/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Lazarus Quake 2 Mod source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "g_local.h" #include "pak.h" void SP_item_health (edict_t *self); void SP_item_health_small (edict_t *self); void SP_item_health_large (edict_t *self); void SP_item_health_mega (edict_t *self); void SP_info_player_start (edict_t *ent); void SP_info_player_deathmatch (edict_t *ent); void SP_info_player_coop (edict_t *ent); void SP_info_player_intermission (edict_t *ent); void SP_func_plat (edict_t *ent); void SP_func_rotating (edict_t *ent); void SP_func_button (edict_t *ent); void SP_func_door (edict_t *ent); void SP_func_door_secret (edict_t *ent); void SP_func_door_rotating (edict_t *ent); void SP_func_water (edict_t *ent); void SP_func_train (edict_t *ent); void SP_func_conveyor (edict_t *self); void SP_func_wall (edict_t *self); void SP_func_object (edict_t *self); void SP_func_explosive (edict_t *self); void SP_func_timer (edict_t *self); void SP_func_areaportal (edict_t *ent); void SP_func_clock (edict_t *ent); void SP_func_killbox (edict_t *ent); void SP_trigger_always (edict_t *ent); void SP_trigger_once (edict_t *ent); void SP_trigger_multiple (edict_t *ent); void SP_trigger_relay (edict_t *ent); void SP_trigger_push (edict_t *ent); void SP_trigger_hurt (edict_t *ent); void SP_trigger_key (edict_t *ent); void SP_trigger_counter (edict_t *ent); void SP_trigger_elevator (edict_t *ent); void SP_trigger_gravity (edict_t *ent); void SP_trigger_monsterjump (edict_t *ent); void SP_target_temp_entity (edict_t *ent); void SP_target_speaker (edict_t *ent); void SP_target_explosion (edict_t *ent); void SP_target_changelevel (edict_t *ent); void SP_target_secret (edict_t *ent); void SP_target_goal (edict_t *ent); void SP_target_splash (edict_t *ent); void SP_target_spawner (edict_t *ent); void SP_target_blaster (edict_t *ent); void SP_target_crosslevel_trigger (edict_t *ent); void SP_target_crosslevel_target (edict_t *ent); void SP_target_laser (edict_t *self); void SP_target_help (edict_t *ent); void SP_target_actor (edict_t *ent); void SP_target_lightramp (edict_t *self); void SP_target_earthquake (edict_t *ent); void SP_target_character (edict_t *ent); void SP_target_string (edict_t *ent); void SP_worldspawn (edict_t *ent); void SP_viewthing (edict_t *ent); void SP_light (edict_t *self); void SP_light_mine1 (edict_t *ent); void SP_light_mine2 (edict_t *ent); void SP_info_null (edict_t *self); void SP_info_notnull (edict_t *self); void SP_path_corner (edict_t *self); void SP_point_combat (edict_t *self); void SP_misc_explobox (edict_t *self); void SP_misc_banner (edict_t *self); void SP_misc_satellite_dish (edict_t *self); void SP_misc_actor (edict_t *self); void SP_misc_gib_arm (edict_t *self); void SP_misc_gib_leg (edict_t *self); void SP_misc_gib_head (edict_t *self); void SP_misc_insane (edict_t *self); void SP_misc_deadsoldier (edict_t *self); void SP_misc_viper (edict_t *self); void SP_misc_viper_bomb (edict_t *self); void SP_misc_bigviper (edict_t *self); void SP_misc_strogg_ship (edict_t *self); void SP_misc_teleporter (edict_t *self); void SP_misc_teleporter_dest (edict_t *self); void SP_misc_blackhole (edict_t *self); void SP_misc_eastertank (edict_t *self); void SP_misc_easterchick (edict_t *self); void SP_misc_easterchick2 (edict_t *self); void SP_monster_berserk (edict_t *self); void SP_monster_gladiator (edict_t *self); void SP_monster_gunner (edict_t *self); void SP_monster_infantry (edict_t *self); void SP_monster_soldier_light (edict_t *self); void SP_monster_soldier (edict_t *self); void SP_monster_soldier_ss (edict_t *self); void SP_monster_tank (edict_t *self); void SP_monster_medic (edict_t *self); void SP_monster_flipper (edict_t *self); void SP_monster_chick (edict_t *self); void SP_monster_parasite (edict_t *self); void SP_monster_flyer (edict_t *self); void SP_monster_brain (edict_t *self); void SP_monster_floater (edict_t *self); void SP_monster_hover (edict_t *self); void SP_monster_mutant (edict_t *self); void SP_monster_supertank (edict_t *self); void SP_monster_boss2 (edict_t *self); void SP_monster_jorg (edict_t *self); void SP_monster_boss3_stand (edict_t *self); void SP_monster_commander_body (edict_t *self); void SP_turret_breach (edict_t *self); void SP_turret_base (edict_t *self); void SP_turret_driver (edict_t *self); // Lazarus void SP_crane_beam (edict_t *self); void SP_crane_hoist (edict_t *self); void SP_crane_hook (edict_t *self); void SP_crane_control (edict_t *self); void SP_crane_reset (edict_t *self); void SP_hint_path (edict_t *self); void SP_func_bobbingwater (edict_t *self); void SP_func_door_rot_dh (edict_t *self); void SP_func_door_swinging (edict_t *self); void SP_func_breakaway (edict_t *self); // Knightmare added void SP_func_force_wall(edict_t *ent); void SP_func_monitor (edict_t *self); void SP_func_pendulum (edict_t *self); void SP_func_pivot (edict_t *self); void SP_func_pushable (edict_t *self); void SP_func_reflect (edict_t *self); void SP_func_rotating_dh (edict_t *self); void SP_func_trackchange (edict_t *self); void SP_func_tracktrain (edict_t *self); void SP_func_trainbutton (edict_t *self); void SP_func_vehicle (edict_t *self); void SP_info_train_start (edict_t *self); void SP_misc_light (edict_t *self); void SP_model_spawn (edict_t *self); void SP_model_train (edict_t *self); void SP_model_turret (edict_t *self); void SP_monster_makron (edict_t *self); void SP_path_track (edict_t *self); void SP_target_anger (edict_t *self); void SP_target_animation (edict_t *self); void SP_target_attractor (edict_t *self); void SP_target_CD (edict_t *self); void SP_target_change (edict_t *self); void SP_target_clone (edict_t *self); void SP_target_effect (edict_t *self); void SP_target_fade (edict_t *self); void SP_target_failure (edict_t *self); void SP_target_fog (edict_t *self); void SP_target_fountain (edict_t *self); void SP_target_lightswitch (edict_t *self); void SP_target_locator (edict_t *self); void SP_target_lock (edict_t *self); void SP_target_lock_clue (edict_t *self); void SP_target_lock_code (edict_t *self); void SP_target_lock_digit (edict_t *self); void SP_target_monitor (edict_t *ent); void SP_target_monsterbattle (edict_t *self); void SP_target_movewith (edict_t *self); void SP_target_precipitation (edict_t *self); void SP_target_rocks (edict_t *self); void SP_target_rotation (edict_t *self); void SP_target_command (edict_t *self); void SP_target_set_effect (edict_t *self); void SP_target_skill (edict_t *self); void SP_target_sky (edict_t *self); void SP_target_text (edict_t *self); void SP_thing (edict_t *self); void SP_tremor_trigger_multiple (edict_t *self); void SP_trigger_bbox (edict_t *self); void SP_trigger_disguise (edict_t *self); void SP_trigger_fog (edict_t *self); void SP_trigger_inside (edict_t *self); void SP_trigger_look (edict_t *self); void SP_trigger_mass (edict_t *self); void SP_trigger_scales (edict_t *self); void SP_trigger_switch (edict_t *self); void SP_trigger_speaker (edict_t *self); void SP_trigger_teleporter (edict_t *self); void SP_trigger_transition (edict_t *self); // Knightmare- entities that use origin-based train pathing void SP_func_train_origin (edict_t *self); void SP_model_train_origin (edict_t *self); void SP_misc_viper_origin (edict_t *ent); void SP_misc_strogg_ship_origin (edict_t *ent); // transition entities void SP_bolt (edict_t *self); void SP_debris (edict_t *self); void SP_gib (edict_t *self); void SP_gibhead (edict_t *self); void SP_grenade (edict_t *self); void SP_handgrenade (edict_t *self); void SP_rocket (edict_t *self); // // end Lazarus spawn_t spawns[] = { {"item_health", SP_item_health}, {"item_health_small", SP_item_health_small}, {"item_health_large", SP_item_health_large}, {"item_health_mega", SP_item_health_mega}, {"info_player_start", SP_info_player_start}, {"info_player_deathmatch", SP_info_player_deathmatch}, {"info_player_coop", SP_info_player_coop}, {"info_player_intermission", SP_info_player_intermission}, //ZOID {"info_player_team1", SP_info_player_team1}, {"info_player_team2", SP_info_player_team2}, {"info_player_team3", SP_info_player_team3}, // Knightmare added //ZOID {"func_plat", SP_func_plat}, {"func_button", SP_func_button}, {"func_door", SP_func_door}, {"func_door_secret", SP_func_door_secret}, {"func_door_rotating", SP_func_door_rotating}, {"func_rotating", SP_func_rotating}, {"func_train", SP_func_train}, {"func_water", SP_func_water}, {"func_conveyor", SP_func_conveyor}, {"func_areaportal", SP_func_areaportal}, {"func_clock", SP_func_clock}, {"func_reflect", SP_func_reflect}, {"func_wall", SP_func_wall}, {"func_object", SP_func_object}, {"func_timer", SP_func_timer}, {"func_explosive", SP_func_explosive}, {"func_killbox", SP_func_killbox}, {"target_actor", SP_target_actor}, {"target_animation", SP_target_animation}, {"target_blaster", SP_target_blaster}, {"target_changelevel", SP_target_changelevel}, {"target_character", SP_target_character}, {"target_crosslevel_target", SP_target_crosslevel_target}, {"target_crosslevel_trigger", SP_target_crosslevel_trigger}, {"target_earthquake", SP_target_earthquake}, {"target_explosion", SP_target_explosion}, {"target_goal", SP_target_goal}, {"target_help", SP_target_help}, {"target_laser", SP_target_laser}, {"target_lightramp", SP_target_lightramp}, {"target_secret", SP_target_secret}, {"target_spawner", SP_target_spawner}, {"target_speaker", SP_target_speaker}, {"target_splash", SP_target_splash}, {"target_string", SP_target_string}, {"target_temp_entity", SP_target_temp_entity}, {"trigger_always", SP_trigger_always}, {"trigger_counter", SP_trigger_counter}, {"trigger_elevator", SP_trigger_elevator}, {"trigger_gravity", SP_trigger_gravity}, {"trigger_hurt", SP_trigger_hurt}, {"trigger_key", SP_trigger_key}, {"trigger_once", SP_trigger_once}, {"trigger_monsterjump", SP_trigger_monsterjump}, {"trigger_multiple", SP_trigger_multiple}, {"trigger_push", SP_trigger_push}, {"trigger_relay", SP_trigger_relay}, {"viewthing", SP_viewthing}, {"worldspawn", SP_worldspawn}, {"light", SP_light}, {"light_mine1", SP_light_mine1}, {"light_mine2", SP_light_mine2}, {"info_null", SP_info_null}, {"func_group", SP_info_null}, {"info_notnull", SP_info_notnull}, {"path_corner", SP_path_corner}, {"point_combat", SP_point_combat}, {"misc_explobox", SP_misc_explobox}, {"misc_banner", SP_misc_banner}, //ZOID {"misc_ctf_banner", SP_misc_ctf_banner}, {"misc_ctf_small_banner", SP_misc_ctf_small_banner}, //ZOID {"misc_satellite_dish", SP_misc_satellite_dish}, {"misc_actor", SP_misc_actor}, {"misc_gib_arm", SP_misc_gib_arm}, {"misc_gib_leg", SP_misc_gib_leg}, {"misc_gib_head", SP_misc_gib_head}, {"misc_insane", SP_misc_insane}, {"misc_deadsoldier", SP_misc_deadsoldier}, {"misc_viper", SP_misc_viper}, {"misc_viper_bomb", SP_misc_viper_bomb}, {"misc_bigviper", SP_misc_bigviper}, {"misc_strogg_ship", SP_misc_strogg_ship}, {"misc_teleporter", SP_misc_teleporter}, {"misc_teleporter_dest", SP_misc_teleporter_dest}, //ZOID {"trigger_teleport", SP_trigger_teleport}, {"info_teleport_destination", SP_info_teleport_destination}, //ZOID {"misc_blackhole", SP_misc_blackhole}, {"misc_eastertank", SP_misc_eastertank}, {"misc_easterchick", SP_misc_easterchick}, {"misc_easterchick2", SP_misc_easterchick2}, {"monster_berserk", SP_monster_berserk}, {"monster_gladiator", SP_monster_gladiator}, {"monster_gunner", SP_monster_gunner}, {"monster_infantry", SP_monster_infantry}, {"monster_soldier_light", SP_monster_soldier_light}, {"monster_soldier", SP_monster_soldier}, {"monster_soldier_ss", SP_monster_soldier_ss}, {"monster_tank", SP_monster_tank}, {"monster_tank_commander", SP_monster_tank}, {"monster_medic", SP_monster_medic}, {"monster_flipper", SP_monster_flipper}, {"monster_chick", SP_monster_chick}, {"monster_parasite", SP_monster_parasite}, {"monster_flyer", SP_monster_flyer}, {"monster_brain", SP_monster_brain}, {"monster_floater", SP_monster_floater}, {"monster_hover", SP_monster_hover}, {"monster_mutant", SP_monster_mutant}, {"monster_supertank", SP_monster_supertank}, {"monster_boss2", SP_monster_boss2}, {"monster_boss3_stand", SP_monster_boss3_stand}, {"monster_jorg", SP_monster_jorg}, {"monster_commander_body", SP_monster_commander_body}, {"turret_breach", SP_turret_breach}, {"turret_base", SP_turret_base}, {"turret_driver", SP_turret_driver}, // Lazarus {"crane_beam", SP_crane_beam}, {"crane_hoist", SP_crane_hoist}, {"crane_hook", SP_crane_hook}, {"crane_control",SP_crane_control}, {"crane_reset",SP_crane_reset}, {"func_bobbingwater", SP_func_bobbingwater}, {"func_door_rot_dh", SP_func_door_rot_dh}, {"func_door_swinging", SP_func_door_swinging}, {"func_force_wall", SP_func_force_wall}, {"func_breakaway", SP_func_breakaway}, // Knightmare added {"func_monitor", SP_func_monitor}, {"func_pendulum", SP_func_pendulum}, {"func_pivot", SP_func_pivot}, {"func_pushable", SP_func_pushable}, {"func_rotating_dh", SP_func_rotating_dh}, {"func_trackchange", SP_func_trackchange}, {"func_tracktrain", SP_func_tracktrain}, {"func_trainbutton", SP_func_trainbutton}, {"func_vehicle", SP_func_vehicle}, {"hint_path", SP_hint_path}, {"info_train_start", SP_info_train_start}, {"misc_light", SP_misc_light}, {"model_spawn", SP_model_spawn}, {"model_train", SP_model_train}, {"model_turret", SP_model_turret}, {"monster_makron", SP_monster_makron}, {"path_track", SP_path_track}, {"target_anger", SP_target_anger}, {"target_attractor", SP_target_attractor}, {"target_bmodel_spawner", SP_target_clone}, {"target_cd", SP_target_CD}, {"target_change", SP_target_change}, {"target_clone", SP_target_clone}, {"target