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https://github.com/ioquake/jedi-academy.git
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1479 lines
41 KiB
C
1479 lines
41 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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qboolean G_SpawnString( const char *key, const char *defaultString, char **out ) {
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int i;
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if ( !level.spawning ) {
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*out = (char *)defaultString;
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// G_Error( "G_SpawnString() called while not spawning" );
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}
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for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
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if ( !Q_stricmp( key, level.spawnVars[i][0] ) ) {
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*out = level.spawnVars[i][1];
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return qtrue;
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}
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}
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*out = (char *)defaultString;
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return qfalse;
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}
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qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ) {
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char *s;
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qboolean present;
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present = G_SpawnString( key, defaultString, &s );
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*out = atof( s );
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return present;
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}
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qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ) {
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char *s;
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qboolean present;
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present = G_SpawnString( key, defaultString, &s );
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*out = atoi( s );
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return present;
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}
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qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ) {
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char *s;
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qboolean present;
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present = G_SpawnString( key, defaultString, &s );
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sscanf( s, "%f %f %f", &out[0], &out[1], &out[2] );
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return present;
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}
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BG_field_t fields[] = {
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{"classname", FOFS(classname), F_LSTRING},
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{"teamnodmg", FOFS(teamnodmg), F_INT},
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{"teamowner", FOFS(s.teamowner), F_INT},
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{"teamuser", FOFS(alliedTeam), F_INT},
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{"alliedTeam", FOFS(alliedTeam), F_INT},//for misc_turrets
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{"roffname", FOFS(roffname), F_LSTRING},
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{"rofftarget", FOFS(rofftarget), F_LSTRING},
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{"healingclass", FOFS(healingclass), F_LSTRING},
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{"healingsound", FOFS(healingsound), F_LSTRING},
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{"healingrate", FOFS(healingrate), F_INT},
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{"ownername", FOFS(ownername), F_LSTRING},
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{"origin", FOFS(s.origin), F_VECTOR},
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{"model", FOFS(model), F_LSTRING},
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{"model2", FOFS(model2), F_LSTRING},
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{"spawnflags", FOFS(spawnflags), F_INT},
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{"speed", FOFS(speed), F_FLOAT},
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{"target", FOFS(target), F_LSTRING},
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{"target2", FOFS(target2), F_LSTRING},
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{"target3", FOFS(target3), F_LSTRING},
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{"target4", FOFS(target4), F_LSTRING},
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{"target5", FOFS(target5), F_LSTRING},
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{"target6", FOFS(target6), F_LSTRING},
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{"NPC_targetname", FOFS(NPC_targetname), F_LSTRING},
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{"NPC_target", FOFS(NPC_target), F_LSTRING},
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{"NPC_target2", FOFS(target2), F_LSTRING},//NPC_spawner only
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{"NPC_target4", FOFS(target4), F_LSTRING},//NPC_spawner only
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{"NPC_type", FOFS(NPC_type), F_LSTRING},
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{"targetname", FOFS(targetname), F_LSTRING},
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{"message", FOFS(message), F_LSTRING},
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{"team", FOFS(team), F_LSTRING},
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{"wait", FOFS(wait), F_FLOAT},
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{"delay", FOFS(delay), F_INT},
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{"random", FOFS(random), F_FLOAT},
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{"count", FOFS(count), F_INT},
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{"health", FOFS(health), F_INT},
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{"light", 0, F_IGNORE},
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{"dmg", FOFS(damage), F_INT},
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{"angles", FOFS(s.angles), F_VECTOR},
