
  847. "if 17 "
  848. "xv 0 "
  849. "yb -58 "
  850. "string2 \"SPECTATOR MODE\" "
  851. "endif "
  852. // chase camera
  853. "if 16 "
  854. "xv 0 "
  855. "yb -68 "
  856. "string \"Chasing\" "
  857. "xv 64 "
  858. "stat_string 16 "
  859. "endif "
  860. ;
  861. /*QUAKED worldspawn (0 0 0) ?
  862. Only used for the world.
  863. "sky" environment map name
  864. "skyaxis" vector axis for rotating sky
  865. "skyrotate" speed of rotation in degrees/second
  866. "sounds" music cd track number
  867. "gravity" 800 is default gravity
  868. "message" text to print at user logon
  869. */
  870. void SP_worldspawn (edict_t *ent)
  871. {
  872. ent->movetype = MOVETYPE_PUSH;
  873. ent->solid = SOLID_BSP;
  874. ent->inuse = true; // since the world doesn't use G_Spawn()
  875. ent->s.modelindex = 1; // world model is always index 1
  876. //---------------
  877. // reserve some spots for dead player bodies for coop / deathmatch
  878. InitBodyQue ();
  879. // set configstrings for items
  880. SetItemNames ();
  881. if (st.nextmap)
  882. strcpy (level.nextmap, st.nextmap);
  883. // make some data visible to the server
  884. if (ent->message && ent->message[0])
  885. {
  886. gi.configstring (CS_NAME, ent->message);
  887. strncpy (level.level_name, ent->message, sizeof(level.level_name));
  888. }
  889. else
  890. strncpy (level.level_name, level.mapname, sizeof(level.level_name));
  891. if (st.sky && st.sky[0])
  892. gi.configstring (CS_SKY, st.sky);
  893. else
  894. gi.configstring (CS_SKY, "unit1_");
  895. gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
  896. gi.configstring (CS_SKYAXIS, va("%f %f %f",
  897. st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
  898. gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
  899. gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
  900. // status bar program
  901. if (deathmatch->value)
  902. gi.configstring (CS_STATUSBAR, dm_statusbar);
  903. else
  904. gi.configstring (CS_STATUSBAR, single_statusbar);
  905. //---------------
  906. // help icon for statusbar
  907. gi.imageindex ("i_help");
  908. level.pic_health = gi.imageindex ("i_health");
  909. gi.imageindex ("help");
  910. gi.imageindex ("field_3");
  911. if (!st.gravity)
  912. gi.cvar_set("sv_gravity", "800");
  913. else
  914. gi.cvar_set("sv_gravity", st.gravity);
  915. snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
  916. PrecacheItem (FindItem ("Blaster"));
  917. gi.soundindex ("player/lava1.wav");
  918. gi.soundindex ("player/lava2.wav");
  919. gi.soundindex ("misc/pc_up.wav");
  920. gi.soundindex ("misc/talk1.wav");
  921. gi.soundindex ("misc/udeath.wav");
  922. // gibs
  923. gi.soundindex ("items/respawn1.wav");
  924. // sexed sounds
  925. gi.soundindex ("*death1.wav");
  926. gi.soundindex ("*death2.wav");
  927. gi.soundindex ("*death3.wav");
  928. gi.soundindex ("*death4.wav");
  929. gi.soundindex ("*fall1.wav");
  930. gi.soundindex ("*fall2.wav");
  931. gi.soundindex ("*gurp1.wav"); // drowning damage
  932. gi.soundindex ("*gurp2.wav");
  933. gi.soundindex ("*jump1.wav"); // player jump
  934. gi.soundindex ("*pain25_1.wav");
  935. gi.soundindex ("*pain25_2.wav");
  936. gi.soundindex ("*pain50_1.wav");
  937. gi.soundindex ("*pain50_2.wav");
  938. gi.soundindex ("*pain75_1.wav");
  939. gi.soundindex ("*pain75_2.wav");
  940. gi.soundindex ("*pain100_1.wav");
  941. gi.soundindex ("*pain100_2.wav");
  942. // sexed models
  943. // THIS ORDER MUST MATCH THE DEFINES IN g_local.h
  944. // you can add more, max 19 (pete change)
  945. // these models are only loaded in coop or deathmatch. not singleplayer.