_effect", SP_target_effect}, {"target_fade", SP_target_fade}, {"target_failure", SP_target_failure}, {"target_fog", SP_target_fog}, {"target_fountain", SP_target_fountain}, {"target_lightswitch", SP_target_lightswitch}, {"target_locator", SP_target_locator}, {"target_lock", SP_target_lock}, {"target_lock_clue", SP_target_lock_clue}, {"target_lock_code", SP_target_lock_code}, {"target_lock_digit", SP_target_lock_digit}, {"target_monitor", SP_target_monitor}, {"target_monsterbattle", SP_target_monsterbattle}, {"target_movewith", SP_target_movewith}, {"target_precipitation", SP_target_precipitation}, {"target_rocks", SP_target_rocks}, {"target_rotation", SP_target_rotation}, {"target_command", SP_target_command}, {"target_set_effect", SP_target_set_effect}, {"target_skill", SP_target_skill}, {"target_sky", SP_target_sky}, {"target_text", SP_target_text}, {"thing", SP_thing}, {"tremor_trigger_multiple", SP_tremor_trigger_multiple}, {"trigger_bbox", SP_trigger_bbox}, {"trigger_disguise", SP_trigger_disguise}, {"trigger_fog", SP_trigger_fog}, {"trigger_inside", SP_trigger_inside}, {"trigger_look", SP_trigger_look}, {"trigger_mass", SP_trigger_mass}, {"trigger_scales", SP_trigger_scales}, {"trigger_speaker", SP_trigger_speaker}, {"trigger_switch", SP_trigger_switch}, {"trigger_teleporter", SP_trigger_teleporter}, {"trigger_transition", SP_trigger_transition}, // Knightmare- entities that use origin-based train pathing {"func_train_origin", SP_func_train_origin}, {"model_train_origin", SP_model_train_origin}, {"misc_viper_origin", SP_misc_viper_origin}, {"misc_strogg_ship_origin", SP_misc_strogg_ship_origin}, // transition entities {"bolt", SP_bolt}, {"debris", SP_debris}, {"gib", SP_gib}, {"gibhead", SP_gibhead}, {"grenade", SP_grenade}, {"hgrenade", SP_handgrenade}, {"rocket", SP_rocket}, {"homing rocket", SP_rocket}, // end Lazarus {NULL, NULL} }; // Knightmare- global pointer for the entity alias script // The file should be loaded into memory, because we can't // re-open and read it for every entity we parse char *alias_data; int alias_data_size; #ifndef KMQUAKE2_ENGINE_MOD qboolean alias_from_pak; #endif /* =============== ED_CallSpawn Finds the spawn function for the entity and calls it =============== */ void ED_CallSpawn (edict_t *ent) { spawn_t *s; gitem_t *item; int i; // Lazarus: if this fails, edict is freed. if (!ent->classname) { gi.dprintf ("ED_CallSpawn: NULL classname\n"); G_FreeEdict(ent); return; } // Lazarus: Preserve original angles for movewith stuff // before G_SetMoveDir wipes 'em out VectorCopy(ent->s.angles, ent->org_angles); // check item spawn functions for (i=0,item=itemlist ; iclassname) continue; if (!strcmp(item->classname, ent->classname)) { // found it SpawnItem (ent, item); return; } } // check normal spawn functions for (s=spawns ; s->name ; s++) { if (!strcmp(s->name, ent->classname)) { // found it s->spawn (ent); return; } } gi.dprintf ("%s doesn't have a spawn function\n", ent->classname); G_FreeEdict(ent); } /* ============= ED_NewString ============= */ char *ED_NewString (char *string) { char *newb, *new_p; int i,l; l = (int)strlen(string) + 1; newb = gi.TagMalloc (l, TAG_LEVEL); new_p = newb; for (i=0 ; i< l ; i++) { if (string[i] == '\\' && i < l-1) { i++; if (string[i] == 'n') *new_p++ = '\n'; else *new_p++ = '\\'; } else *new_p++ = string[i]; } return newb; } /* =============== ED_ParseField Takes a key/value pair and sets the binary values in an edict =============== */ void ED_ParseField (char *key, char *value, edict_t *ent) { field_t *f; byte *b; float v; vec3_t vec; for (f=fields ; f->name ; f++) { if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key)) { // found it if (f->flags & FFL_SPAWNTEMP) b = (byte *)&st; else b = (byte *)ent; switch (f->type) { case F_LSTRING: *(char **)(b+f->ofs) = ED_NewString (value); break; case F_VECTOR: sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]); ((float *)(b+f->ofs))[0] = vec[0]; ((float *)(b+f->ofs))[1] = vec[1]; ((float *)(b+f->ofs))[2] = vec[2]; break; case F_INT: *(int *)(b+f->ofs) = atoi(value); break; case F_FLOAT: *(float *)(b+f->ofs) = atof(value); break; case F_ANGLEHACK: v = atof(value); ((float *)(b+f->ofs))[0] = 0; ((float *)(b+f->ofs))[1] = v; ((float *)(b+f->ofs))[2] = 0; break; case F_IGNORE: break; } return; } } gi.dprintf ("%s is not a field\n", key); } /* ============================================================================== ALIAS SCRIPT LOADING ============================================================================== */ #ifndef