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{"angle", FOFS(s.angles), F_ANGLEHACK},
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{"targetShaderName", FOFS(targetShaderName), F_LSTRING},
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{"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
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{"linear", FOFS(alt_fire), F_INT},//for movers to use linear movement
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{"closetarget", FOFS(closetarget), F_LSTRING},//for doors
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{"opentarget", FOFS(opentarget), F_LSTRING},//for doors
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{"paintarget", FOFS(paintarget), F_LSTRING},//for doors
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{"goaltarget", FOFS(goaltarget), F_LSTRING},//for siege
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{"idealclass", FOFS(idealclass), F_LSTRING},//for siege spawnpoints
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//rww - icarus stuff:
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{"spawnscript", FOFS(behaviorSet[BSET_SPAWN]), F_LSTRING},//name of script to run
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{"usescript", FOFS(behaviorSet[BSET_USE]), F_LSTRING},//name of script to run
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{"awakescript", FOFS(behaviorSet[BSET_AWAKE]), F_LSTRING},//name of script to run
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{"angerscript", FOFS(behaviorSet[BSET_ANGER]), F_LSTRING},//name of script to run
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{"attackscript", FOFS(behaviorSet[BSET_ATTACK]), F_LSTRING},//name of script to run
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{"victoryscript", FOFS(behaviorSet[BSET_VICTORY]), F_LSTRING},//name of script to run
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{"lostenemyscript", FOFS(behaviorSet[BSET_LOSTENEMY]), F_LSTRING},//name of script to run
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{"painscript", FOFS(behaviorSet[BSET_PAIN]), F_LSTRING},//name of script to run
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{"fleescript", FOFS(behaviorSet[BSET_FLEE]), F_LSTRING},//name of script to run
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{"deathscript", FOFS(behaviorSet[BSET_DEATH]), F_LSTRING},//name of script to run
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{"delayscript", FOFS(behaviorSet[BSET_DELAYED]), F_LSTRING},//name of script to run
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{"delayscripttime", FOFS(delayScriptTime), F_INT},//name of script to run
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{"blockedscript", FOFS(behaviorSet[BSET_BLOCKED]), F_LSTRING},//name of script to run
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{"ffirescript", FOFS(behaviorSet[BSET_FFIRE]), F_LSTRING},//name of script to run
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{"ffdeathscript", FOFS(behaviorSet[BSET_FFDEATH]), F_LSTRING},//name of script to run
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{"mindtrickscript", FOFS(behaviorSet[BSET_MINDTRICK]), F_LSTRING},//name of script to run
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{"script_targetname", FOFS(script_targetname), F_LSTRING},//scripts look for this when "affecting"
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{"fullName", FOFS(fullName), F_LSTRING},
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{"soundSet", FOFS(soundSet), F_LSTRING},
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{"radius", FOFS(radius), F_FLOAT},
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{"numchunks", FOFS(radius), F_FLOAT},//for func_breakables
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{"chunksize", FOFS(mass), F_FLOAT},//for func_breakables
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//Script parms - will this handle clamping to 16 or whatever length of parm[0] is?
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{"parm1", 0, F_PARM1},
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{"parm2", 0, F_PARM2},
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{"parm3", 0, F_PARM3},
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{"parm4", 0, F_PARM4},
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{"parm5", 0, F_PARM5},
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{"parm6", 0, F_PARM6},
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{"parm7", 0, F_PARM7},
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{"parm8", 0, F_PARM8},
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{"parm9", 0, F_PARM9},
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{"parm10", 0, F_PARM10},
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{"parm11", 0, F_PARM11},
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{"parm12", 0, F_PARM12},
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{"parm13", 0, F_PARM13},
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{"parm14", 0, F_PARM14},
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{"parm15", 0, F_PARM15},
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{"parm16", 0, F_PARM16},
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{NULL}
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};
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typedef struct {
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char *name;
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void (*spawn)(gentity_t *ent);
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} spawn_t;
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void SP_info_player_start (gentity_t *ent);
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void SP_info_player_duel( gentity_t *ent );
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void SP_info_player_duel1( gentity_t *ent );
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void SP_info_player_duel2( gentity_t *ent );
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void SP_info_player_deathmatch (gentity_t *ent);
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void SP_info_player_siegeteam1 (gentity_t *ent);
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void SP_info_player_siegeteam2 (gentity_t *ent);
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void SP_info_player_intermission (gentity_t *ent);
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void SP_info_player_intermission_red (gentity_t *ent);
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void SP_info_player_intermission_blue (gentity_t *ent);