  946. if (coop->value || deathmatch->value)
  947. {
  948. gi.modelindex ("#w_blaster.md2");
  949. gi.modelindex ("#w_shotgun.md2");
  950. gi.modelindex ("#w_sshotgun.md2");
  951. gi.modelindex ("#w_machinegun.md2");
  952. gi.modelindex ("#w_chaingun.md2");
  953. gi.modelindex ("#a_grenades.md2");
  954. gi.modelindex ("#w_glauncher.md2");
  955. gi.modelindex ("#w_rlauncher.md2");
  956. gi.modelindex ("#w_hyperblaster.md2");
  957. gi.modelindex ("#w_railgun.md2");
  958. gi.modelindex ("#w_bfg.md2");
  959. gi.modelindex ("#w_disrupt.md2"); // PGM
  960. gi.modelindex ("#w_etfrifle.md2"); // PGM
  961. gi.modelindex ("#w_plasma.md2"); // PGM
  962. gi.modelindex ("#w_plauncher.md2"); // PGM
  963. gi.modelindex ("#w_chainfist.md2"); // PGM
  964. }
  965. //-------------------
  966. gi.soundindex ("player/gasp1.wav"); // gasping for air
  967. gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
  968. gi.soundindex ("player/watr_in.wav"); // feet hitting water
  969. gi.soundindex ("player/watr_out.wav"); // feet leaving water
  970. gi.soundindex ("player/watr_un.wav"); // head going underwater
  971. gi.soundindex ("player/u_breath1.wav");
  972. gi.soundindex ("player/u_breath2.wav");
  973. gi.soundindex ("items/pkup.wav"); // bonus item pickup
  974. gi.soundindex ("world/land.wav"); // landing thud
  975. gi.soundindex ("misc/h2ohit1.wav"); // landing splash
  976. gi.soundindex ("items/damage.wav");
  977. // ROGUE - double damage
  978. gi.soundindex ("misc/ddamage1.wav");
  979. // rogue
  980. gi.soundindex ("items/protect.wav");
  981. gi.soundindex ("items/protect4.wav");
  982. gi.soundindex ("weapons/noammo.wav");
  983. gi.soundindex ("infantry/inflies1.wav");
  984. sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
  985. gi.modelindex ("models/objects/gibs/arm/tris.md2");
  986. gi.modelindex ("models/objects/gibs/bone/tris.md2");
  987. gi.modelindex ("models/objects/gibs/bone2/tris.md2");
  988. gi.modelindex ("models/objects/gibs/chest/tris.md2");
  989. gi.modelindex ("models/objects/gibs/skull/tris.md2");
  990. gi.modelindex ("models/objects/gibs/head2/tris.md2");
  991. //
  992. // Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
  993. //
  994. // 0 normal
  995. gi.configstring(CS_LIGHTS+0, "m");
  996. // 1 FLICKER (first variety)
  997. gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
  998. // 2 SLOW STRONG PULSE
  999. gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
  1000. // 3 CANDLE (first variety)
  1001. gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
  1002. // 4 FAST STROBE
  1003. gi.configstring(CS_LIGHTS+4, "mamamamamama");
  1004. // 5 GENTLE PULSE 1
  1005. gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
  1006. // 6 FLICKER (second variety)
  1007. gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
  1008. // 7 CANDLE (second variety)
  1009. gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
  1010. // 8 CANDLE (third variety)
  1011. gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
  1012. // 9 SLOW STROBE (fourth variety)
  1013. gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
  1014. // 10 FLUORESCENT FLICKER
  1015. gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
  1016. // 11 SLOW PULSE NOT FADE TO BLACK
  1017. gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
  1018. // styles 32-62 are assigned by the light program for switchable lights
  1019. // 63 testing
  1020. gi.configstring(CS_LIGHTS+63, "a");