KMQUAKE2_ENGINE_MOD /* ==================== ReadTextFile Called from LoadAliasData to try loading script file from disk. ==================== */ char *ReadTextFile (char *filename, int *size) { FILE *fp; char *filestring = NULL; int len; fp = fopen(filename, "r"); if (!fp) return NULL; fseek(fp, 0, SEEK_END); len = ftell(fp); fseek(fp, 0, SEEK_SET); filestring = gi.TagMalloc(len + 1, TAG_LEVEL); if (!filestring) { fclose(fp); return NULL; } len = fread(filestring, 1, len, fp); *size = len; filestring[len] = 0; fclose(fp); return filestring; } /* ==================== LoadAliasFile Tries to load script file from disk, and then from a pak file. ==================== */ qboolean LoadAliasFile (char *name) { char aliasfilename[MAX_QPATH] = ""; alias_from_pak = false; GameDirRelativePath (name, aliasfilename, sizeof(aliasfilename)); alias_data = ReadTextFile(aliasfilename, &alias_data_size); // If file doesn't exist on hard disk, it must be in a pak file if (!alias_data) { cvar_t *basedir, *gamedir; char gamepath[256]; char pakfile[256]; char textname[128]; int i, k, num, numitems; qboolean in_pak = false; FILE *fpak; pak_header_t pakheader; pak_item_t pakitem; basedir = gi.cvar("basedir", "", 0); gamedir = gi.cvar("gamedir", "", 0); Com_sprintf(textname, sizeof(textname), name); if (strlen(gamedir->string)) // Q_strncpyz(gamepath, gamedir->string, sizeof(gamepath)); Com_sprintf(gamepath, sizeof(gamepath), "%s/%s", basedir->string, gamedir->string); else // Q_strncpyz(gamepath, basedir->string, sizeof(gamepath)); Com_sprintf(gamepath, sizeof(gamepath), "%s/baseq2", basedir->string); // check all pakfiles in current gamedir for (i=0; i<10; i++) { Com_sprintf(pakfile, sizeof(pakfile), "%s/pak%d.pak", gamepath, i); if (NULL != (fpak = fopen(pakfile, "rb"))) { num = fread(&pakheader, 1, sizeof(pak_header_t), fpak); if (num >= sizeof(pak_header_t)) { if (pakheader.id[0] == 'P' && pakheader.id[1] == 'A' && pakheader.id[2] == 'C' && pakheader.id[3] == 'K' ) { numitems = pakheader.dsize / sizeof(pak_item_t); fseek(fpak, pakheader.dstart, SEEK_SET); for (k=0; k 1) G_FreeEdict (ent); else if (val == 1) ent->svflags |= SVF_NOCLIENT; } // keynames with a leading underscore are used for utility comments, // and are immediately discarded by quake if (keyname[0] == '_') continue; // Knightmare- if the classname was replaced by an alias, don't load it back if (alias_loaded && !strcmp(keyname, "classname")) continue; ED_ParseField (keyname, com_token, ent); } if (!init) memset (ent, 0, sizeof(*ent)); return data; } /* ================ G_FindTeams Chain together all entities with a matching team field. All but the first will have the FL_TEAMSLAVE flag set. All but the last will have the teamchain field set to the next one ================ */ void G_FindTeams (void) { edict_t *e, *e2, *chain; int i, j; int c, c2; c = 0; c2 = 0; for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++) { if (!e->inuse) continue; if (!e->team) continue; if (e->flags & FL_TEAMSLAVE) continue; // Lazarus: some entities may have psuedo-teams that shouldn't be handled here if (e->classname && !Q_stricmp(e->classname,"target_change")) continue; if (e->classname && !Q_stricmp(e->classname,"target_bmodel_spawner")) continue; if (e->classname && !Q_stricmp(e->classname,"target_clone")) continue; chain = e; e->teammaster = e; c++; c2++; for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++) { if (!e2->inuse) continue; if (!e2->team) continue; if (e2->flags & FL_TEAMSLAVE) continue; if (!strcmp(e->team, e2->team)) { c2++; chain->teamchain = e2; e2->teammaster = e; chain = e2; e2->flags |= FL_TEAMSLAVE; } } } if(level.time < 2) gi.dprintf ("%i teams with %i entities\n", c, c2); } void trans_ent_filename (char *filename, size_t filenameSize); void ReadEdict (FILE *f, edict_t *ent); void LoadTransitionEnts (void) { if (developer->value) gi.dprintf("==== LoadTransitionEnts ====\n"); if (game.transition_ents) { char t_file[MAX_QPATH]; int i, j; FILE *f; vec3_t v_spawn; edict_t *ent; edict_t *spawn; VectorClear(v_spawn); if (strlen(game.spawnpoint)) { spawn = G_Find(NULL,FOFS(targetname),game.spawnpoint); while (spawn) { if (!Q_stricmp(spawn->classname,"info_player_start")) { VectorCopy(spawn->s.origin,v_spawn); break; } spawn = G_Find(spawn,FOFS(targetname),game.spawnpoint); } } trans_ent_filename (t_file, sizeof(t_file)); f = fopen(t_file,"rb"); if (!f) gi.error("LoadTransitionEnts: Cannot open %s\n",t_file); else { for (i=0; isvflags & SVF_MONSTER) { if (!ent->health) { ent->health = -1; ent->deadflag = DEAD_DEAD; } else if (ent->deadflag == DEAD_DEAD) { ent->health = min(ent->health,-1); } } VectorAdd(ent->s.origin,v_spawn,ent->s.origin); VectorCopy(ent->s.origin,ent->s.old_origin); ED_CallSpawn (ent); if (ent->owner_id) { if (ent->owner_id < 0) { ent->owner = &g_edicts[-ent->owner_id]; } else { // We KNOW owners precede owned ents in the // list because of the way it was constructed ent->owner = NULL; for (j=game.maxclients+1; jowner; j++) { if (ent->owner_id == g_edicts[j].id) ent->owner = &g_edicts[j]; } } ent->owner_id = 0; } ent->s.renderfx |= RF_IR_VISIBLE; } fclose(f); } } } //=================================================== /* ============== SpawnEntities Creates a server's entity / program execution context by parsing textual entity definitions out of an ent file. ============== */ void SpawnEntities (char *mapname, char *entities, char *spawnpoint) { edict_t *ent; int inhibit; char *com_token; int i; float skill_level; extern int max_modelindex; extern int max_soundindex; extern int lastgibframe; if (developer->value) gi.dprintf("====== SpawnEntities ========\n"); skill_level = floor (skill->value); if (skill_level < 0) skill_level = 0; if (skill_level > 3) skill_level = 3; if (skill->value != skill_level) gi.cvar_forceset("skill", va("%f", skill_level)); SaveClientData (); gi.FreeTags (TAG_LEVEL); memset (&level, 0, sizeof(level)); memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0])); // Lazarus: these are used to track model and sound indices // in g_main.c: max_modelindex = 0; max_soundindex = 0; // Lazarus: last frame a gib was spawned in lastgibframe = 0; Q_strncpyz (level.mapname, mapname, sizeof(level.mapname)); Q_strncpyz (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)); // set client fields on player ents for (i=0 ; iclassname, "trigger_once") && !Q_stricmp(ent->model, "*27")) ent->spawnflags &= ~SPAWNFLAG_NOT_HARD; // remove things (except the world) from different skill levels or deathmatch if (ent != g_edicts) { if (deathmatch->value) { if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH ) { G_FreeEdict (ent); inhibit++; continue; } } else if (coop->value) // Knightmare added- not in coop flag support { if ( ent->spawnflags & SPAWNFLAG_NOT_COOP ) { G_FreeEdict (ent); inhibit++; continue; } // NOT_EASY && NOT_MEDIUM && NOT_HARD && NOT_DM == COOP_ONLY if ( (ent->spawnflags & SPAWNFLAG_NOT_EASY) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM) && (ent->spawnflags & SPAWNFLAG_NOT_HARD) && (ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH) ) goto removeflags; if( ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) || ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) || ((skill->value >= 2) && (ent->spawnflags & SPAWNFLAG_NOT_HARD)) ) { G_FreeEdict (ent); inhibit++; continue; } } else // single player { if( ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) || ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) || ((skill->value >= 2) && (ent->spawnflags & SPAWNFLAG_NOT_HARD)) ) { G_FreeEdict (ent); inhibit++; continue; } } removeflags: // Knightmare- remove no coop flag ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_DEATHMATCH|SPAWNFLAG_NOT_COOP); } ED_CallSpawn (ent); ent->s.renderfx |= RF_IR_VISIBLE; // ir goggles flag } // Knightmare- unload the alias script file if (alias_data) { // If no alias file was loaded, don't bother #ifdef KMQUAKE2_ENGINE_MOD // use new engine function instead gi.FreeFile(alias_data); #else // if (alias_from_pak) gi.TagFree(alias_data); // else // free(&alias_data); #endif } // Knightmare- unload the replacement entity data /* if (newents) // If no alias file was loaded, don't bother #ifdef KMQUAKE2_ENGINE_MOD // use new engine function instead gi.FreeFile(newents); #else free(&newents); #endif*/ gi.dprintf ("%i entities inhibited\n", inhibit); #ifdef DEBUG i = 1; ent = EDICT_NUM(i); while (i < globals.num_edicts) { if (ent->inuse != 0 || ent->inuse != 1) Com_DPrintf("Invalid entity %d\n", i); i++, ent++; } #endif G_FindTeams (); // DWH G_FindCraneParts (); // Get origin offsets (mainly for brush models w/o origin brushes) for (i=1, ent=g_edicts+i ; i < globals.num_edicts ; i++,ent++) { VectorAdd(ent->absmin,ent->absmax,ent->origin_offset); VectorScale(ent->origin_offset,0.5,ent->origin_offset); VectorSubtract(ent->origin_offset,ent->s.origin,ent->origin_offset); } // end DWH PlayerTrail_Init (); //ZOID CTFSpawn(); // Knightmare added if (deathmatch->value && !ctf->value) CTFSetupTechSpawn (); //ZOID if (!deathmatch->value) SetupHintPaths(); for (i=1, ent=g_edicts+i; i < globals.num_edicts; i++, ent++) { if (!ent->movewith) continue; if (ent->movewith_ent) continue; ent->movewith_ent = G_Find(NULL, FOFS(targetname), ent->movewith); // Make sure that we can really "movewith" this guy. This check // allows us to have movewith parent with same targetname as // other entities while (ent->movewith_ent && (Q_stricmp(ent->movewith_ent->classname,"func_train") && Q_stricmp(ent->movewith_ent->classname,"model_train") && Q_stricmp(ent->movewith_ent->classname,"func_door") && Q_stricmp(ent->movewith_ent->classname,"func_vehicle") && Q_stricmp(ent->movewith_ent->classname,"func_tracktrain") )) ent->movewith_ent = G_Find (ent->movewith_ent, FOFS(targetname), ent->movewith); if (ent->movewith_ent) movewith_init (ent->movewith_ent); } /* for(i=1, ent=g_edicts+i; i < globals.num_edicts; i++, ent++) { gi.dprintf("%s:%s - movewith=%s, movewith_ent=%s:%s, movewith_next=%s:%s\n====================\n", ent->classname, (ent->targetname ? ent->targetname : "noname"), (ent->movewith ? ent->movewith : "N/A"), (ent->movewith_ent ? ent->movewith_ent->classname : "N/A"), (ent->movewith_ent ? (ent->movewith_ent->targetname ? ent->movewith_ent->targetname : "noname") : "N/A"), (ent->movewith_next ? ent->movewith_next->classname : "N/A"), (ent->movewith_next ? (ent->movewith_next->targetname ? ent->movewith_next->targetname : "noname") : "N/A")); } */ if (game.transition_ents) LoadTransitionEnts (); actor_files (); } //=================================================================== #if 0 // cursor positioning xl xr yb yt xv yv // drawing statpic pic num string // control if ifeq ifbit endif #endif char *single_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " // timer (was xv 262) "if 9 " " xv 230 " " num 4 10 " " xv 296 " " pic 9 " "endif " // help / weapon icon "if 11 " " xv 148 " " pic 11 " "endif " // vehicle speed "if 22 " " yb -90 " " xv 128 " " pic 22 " "endif " // zoom "if 23 " " yv 0 " " xv 0 " " pic 23 " "endif " ; char *dm_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " // timer "if 9 " " xv 230 " " num 4 10 " " xv 296 " " pic 9 " "endif " // help / weapon icon "if 11 " " xv 148 " " pic 11 " "endif " // frags "xr -50 " "yt 2 " "num 3 14 " //tech "yb -129 " "if 26 " "xr -26 " "pic 26 " "endif " // spectator "if 17 " "xv 0 " "yb -58 " "string2 \"SPECTATOR MODE\" " "endif " // chase camera "if 16 " "xv 0 " "yb -68 " "string \"Chasing\" " "xv 64 " "stat_string 16 " "endif " // vehicle speed "if 22 " " yb -90 " " xv 128 " " pic 22 " "endif " ; /*QUAKED worldspawn (0 0 0) ? Only used for the world. "sky" environment map name "skyaxis" vector axis for rotating sky "skyrotate" speed of rotation in degrees/second "sounds" music cd track number "gravity" 800 is default gravity "message" text to print at user logon */ //void SetChromakey(); void SP_worldspawn (edict_t *ent) { // ACEBOT_ADD static char current_map[55]; // ACEBOT_END ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_BSP; ent->inuse = true; // since the world doesn't use G_Spawn() ent->s.modelindex = 1; // world model is always index 1 //--------------- // Knightmare- DM pause starts off paused = false; // reserve some spots for dead player bodies for coop / deathmatch InitBodyQue (); // set configstrings for items SetItemNames (); if (st.nextmap) Q_strncpyz (level.nextmap, st.nextmap, sizeof(level.nextmap)); // make some data visible to the server if (ent->message && ent->message[0]) { gi.configstring (CS_NAME, ent->message); Q_strncpyz (level.level_name, ent->message, sizeof(level.level_name)); } else Q_strncpyz (level.level_name, level.mapname, sizeof(level.level_name)); if (st.sky && st.sky[0]) gi.configstring (CS_SKY, st.sky); else gi.configstring (CS_SKY, "unit1_"); gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) ); gi.configstring (CS_SKYAXIS, va("%f %f %f", st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) ); // Knightmare- if a named soundtrack is specified, play it instead of from CD if (ent->musictrack && strlen(ent->musictrack)) gi.configstring (CS_CDTRACK, ent->musictrack); else gi.configstring (CS_CDTRACK, va("%i", ent->sounds) ); gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) ); // Knightmare added if (ttctf->value) { gi.cvar_forceset("ctf", "1"); gi.cvar_forceset("deathmatch", "1"); } else if (ctf->value) gi.cvar_forceset("deathmatch", "1"); // status bar program if (deathmatch->value) { //ZOID if (ctf->value) { if (ttctf->value) // Knightmare added gi.configstring (CS_STATUSBAR, ttctf_statusbar); else