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void SP_info_jedimaster_start (gentity_t *ent);
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void SP_info_player_start_red (gentity_t *ent);
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void SP_info_player_start_blue (gentity_t *ent);
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void SP_info_firstplace(gentity_t *ent);
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void SP_info_secondplace(gentity_t *ent);
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void SP_info_thirdplace(gentity_t *ent);
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void SP_info_podium(gentity_t *ent);
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void SP_info_siege_objective (gentity_t *ent);
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void SP_info_siege_radaricon (gentity_t *ent);
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void SP_info_siege_decomplete (gentity_t *ent);
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void SP_target_siege_end (gentity_t *ent);
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void SP_misc_siege_item (gentity_t *ent);
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void SP_func_plat (gentity_t *ent);
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void SP_func_static (gentity_t *ent);
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void SP_func_rotating (gentity_t *ent);
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void SP_func_bobbing (gentity_t *ent);
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void SP_func_pendulum( gentity_t *ent );
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void SP_func_button (gentity_t *ent);
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void SP_func_door (gentity_t *ent);
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void SP_func_train (gentity_t *ent);
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void SP_func_timer (gentity_t *self);
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void SP_func_breakable (gentity_t *ent);
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void SP_func_glass (gentity_t *ent);
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void SP_func_usable( gentity_t *ent);
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void SP_func_wall( gentity_t *ent );
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void SP_trigger_lightningstrike( gentity_t *ent );
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void SP_trigger_always (gentity_t *ent);
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void SP_trigger_multiple (gentity_t *ent);
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void SP_trigger_once( gentity_t *ent );
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void SP_trigger_push (gentity_t *ent);
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void SP_trigger_teleport (gentity_t *ent);
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void SP_trigger_hurt (gentity_t *ent);
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void SP_trigger_space(gentity_t *self);
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void SP_trigger_shipboundary(gentity_t *self);
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void SP_trigger_hyperspace(gentity_t *self);
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void SP_trigger_asteroid_field(gentity_t *self);
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void SP_target_remove_powerups( gentity_t *ent );
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void SP_target_give (gentity_t *ent);
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void SP_target_delay (gentity_t *ent);
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void SP_target_speaker (gentity_t *ent);
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void SP_target_print (gentity_t *ent);
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void SP_target_laser (gentity_t *self);
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void SP_target_character (gentity_t *ent);
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void SP_target_score( gentity_t *ent );
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void SP_target_teleporter( gentity_t *ent );
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void SP_target_relay (gentity_t *ent);
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void SP_target_kill (gentity_t *ent);
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void SP_target_position (gentity_t *ent);
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void SP_target_location (gentity_t *ent);
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void SP_target_counter (gentity_t *self);
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void SP_target_random (gentity_t *self);
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void SP_target_scriptrunner( gentity_t *self );
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void SP_target_interest (gentity_t *self);
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void SP_target_activate (gentity_t *self);
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void SP_target_deactivate (gentity_t *self);
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void SP_target_level_change( gentity_t *self );
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void SP_target_play_music( gentity_t *self );
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void SP_target_push (gentity_t *ent);
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void SP_light (gentity_t *self);
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void SP_info_null (gentity_t *self);
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void SP_info_notnull (gentity_t *self);
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void SP_info_camp (gentity_t *self);
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void SP_path_corner (gentity_t *self);
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void SP_misc_teleporter_dest (gentity_t *self);
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void SP_misc_model(gentity_t *ent);
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void SP_misc_model_static(gentity_t *ent);
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void SP_misc_G2model(gentity_t *ent);
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void SP_misc_portal_camera(gentity_t *ent);
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void SP_misc_portal_surface(gentity_t *ent);
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void SP_misc_weather_zone( gentity_t *ent );
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void SP_misc_bsp (gentity_t *ent);