  1021. }
  1022. //
  1023. //ROGUE
  1024. //
  1025. //
  1026. // Monster spawning code
  1027. //
  1028. // Used by the carrier, the medic_commander, and the black widow
  1029. //
  1030. // The sequence to create a flying monster is:
  1031. //
  1032. // FindSpawnPoint - tries to find suitable spot to spawn the monster in
  1033. // CreateFlyMonster - this verifies the point as good and creates the monster
  1034. // To create a ground walking monster:
  1035. //
  1036. // FindSpawnPoint - same thing
  1037. // CreateGroundMonster - this checks the volume and makes sure the floor under the volume is suitable
  1038. //
  1039. // FIXME - for the black widow, if we want the stalkers coming in on the roof, we'll have to tweak some things
  1040. //
  1041. // CreateMonster
  1042. //
  1043. edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname)
  1044. {
  1045. edict_t *newEnt;
  1046. newEnt = G_Spawn();
  1047. VectorCopy(origin, newEnt->s.origin);
  1048. VectorCopy(angles, newEnt->s.angles);
  1049. newEnt->classname = ED_NewString (classname);
  1050. newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
  1051. VectorSet(newEnt->gravityVector, 0, 0, -1);
  1052. ED_CallSpawn(newEnt);
  1053. newEnt->s.renderfx |= RF_IR_VISIBLE;
  1054. return newEnt;
  1055. }
  1056. edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname)
  1057. {
  1058. if (!mins || !maxs || VectorCompare (mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
  1059. {
  1060. DetermineBBox (classname, mins, maxs);
  1061. }
  1062. if (!CheckSpawnPoint(origin, mins, maxs))
  1063. return NULL;
  1064. return (CreateMonster (origin, angles, classname));
  1065. }
  1066. // This is just a wrapper for CreateMonster that looks down height # of CMUs and sees if there
  1067. // are bad things down there or not
  1068. //
  1069. // this is from m_move.c
  1070. #define STEPSIZE 18
  1071. edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t entMins, vec3_t entMaxs, char *classname, int height)
  1072. {
  1073. // trace_t tr;
  1074. edict_t *newEnt;
  1075. // vec3_t start, stop;
  1076. // int failure = 0;
  1077. // vec3_t mins, maxs;
  1078. // int x, y;
  1079. // float mid, bottom;
  1080. vec3_t mins, maxs;
  1081. // if they don't provide us a bounding box, figure it out
  1082. if (!entMins || !entMaxs || VectorCompare (entMins, vec3_origin) || VectorCompare (entMaxs, vec3_origin))
  1083. {
  1084. DetermineBBox (classname, mins, maxs);
  1085. }
  1086. else
  1087. {
  1088. VectorCopy (entMins, mins);
  1089. VectorCopy (entMaxs, maxs);
  1090. }
  1091. // check the ground to make sure it's there, it's relatively flat, and it's not toxic
  1092. if (!CheckGroundSpawnPoint(origin, mins, maxs, height, -1))
  1093. return NULL;
  1094. newEnt = CreateMonster (origin, angles, classname);
  1095. if (!newEnt)
  1096. return NULL;
  1097. return newEnt;
  1098. }
  1099. // FindSpawnPoint
  1100. // PMM - this is used by the medic commander (possibly by the carrier) to find a good spawn point
  1101. // if the startpoint is bad, try above the startpoint for a bit
  1102. qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp)
  1103. {
  1104. trace_t tr;
  1105. float height;
  1106. vec3_t top;
  1107. height = maxs[2] - mins[2];
  1108. tr = gi.trace (startpoint, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID|CONTENTS_PLAYERCLIP);
  1109. if((tr.startsolid || tr.allsolid) || (tr.ent != world))
  1110. {