gi.configstring (CS_STATUSBAR, ctf_statusbar); CTFPrecache(); } else gi.configstring (CS_STATUSBAR, dm_statusbar); } //ZOID else gi.configstring (CS_STATUSBAR, single_statusbar); //--------------- // ACEBOT_ADD // If the map changes on us, init and reload the nodes if (deathmatch->value && strcmp(level.mapname,current_map)) { ACEND_InitNodes(); ACEND_LoadNodes(); //ACESP_LoadBots(); // Knightmare- removed this ACESP_LoadBotInfo(); // Knightmare- load bot info file Q_strncpyz(current_map, level.mapname, sizeof(current_map)); } // ACEBOT_END // help icon for statusbar gi.imageindex ("i_help"); level.pic_health = gi.imageindex ("i_health"); gi.imageindex ("help"); gi.imageindex ("field_3"); if (!st.gravity) gi.cvar_set("sv_gravity", "800"); else gi.cvar_set("sv_gravity", st.gravity); snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime PrecacheItem (FindItem ("Blaster")); gi.soundindex ("player/lava1.wav"); gi.soundindex ("player/lava2.wav"); gi.soundindex ("misc/pc_up.wav"); gi.soundindex ("misc/talk1.wav"); gi.soundindex ("misc/udeath.wav"); // gibs gi.soundindex ("items/respawn1.wav"); // sexed sounds gi.soundindex ("*death1.wav"); gi.soundindex ("*death2.wav"); gi.soundindex ("*death3.wav"); gi.soundindex ("*death4.wav"); gi.soundindex ("*fall1.wav"); gi.soundindex ("*fall2.wav"); gi.soundindex ("*gurp1.wav"); // drowning damage gi.soundindex ("*gurp2.wav"); gi.soundindex ("*jump1.wav"); // player jump gi.soundindex ("*pain25_1.wav"); gi.soundindex ("*pain25_2.wav"); gi.soundindex ("*pain50_1.wav"); gi.soundindex ("*pain50_2.wav"); gi.soundindex ("*pain75_1.wav"); gi.soundindex ("*pain75_2.wav"); gi.soundindex ("*pain100_1.wav"); gi.soundindex ("*pain100_2.wav"); // sexed models // THIS ORDER MUST MATCH THE DEFINES IN g_local.h // you can add more, max 64 if (use_vwep->value || deathmatch->value) { gi.modelindex ("#w_blaster.md2"); gi.modelindex ("#w_shotgun.md2"); gi.modelindex ("#w_sshotgun.md2"); gi.modelindex ("#w_machinegun.md2"); gi.modelindex ("#w_chaingun.md2"); gi.modelindex ("#a_grenades.md2"); gi.modelindex ("#w_glauncher.md2"); gi.modelindex ("#w_rlauncher.md2"); gi.modelindex ("#w_hyperblaster.md2"); gi.modelindex ("#w_railgun.md2"); gi.modelindex ("#w_bfg.md2"); if (ctf->value) gi.modelindex ("#w_grapple.md2"); } //------------------- gi.soundindex ("player/gasp1.wav"); // gasping for air gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping gi.soundindex ("player/watr_in.wav"); // feet hitting water gi.soundindex ("player/watr_out.wav"); // feet leaving water gi.soundindex ("player/watr_un.wav"); // head going underwater gi.soundindex ("player/u_breath1.wav"); gi.soundindex ("player/u_breath2.wav"); gi.soundindex ("items/pkup.wav"); // bonus item pickup gi.soundindex ("world/land.wav"); // landing thud gi.soundindex ("misc/h2ohit1.wav"); // landing splash gi.soundindex ("items/damage.wav"); gi.soundindex ("items/protect.wav"); gi.soundindex ("items/protect4.wav"); gi.soundindex ("weapons/noammo.wav"); gi.soundindex ("infantry/inflies1.wav"); sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2"); gi.modelindex ("models/objects/gibs/arm/tris.md2"); gi.modelindex ("models/objects/gibs/leg/tris.md2"); gi.modelindex ("models/objects/gibs/bone/tris.md2"); gi.modelindex ("models/objects/gibs/bone2/tris.md2"); gi.modelindex ("models/objects/gibs/chest/tris.md2"); gi.modelindex ("models/objects/gibs/skull/tris.md2"); gi.modelindex ("models/objects/gibs/head2/tris.md2"); gi.soundindex ("mud/mud_in2.wav"); gi.soundindex ("mud/mud_out1.wav"); gi.soundindex ("mud/mud_un1.wav"); gi.soundindex ("mud/wade_mud1.wav"); gi.soundindex ("mud/wade_mud2.wav"); Lights(); // Fog clipping - if "fogclip" is non-zero, force gl_clear to a good // value for obscuring HOM with fog... "good" is driver-dependent if(ent->fogclip) { if(gl_driver && !Q_stricmp(gl_driver->string,"3dfxgl")) gi.cvar_forceset("gl_clear", "0"); else gi.cvar_forceset("gl_clear", "1"); } // cvar overrides for effects flags: if(alert_sounds->value) world->effects |= FX_WORLDSPAWN_ALERTSOUNDS; if(corpse_fade->value) world->effects |= FX_WORLDSPAWN_CORPSEFADE; if(jump_kick->value) world->effects |= FX_WORLDSPAWN_JUMPKICK; } // Hud toggle ripped from TPP source int nohud = 0; void Hud_On() { if (deathmatch->value) gi.configstring (CS_STATUSBAR, dm_statusbar); else gi.configstring (CS_STATUSBAR, single_statusbar); nohud = 0; } void Hud_Off() { gi.configstring (CS_STATUSBAR, NULL); nohud = 1; } void Cmd_ToggleHud () { if (deathmatch->value) return; if (nohud) Hud_On(); else Hud_Off(); }