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void SP_terrain (gentity_t *ent);
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void SP_misc_skyportal_orient (gentity_t *ent);
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void SP_misc_skyportal (gentity_t *ent);
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void SP_misc_ammo_floor_unit(gentity_t *ent);
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void SP_misc_shield_floor_unit( gentity_t *ent );
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void SP_misc_model_shield_power_converter( gentity_t *ent );
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void SP_misc_model_ammo_power_converter( gentity_t *ent );
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void SP_misc_model_health_power_converter( gentity_t *ent );
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void SP_fx_runner( gentity_t *ent );
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void SP_target_screenshake(gentity_t *ent);
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void SP_target_escapetrig(gentity_t *ent);
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void SP_misc_maglock ( gentity_t *self );
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void SP_misc_faller(gentity_t *ent);
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void SP_misc_holocron(gentity_t *ent);
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void SP_reference_tag ( gentity_t *ent );
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void SP_misc_weapon_shooter( gentity_t *self );
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void SP_NPC_spawner( gentity_t *self );
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void SP_NPC_Vehicle( gentity_t *self);
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void SP_NPC_Kyle( gentity_t *self );
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void SP_NPC_Lando( gentity_t *self );
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void SP_NPC_Jan( gentity_t *self );
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void SP_NPC_Luke( gentity_t *self );
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void SP_NPC_MonMothma( gentity_t *self );
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void SP_NPC_Tavion( gentity_t *self );
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void SP_NPC_Tavion_New( gentity_t *self );
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void SP_NPC_Alora( gentity_t *self );
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void SP_NPC_Reelo( gentity_t *self );
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void SP_NPC_Galak( gentity_t *self );
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void SP_NPC_Desann( gentity_t *self );
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void SP_NPC_Bartender( gentity_t *self );
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void SP_NPC_MorganKatarn( gentity_t *self );
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void SP_NPC_Jedi( gentity_t *self );
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void SP_NPC_Prisoner( gentity_t *self );
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void SP_NPC_Rebel( gentity_t *self );
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void SP_NPC_Stormtrooper( gentity_t *self );
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void SP_NPC_StormtrooperOfficer( gentity_t *self );
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void SP_NPC_Snowtrooper( gentity_t *self);
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void SP_NPC_Tie_Pilot( gentity_t *self );
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void SP_NPC_Ugnaught( gentity_t *self );
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void SP_NPC_Jawa( gentity_t *self );
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void SP_NPC_Gran( gentity_t *self );
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void SP_NPC_Rodian( gentity_t *self );
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void SP_NPC_Weequay( gentity_t *self );
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void SP_NPC_Trandoshan( gentity_t *self );
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void SP_NPC_Tusken( gentity_t *self );
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void SP_NPC_Noghri( gentity_t *self );
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void SP_NPC_SwampTrooper( gentity_t *self );
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void SP_NPC_Imperial( gentity_t *self );
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void SP_NPC_ImpWorker( gentity_t *self );
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void SP_NPC_BespinCop( gentity_t *self );
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void SP_NPC_Reborn( gentity_t *self );
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void SP_NPC_ShadowTrooper( gentity_t *self );
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void SP_NPC_Monster_Murjj( gentity_t *self );
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void SP_NPC_Monster_Swamp( gentity_t *self );
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void SP_NPC_Monster_Howler( gentity_t *self );
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void SP_NPC_Monster_Claw( gentity_t *self );
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void SP_NPC_Monster_Glider( gentity_t *self );
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void SP_NPC_Monster_Flier2( gentity_t *self );
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void SP_NPC_Monster_Lizard( gentity_t *self );
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void SP_NPC_Monster_Fish( gentity_t *self );
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void SP_NPC_Monster_Wampa( gentity_t *self );
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void SP_NPC_Monster_Rancor( gentity_t *self );
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void SP_NPC_MineMonster( gentity_t *self );
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void SP_NPC_Droid_Interrogator( gentity_t *self );
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void SP_NPC_Droid_Probe( gentity_t *self );
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void SP_NPC_Droid_Mark1( gentity_t *self );
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void SP_NPC_Droid_Mark2( gentity_t *self );
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void SP_NPC_Droid_ATST( gentity_t *self );
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void SP_NPC_Droid_Seeker( gentity_t *self );
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void SP_NPC_Droid_Remote( gentity_t *self );