  1111. // if ( ((tr.ent->svflags & SVF_MONSTER) && (tr.ent->health <= 0)) ||
  1112. // (tr.ent->svflags & SVF_DAMAGEABLE) )
  1113. // {
  1114. // T_Damage (tr.ent, self, self, vec3_origin, self->enemy->s.origin,
  1115. // pain_normal, hurt, 0, 0, MOD_UNKNOWN);
  1116. VectorCopy (startpoint, top);
  1117. top[2] += maxMoveUp;
  1118. /*
  1119. gi.WriteByte (svc_temp_entity);
  1120. gi.WriteByte (TE_DEBUGTRAIL);
  1121. gi.WritePosition (top);
  1122. gi.WritePosition (startpoint);
  1123. gi.multicast (startpoint, MULTICAST_ALL);
  1124. */
  1125. tr = gi.trace (top, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID);
  1126. if (tr.startsolid || tr.allsolid)
  1127. {
  1128. // if ((g_showlogic) && (g_showlogic->value))
  1129. // if (tr.ent)
  1130. // gi.dprintf("FindSpawnPoint: failed to find a point -- blocked by %s\n", tr.ent->classname);
  1131. // else
  1132. // gi.dprintf("FindSpawnPoint: failed to find a point\n");
  1133. return false;
  1134. }
  1135. else
  1136. {
  1137. // if ((g_showlogic) && (g_showlogic->value))
  1138. // gi.dprintf ("FindSpawnPoint: %s -> %s\n", vtos (startpoint), vtos (tr.endpos));
  1139. VectorCopy (tr.endpos, spawnpoint);
  1140. return true;
  1141. }
  1142. }
  1143. else
  1144. {
  1145. VectorCopy (startpoint, spawnpoint);
  1146. return true;
  1147. }
  1148. }
  1149. // FIXME - all of this needs to be tweaked to handle the new gravity rules
  1150. // if we ever want to spawn stuff on the roof
  1151. //
  1152. // CheckSpawnPoint
  1153. //
  1154. // PMM - checks volume to make sure we can spawn a monster there (is it solid?)
  1155. //
  1156. // This is all fliers should need
  1157. qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs)
  1158. {
  1159. trace_t tr;
  1160. if (!mins || !maxs || VectorCompare(mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
  1161. {
  1162. return false;
  1163. }
  1164. tr = gi.trace (origin, mins, maxs, origin, NULL, MASK_MONSTERSOLID);
  1165. if(tr.startsolid || tr.allsolid)
  1166. {
  1167. // if ((g_showlogic) && (g_showlogic->value))
  1168. // gi.dprintf("createmonster in wall. removing\n");
  1169. return false;
  1170. }
  1171. if (tr.ent != world)
  1172. {
  1173. // if ((g_showlogic) && (g_showlogic->value))
  1174. // gi.dprintf("createmonster in entity %s\n", tr.ent->classname);
  1175. return false;
  1176. }
  1177. return true;
  1178. }
  1179. //
  1180. // CheckGroundSpawnPoint
  1181. //
  1182. // PMM - used for walking monsters
  1183. // checks:
  1184. // 1) is there a ground within the specified height of the origin?
  1185. // 2) is the ground non-water?
  1186. // 3) is the ground flat enough to walk on?
  1187. //
  1188. qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity)
  1189. {
  1190. trace_t tr;
  1191. vec3_t start, stop;
  1192. int failure = 0;
  1193. vec3_t mins, maxs;
  1194. int x, y;
  1195. float mid, bottom;
  1196. if (!CheckSpawnPoint (origin, entMins, entMaxs))
  1197. return false;
  1198. // FIXME - this is too conservative about angled surfaces
  1199. VectorCopy (origin, stop);
  1200. // FIXME - gravity vector
  1201. stop[2] = origin[2] + entMins[2] - height;
  1202. /*
  1203. gi.WriteByte (svc_temp_entity);
  1204. gi.WriteByte (TE_DEBUGTRAIL);
  1205. gi.WritePosition (origin);
  1206. gi.WritePosition (stop);
  1207. gi.multicast (start, MULTICAST_ALL);
  1208. */
  1209. tr = gi.trace (origin, entMins, entMaxs, stop, NULL, MASK_MONSTERSOLID | MASK_WATER);