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void SP_NPC_Droid_Sentry( gentity_t *self );
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void SP_NPC_Droid_Gonk( gentity_t *self );
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void SP_NPC_Droid_Mouse( gentity_t *self );
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void SP_NPC_Droid_R2D2( gentity_t *self );
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void SP_NPC_Droid_R5D2( gentity_t *self );
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void SP_NPC_Droid_Protocol( gentity_t *self );
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void SP_NPC_Reborn_New( gentity_t *self);
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void SP_NPC_Cultist( gentity_t *self );
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void SP_NPC_Cultist_Saber( gentity_t *self );
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void SP_NPC_Cultist_Saber_Powers( gentity_t *self );
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void SP_NPC_Cultist_Destroyer( gentity_t *self );
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void SP_NPC_Cultist_Commando( gentity_t *self );
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void SP_waypoint (gentity_t *ent);
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void SP_waypoint_small (gentity_t *ent);
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void SP_waypoint_navgoal (gentity_t *ent);
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void SP_waypoint_navgoal_8 (gentity_t *ent);
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void SP_waypoint_navgoal_4 (gentity_t *ent);
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void SP_waypoint_navgoal_2 (gentity_t *ent);
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void SP_waypoint_navgoal_1 (gentity_t *ent);
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void SP_CreateSpaceDust( gentity_t *ent );
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void SP_CreateSnow( gentity_t *ent );
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void SP_CreateRain( gentity_t *ent );
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void SP_point_combat( gentity_t *self );
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void SP_shooter_blaster( gentity_t *ent );
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void SP_team_CTF_redplayer( gentity_t *ent );
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void SP_team_CTF_blueplayer( gentity_t *ent );
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void SP_team_CTF_redspawn( gentity_t *ent );
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void SP_team_CTF_bluespawn( gentity_t *ent );
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void SP_misc_turret( gentity_t *ent );
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void SP_misc_turretG2( gentity_t *base );
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void SP_item_botroam( gentity_t *ent )
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{
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}
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void SP_gametype_item ( gentity_t* ent )
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{
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gitem_t *item = NULL;
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char *value;
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int team = -1;
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G_SpawnString("teamfilter", "", &value);
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G_SetOrigin( ent, ent->s.origin );
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// If a team filter is set then override any team settings for the spawns
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if ( level.mTeamFilter[0] )
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{
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if ( Q_stricmp ( level.mTeamFilter, "red") == 0 )
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{
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team = TEAM_RED;
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|
}
|
|
else if ( Q_stricmp ( level.mTeamFilter, "blue") == 0 )
|
|
{
|
|
team = TEAM_BLUE;
|
|
}
|
|
}
|
|
|
|
if (ent->targetname && ent->targetname[0])
|
|
{
|
|
if (team != -1)
|
|
{
|
|
if (strstr(ent->targetname, "flag"))
|
|
{
|
|
if (team == TEAM_RED)
|
|
{
|
|
item = BG_FindItem("team_CTF_redflag");
|
|
}
|
|
else
|
|
{ //blue
|
|
item = BG_FindItem("team_CTF_blueflag");
|
|
}
|
|
}
|
|
}
|
|
else if (strstr(ent->targetname, "red_flag"))
|
|
{
|
|
item = BG_FindItem("team_CTF_redflag");
|
|
}
|
|
else if (strstr(ent->targetname, "blue_flag"))
|
|
{
|
|
item = BG_FindItem("team_CTF_blueflag");
|
|
}
|
|
else
|
|
{
|
|
item = NULL;
|
|
}
|
|
|
|
if (item)
|
|
{
|
|
ent->targetname = NULL;
|
|
ent->classname = item->classname;
|
|
G_SpawnItem( ent, item );
|
|
}
|
|
}
|
|
}
|
|
|
|
void SP_emplaced_gun( gentity_t *ent );
|
|
|
|
spawn_t spawns[] = {
|
|
// info entities don't do anything at all, but provide positional
|
|
// information for things controlled by other processes
|
|
{"info_player_start", SP_info_player_start},
|
|
{"info_player_duel", SP_info_player_duel},
|
|
{"info_player_duel1", SP_info_player_duel1},
|
|
{"info_player_duel2", SP_info_player_duel2},
|
|
{"info_player_deathmatch", SP_info_player_deathmatch},
|
|
{"info_player_siegeteam1", SP_info_player_siegeteam1},
|
|
{"info_player_siegeteam2", SP_info_player_siegeteam2},
|
|
{"info_player_intermission", SP_info_player_intermission},
|
|
{"info_player_intermission_red", SP_info_player_intermission_red},
|
|
{"info_player_intermission_blue", SP_info_player_intermission_blue},
|
|
{"info_jedimaster_start", SP_info_jedimaster_start},
|
|
{"info_player_start_red", SP_info_player_start_red},
|
|
{"info_player_start_blue", SP_info_player_start_blue},
|
|
{"info_null", SP_info_null},
|
|
{"info_notnull", SP_info_notnull}, // use target_position instead
|
|
{"info_camp", SP_info_camp},
|
|
|
|
{"info_siege_objective", SP_info_siege_objective},
|
|
{"info_siege_radaricon", SP_info_siege_radaricon},
|
|
{"info_siege_decomplete", SP_info_siege_decomplete},
|
|
{"target_siege_end", SP_target_siege_end},
|
|
{"misc_siege_item", SP_misc_siege_item},
|
|
|
|
{"func_plat", SP_func_plat},
|
|
{"func_button", SP_func_button},
|
|
{"func_door", SP_func_door},
|
|
{"func_static", SP_func_static},
|
|
{"func_rotating", SP_func_rotating},
|
|
{"func_bobbing", SP_func_bobbing},
|
|
{"func_pendulum", SP_func_pendulum},
|
|
{"func_train", SP_func_train},
|
|
{"func_group", SP_info_null},
|
|
{"func_timer", SP_func_timer}, // rename trigger_timer?
|
|
{"func_breakable", SP_func_breakable},
|
|
{"func_glass", SP_func_glass},
|
|
{"func_usable", SP_func_usable},
|
|
{"func_wall", SP_func_wall},
|
|
|
|
// Triggers are brush objects that cause an effect when contacted
|
|
// by a living player, usually involving firing targets.
|
|
// While almost everything could be done with
|
|
// a single trigger class and different targets, triggered effects
|
|
// could not be client side predicted (push and teleport).
|
|
{"trigger_lightningstrike", SP_trigger_lightningstrike},
|
|
|
|
{"trigger_always", SP_trigger_always},
|
|
{"trigger_multiple", SP_trigger_multiple},
|
|
{"trigger_once", SP_trigger_once},
|
|
{"trigger_push", SP_trigger_push},
|
|
{"trigger_teleport", SP_trigger_teleport},
|
|
{"trigger_hurt", SP_trigger_hurt},
|
|
{"trigger_space", SP_trigger_space},
|
|
{"trigger_shipboundary", SP_trigger_shipboundary},
|
|
{"trigger_hyperspace", SP_trigger_hyperspace},
|
|
{"trigger_asteroid_field", SP_trigger_asteroid_field},
|
|
|
|
// targets perform no action by themselves, but must be triggered
|
|
// by another entity
|
|
{"target_give", SP_target_give},
|
|
{"target_remove_powerups", SP_target_remove_powerups},
|
|
{"target_delay", SP_target_delay},
|
|
{"target_speaker", SP_target_speaker},
|
|
{"target_print", SP_target_print},
|
|
{"target_laser", SP_target_laser},
|
|
{"target_score", SP_target_score},
|
|
{"target_teleporter", SP_target_teleporter},
|
|
{"target_relay", SP_target_relay},
|
|
{"target_kill", SP_target_kill},
|
|
{"target_position", SP_target_position},
|
|
{"target_location", SP_target_location},
|
|
{"target_counter", SP_target_counter},
|
|
{"target_random", SP_target_random},
|
|
{"target_scriptrunner", SP_target_scriptrunner},
|
|
{"target_interest", SP_target_interest},
|
|
{"target_activate", SP_target_activate},
|
|
{"target_deactivate", SP_target_deactivate},
|
|
{"target_level_change", SP_target_level_change},
|
|
{"target_play_music", SP_target_play_music},
|
|
{"target_push", SP_target_push},
|
|
|
|
{"light", SP_light},
|
|
{"path_corner", SP_path_corner},
|
|
|
|
{"misc_teleporter_dest", SP_misc_teleporter_dest},
|
|
{"misc_model", SP_misc_model},
|
|
{"misc_model_static", SP_misc_model_static},
|
|
{"misc_G2model", SP_misc_G2model},
|
|
{"misc_portal_surface", SP_misc_portal_surface},
|
|
{"misc_portal_camera", SP_misc_portal_camera},
|
|
{"misc_weather_zone", SP_misc_weather_zone},
|
|
|
|
{"misc_bsp", SP_misc_bsp},
|
|
{"terrain", SP_terrain},
|
|
{"misc_skyportal_orient", SP_misc_skyportal_orient},
|
|
{"misc_skyportal", SP_misc_skyportal},
|
|
|
|
//rwwFIXMEFIXME: only for testing rmg team stuff
|
|