  1210. // it's not going to be all solid or start solid, since that's checked above
  1211. if ((tr.fraction < 1) && (tr.contents & MASK_MONSTERSOLID))
  1212. {
  1213. // we found a non-water surface down there somewhere. now we need to check to make sure it's not too sloped
  1214. //
  1215. // algorithm straight out of m_move.c:M_CheckBottom()
  1216. //
  1217. // first, do the midpoint trace
  1218. VectorAdd (tr.endpos, entMins, mins);
  1219. VectorAdd (tr.endpos, entMaxs, maxs);
  1220. // first, do the easy flat check
  1221. //
  1222. #ifdef ROGUE_GRAVITY
  1223. // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
  1224. if(gravity > 0)
  1225. start[2] = maxs[2] + 1;
  1226. else
  1227. start[2] = mins[2] - 1;
  1228. #else
  1229. start[2] = mins[2] - 1;
  1230. #endif
  1231. for (x=0 ; x<=1 ; x++)
  1232. {
  1233. for (y=0 ; y<=1 ; y++)
  1234. {
  1235. start[0] = x ? maxs[0] : mins[0];
  1236. start[1] = y ? maxs[1] : mins[1];
  1237. if (gi.pointcontents (start) != CONTENTS_SOLID)
  1238. goto realcheck;
  1239. }
  1240. }
  1241. // if it passed all four above checks, we're done
  1242. return true;
  1243. realcheck:
  1244. // check it for real
  1245. start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
  1246. start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
  1247. start[2] = mins[2];
  1248. tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
  1249. if (tr.fraction == 1.0)
  1250. return false;
  1251. mid = bottom = tr.endpos[2];
  1252. #ifdef ROGUE_GRAVITY
  1253. if(gravity < 0)
  1254. {
  1255. start[2] = mins[2];
  1256. stop[2] = start[2] - STEPSIZE - STEPSIZE;
  1257. mid = bottom = tr.endpos[2] + entMins[2];
  1258. }
  1259. else
  1260. {
  1261. start[2] = maxs[2];
  1262. stop[2] = start[2] + STEPSIZE + STEPSIZE;
  1263. mid = bottom = tr.endpos[2] - entMaxs[2];
  1264. }
  1265. #else
  1266. stop[2] = start[2] - 2*STEPSIZE;
  1267. mid = bottom = tr.endpos[2] + entMins[2];
  1268. #endif
  1269. for (x=0 ; x<=1 ; x++)
  1270. for (y=0 ; y<=1 ; y++)
  1271. {
  1272. start[0] = stop[0] = x ? maxs[0] : mins[0];
  1273. start[1] = stop[1] = y ? maxs[1] : mins[1];
  1274. /*
  1275. gi.WriteByte (svc_temp_entity);
  1276. gi.WriteByte (TE_DEBUGTRAIL);
  1277. gi.WritePosition (start);
  1278. gi.WritePosition (stop);
  1279. gi.multicast (start, MULTICAST_ALL);
  1280. */
  1281. tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
  1282. //PGM
  1283. #ifdef ROGUE_GRAVITY
  1284. // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
  1285. if(gravity > 0)
  1286. {
  1287. if (tr.fraction != 1.0 && tr.endpos[2] < bottom)
  1288. bottom = tr.endpos[2];
  1289. if (tr.fraction == 1.0 || tr.endpos[2] - mid > STEPSIZE)
  1290. {
  1291. // if ((g_showlogic) && (g_showlogic->value))
  1292. // gi.dprintf ("spawn - rejecting due to uneven ground\n");
  1293. return false;
  1294. }
  1295. }
  1296. else
  1297. {
  1298. if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
  1299. bottom = tr.endpos[2];
  1300. if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
  1301. {
  1302. // if ((g_showlogic) && (g_showlogic->value))
  1303. // gi.dprintf ("spawn - rejecting due to uneven ground\n");
  1304. return false;
  1305. }
  1306. }
  1307. #else
  1308. if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
  1309. bottom = tr.endpos[2];
  1310. if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
  1311. {
  1312. return false;
  1313. }
  1314. #endif
  1315. }
  1316. return true; // we can land on it, it's ok
  1317. }
  1318. // otherwise, it's either water (bad) or not there (too far)
  1319. // if we're here, it's bad below
  1320. // if ((g_showlogic) && (g_showlogic->value))
  1321. // {
  1322. // if (tr.fraction < 1)
  1323. // if ((g_showlogic) && (g_showlogic->value))
  1324. // gi.dprintf("groundmonster would fall into water/slime/lava\n");
  1325. // else
  1326. // if ((g_showlogic) && (g_showlogic->value))
  1327. // gi.dprintf("groundmonster would fall too far\n");
  1328. // }
  1329. return false;
  1330. }
  1331. void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs)
  1332. {
  1333. // FIXME - cache this stuff
  1334. edict_t *newEnt;
  1335. newEnt = G_Spawn();
  1336. VectorCopy(vec3_origin, newEnt->s.origin);
  1337. VectorCopy(vec3_origin, newEnt->s.angles);
  1338. newEnt->classname = ED_NewString (classname);
  1339. newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
  1340. ED_CallSpawn(newEnt);
  1341. VectorCopy (newEnt->mins, mins);
  1342. VectorCopy (newEnt->maxs, maxs);
  1343. G_FreeEdict (newEnt);
  1344. }
  1345. // ****************************
  1346. // SPAWNGROW stuff
  1347. // ****************************
  1348. #define SPAWNGROW_LIFESPAN 0.3
  1349. void spawngrow_think (edict_t *self)
  1350. {
  1351. int i;
  1352. for (i=0; i<2; i++)
  1353. {
  1354. self->s.angles[0] = rand()%360;
  1355. self->s.angles[1] = rand()%360;
  1356. self->s.angles[2] = rand()%360;
  1357. }
  1358. if ((level.time < self->wait) && (self->s.frame < 2))
  1359. self->s.frame++;
  1360. if (level.time >= self->wait)
  1361. {
  1362. if (self->s.effects & EF_SPHERETRANS)
  1363. {
  1364. G_FreeEdict (self);
  1365. return;
  1366. }
  1367. else if (self->s.frame > 0)
  1368. self->s.frame--;
  1369. else
  1370. {
  1371. G_FreeEdict (self);
  1372. return;
  1373. }
  1374. }
  1375. self->nextthink += FRAMETIME;
  1376. }
  1377. void SpawnGrow_Spawn (vec3_t startpos, int size)
  1378. {
  1379. edict_t *ent;
  1380. int i;
  1381. float lifespan;
  1382. ent = G_Spawn();
  1383. VectorCopy(startpos, ent->s.origin);
  1384. for (i=0; i<2; i++)
  1385. {
  1386. ent->s.angles[0] = rand()%360;
  1387. ent->s.angles[1] = rand()%360;
  1388. ent->s.angles[2] = rand()%360;
  1389. }
  1390. ent->solid = SOLID_NOT;
  1391. // ent->s.renderfx = RF_FULLBRIGHT | RF_IR_VISIBLE;
  1392. ent->s.renderfx = RF_IR_VISIBLE;
  1393. ent->movetype = MOVETYPE_NONE;
  1394. ent->classname = "spawngro";
  1395. if (size <= 1)
  1396. {
  1397. lifespan = SPAWNGROW_LIFESPAN;
  1398. ent->s.modelindex = gi.modelindex("models/items/spawngro2/tris.md2");
  1399. }
  1400. else if (size == 2)
  1401. {
  1402. ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
  1403. lifespan = 2;
  1404. }
  1405. else
  1406. {
  1407. ent->s.modelindex = gi.modelindex("models/items/spawngro/tris.md2");
  1408. lifespan = SPAWNGROW_LIFESPAN;
  1409. }
  1410. ent->think = spawngrow_think;
  1411. ent->wait = level.time + lifespan;
  1412. ent->nextthink = level.time + FRAMETIME;
  1413. if (size != 2)
  1414. ent->s.effects |= EF_SPHERETRANS;
  1415. gi.linkentity (ent);
  1416. }
  1417. // ****************************
  1418. // WidowLeg stuff
  1419. // ****************************
  1420. #define MAX_LEGSFRAME 23
  1421. #define LEG_WAIT_TIME 1
  1422. void ThrowMoreStuff (edict_t *self, vec3_t point);
  1423. void ThrowSmallStuff (edict_t *self, vec3_t point);