{"gametype_item", SP_gametype_item },
|
|
|
|
{"misc_ammo_floor_unit", SP_misc_ammo_floor_unit},
|
|
{"misc_shield_floor_unit", SP_misc_shield_floor_unit},
|
|
{"misc_model_shield_power_converter", SP_misc_model_shield_power_converter},
|
|
{"misc_model_ammo_power_converter", SP_misc_model_ammo_power_converter},
|
|
{"misc_model_health_power_converter", SP_misc_model_health_power_converter},
|
|
|
|
{"fx_runner", SP_fx_runner},
|
|
|
|
{"target_screenshake", SP_target_screenshake},
|
|
{"target_escapetrig", SP_target_escapetrig},
|
|
|
|
{"misc_maglock", SP_misc_maglock},
|
|
|
|
{"misc_faller", SP_misc_faller},
|
|
|
|
{"ref_tag", SP_reference_tag},
|
|
{"ref_tag_huge", SP_reference_tag},
|
|
|
|
{"misc_weapon_shooter", SP_misc_weapon_shooter},
|
|
|
|
//new NPC ents
|
|
{"NPC_spawner", SP_NPC_spawner},
|
|
|
|
{"NPC_Vehicle", SP_NPC_Vehicle },
|
|
{"NPC_Kyle", SP_NPC_Kyle },
|
|
{"NPC_Lando", SP_NPC_Lando },
|
|
{"NPC_Jan", SP_NPC_Jan },
|
|
{"NPC_Luke", SP_NPC_Luke },
|
|
{"NPC_MonMothma", SP_NPC_MonMothma },
|
|
{"NPC_Tavion", SP_NPC_Tavion },
|
|
|
|
//new tavion
|
|
{"NPC_Tavion_New", SP_NPC_Tavion_New },
|
|
|
|
//new alora
|
|
{"NPC_Alora", SP_NPC_Alora },
|
|
|
|
{"NPC_Reelo", SP_NPC_Reelo },
|
|
{"NPC_Galak", SP_NPC_Galak },
|
|
{"NPC_Desann", SP_NPC_Desann },
|
|
{"NPC_Bartender", SP_NPC_Bartender },
|
|
{"NPC_MorganKatarn", SP_NPC_MorganKatarn },
|
|
{"NPC_Jedi", SP_NPC_Jedi },
|
|
{"NPC_Prisoner", SP_NPC_Prisoner },
|
|
{"NPC_Rebel", SP_NPC_Rebel },
|
|
{"NPC_Stormtrooper", SP_NPC_Stormtrooper },
|
|
{"NPC_StormtrooperOfficer", SP_NPC_StormtrooperOfficer },
|
|
{"NPC_Snowtrooper", SP_NPC_Snowtrooper },
|
|
{"NPC_Tie_Pilot", SP_NPC_Tie_Pilot },
|
|
{"NPC_Ugnaught", SP_NPC_Ugnaught },
|
|
{"NPC_Jawa", SP_NPC_Jawa },
|
|
{"NPC_Gran", SP_NPC_Gran },
|
|
{"NPC_Rodian", SP_NPC_Rodian },
|
|
{"NPC_Weequay", SP_NPC_Weequay },
|
|
{"NPC_Trandoshan", SP_NPC_Trandoshan },
|
|
{"NPC_Tusken", SP_NPC_Tusken },
|
|
{"NPC_Noghri", SP_NPC_Noghri },
|
|
{"NPC_SwampTrooper", SP_NPC_SwampTrooper },
|
|
{"NPC_Imperial", SP_NPC_Imperial },
|
|
{"NPC_ImpWorker", SP_NPC_ImpWorker },
|
|
{"NPC_BespinCop", SP_NPC_BespinCop },
|
|
{"NPC_Reborn", SP_NPC_Reborn },
|
|
{"NPC_ShadowTrooper", SP_NPC_ShadowTrooper },
|
|
{"NPC_Monster_Murjj", SP_NPC_Monster_Murjj },
|
|
{"NPC_Monster_Swamp", SP_NPC_Monster_Swamp },
|
|
{"NPC_Monster_Howler", SP_NPC_Monster_Howler },
|
|
{"NPC_MineMonster", SP_NPC_MineMonster },
|
|
{"NPC_Monster_Claw", SP_NPC_Monster_Claw },
|
|
{"NPC_Monster_Glider", SP_NPC_Monster_Glider },
|
|
{"NPC_Monster_Flier2", SP_NPC_Monster_Flier2 },
|
|
{"NPC_Monster_Lizard", SP_NPC_Monster_Lizard },
|
|
{"NPC_Monster_Fish", SP_NPC_Monster_Fish },