  1424. void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade);
  1425. void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade);
  1426. void widowlegs_think (edict_t *self)
  1427. {
  1428. vec3_t offset;
  1429. vec3_t point;
  1430. vec3_t f,r,u;
  1431. if (self->s.frame == 17)
  1432. {
  1433. VectorSet (offset, 11.77, -7.24, 23.31);
  1434. AngleVectors (self->s.angles, f, r, u);
  1435. G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
  1436. gi.WriteByte (svc_temp_entity);
  1437. gi.WriteByte (TE_EXPLOSION1);
  1438. gi.WritePosition (point);
  1439. gi.multicast (point, MULTICAST_ALL);
  1440. ThrowSmallStuff (self, point);
  1441. }
  1442. if (self->s.frame < MAX_LEGSFRAME)
  1443. {
  1444. self->s.frame++;
  1445. self->nextthink = level.time + FRAMETIME;
  1446. return;
  1447. }
  1448. else if (self->wait == 0)
  1449. {
  1450. self->wait = level.time + LEG_WAIT_TIME;
  1451. }
  1452. if (level.time > self->wait)
  1453. {
  1454. AngleVectors (self->s.angles, f, r, u);
  1455. VectorSet (offset, -65.6, -8.44, 28.59);
  1456. G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
  1457. gi.WriteByte (svc_temp_entity);
  1458. gi.WriteByte (TE_EXPLOSION1);
  1459. gi.WritePosition (point);
  1460. gi.multicast (point, MULTICAST_ALL);
  1461. ThrowSmallStuff (self, point);
  1462. ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
  1463. ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
  1464. VectorSet (offset, -1.04, -51.18, 7.04);
  1465. G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
  1466. gi.WriteByte (svc_temp_entity);
  1467. gi.WriteByte (TE_EXPLOSION1);
  1468. gi.WritePosition (point);
  1469. gi.multicast (point, MULTICAST_ALL);
  1470. ThrowSmallStuff (self, point);
  1471. ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
  1472. ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
  1473. ThrowWidowGibSized (self, "models/monsters/blackwidow/gib3/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
  1474. G_FreeEdict (self);
  1475. return;
  1476. }
  1477. if ((level.time > (self->wait - 0.5)) && (self->count == 0))
  1478. {
  1479. self->count = 1;
  1480. AngleVectors (self->s.angles, f, r, u);
  1481. VectorSet (offset, 31, -88.7, 10.96);
  1482. G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
  1483. gi.WriteByte (svc_temp_entity);
  1484. gi.WriteByte (TE_EXPLOSION1);
  1485. gi.WritePosition (point);
  1486. gi.multicast (point, MULTICAST_ALL);
  1487. // ThrowSmallStuff (self, point);
  1488. VectorSet (offset, -12.67, -4.39, 15.68);
  1489. G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
  1490. gi.WriteByte (svc_temp_entity);
  1491. gi.WriteByte (TE_EXPLOSION1);
  1492. gi.WritePosition (point);
  1493. gi.multicast (point, MULTICAST_ALL);
  1494. // ThrowSmallStuff (self, point);
  1495. self->nextthink = level.time + FRAMETIME;
  1496. return;
  1497. }
  1498. self->nextthink = level.time + FRAMETIME;
  1499. }
  1500. void Widowlegs_Spawn (vec3_t startpos, vec3_t angles)
  1501. {
  1502. edict_t *ent;
  1503. ent = G_Spawn();
  1504. VectorCopy(startpos, ent->s.origin);
  1505. VectorCopy(angles, ent->s.angles);
  1506. ent->solid = SOLID_NOT;
  1507. ent->s.renderfx = RF_IR_VISIBLE;
  1508. ent->movetype = MOVETYPE_NONE;
  1509. ent->classname = "widowlegs";
  1510. ent->s.modelindex = gi.modelindex("models/monsters/legs/tris.md2");
  1511. ent->think = widowlegs_think;
  1512. ent->nextthink = level.time + FRAMETIME;
  1513. gi.linkentity (ent);
  1514. }