|
|
{"NPC_Monster_Wampa", SP_NPC_Monster_Wampa },
|
|
{"NPC_Monster_Rancor", SP_NPC_Monster_Rancor },
|
|
{"NPC_Droid_Interrogator", SP_NPC_Droid_Interrogator },
|
|
{"NPC_Droid_Probe", SP_NPC_Droid_Probe },
|
|
{"NPC_Droid_Mark1", SP_NPC_Droid_Mark1 },
|
|
{"NPC_Droid_Mark2", SP_NPC_Droid_Mark2 },
|
|
{"NPC_Droid_ATST", SP_NPC_Droid_ATST },
|
|
{"NPC_Droid_Seeker", SP_NPC_Droid_Seeker },
|
|
{"NPC_Droid_Remote", SP_NPC_Droid_Remote },
|
|
{"NPC_Droid_Sentry", SP_NPC_Droid_Sentry },
|
|
{"NPC_Droid_Gonk", SP_NPC_Droid_Gonk },
|
|
{"NPC_Droid_Mouse", SP_NPC_Droid_Mouse },
|
|
{"NPC_Droid_R2D2", SP_NPC_Droid_R2D2 },
|
|
{"NPC_Droid_R5D2", SP_NPC_Droid_R5D2 },
|
|
{"NPC_Droid_Protocol", SP_NPC_Droid_Protocol },
|
|
|
|
//maybe put these guys in some day, for now just spawn reborns in their place.
|
|
{"NPC_Reborn_New", SP_NPC_Reborn_New },
|
|
{"NPC_Cultist", SP_NPC_Cultist },
|
|
{"NPC_Cultist_Saber", SP_NPC_Cultist_Saber },
|
|
{"NPC_Cultist_Saber_Powers", SP_NPC_Cultist_Saber_Powers },
|
|
{"NPC_Cultist_Destroyer", SP_NPC_Cultist_Destroyer },
|
|
{"NPC_Cultist_Commando", SP_NPC_Cultist_Commando },
|
|
|
|
//rwwFIXMEFIXME: Faked for testing NPCs (another other things) in RMG with sof2 assets
|
|
{"NPC_Colombian_Soldier", SP_NPC_Reborn },
|
|
{"NPC_Colombian_Rebel", SP_NPC_Reborn },
|
|
{"NPC_Colombian_EmplacedGunner", SP_NPC_ShadowTrooper },
|
|
{"NPC_Manuel_Vergara_RMG", SP_NPC_Desann },
|
|
// {"info_NPCnav", SP_waypoint},
|
|
|
|
{"waypoint", SP_waypoint},
|
|
{"waypoint_small", SP_waypoint_small},
|
|
{"waypoint_navgoal", SP_waypoint_navgoal},
|
|
{"waypoint_navgoal_8", SP_waypoint_navgoal_8},
|
|
{"waypoint_navgoal_4", SP_waypoint_navgoal_4},
|
|
{"waypoint_navgoal_2", SP_waypoint_navgoal_2},
|
|
{"waypoint_navgoal_1", SP_waypoint_navgoal_1},
|
|
|
|
{"fx_spacedust", SP_CreateSpaceDust},
|
|
{"fx_rain", SP_CreateRain},
|
|
{"fx_snow", SP_CreateSnow},
|
|
|
|
{"point_combat", SP_point_combat},
|
|
|
|
{"misc_holocron", SP_misc_holocron},
|
|
|
|
{"shooter_blaster", SP_shooter_blaster},
|
|
|
|
{"team_CTF_redplayer", SP_team_CTF_redplayer},
|
|
{"team_CTF_blueplayer", SP_team_CTF_blueplayer},
|
|
|
|
{"team_CTF_redspawn", SP_team_CTF_redspawn},
|
|
{"team_CTF_bluespawn", SP_team_CTF_bluespawn},
|
|
|
|
{"item_botroam", SP_item_botroam},
|
|
|
|
{"emplaced_gun", SP_emplaced_gun},
|
|
|
|
{"misc_turret", SP_misc_turret},
|
|
{"misc_turretG2", SP_misc_turretG2},
|
|
|
|
|
|
{0, 0}
|
|
};
|
|
|
|
/*
|
|
===============
|
|
G_CallSpawn
|
|
|
|
Finds the spawn function for the entity and calls it,
|
|
returning qfalse if not found
|
|
===============
|
|
*/
|
|
qboolean G_CallSpawn( gentity_t *ent ) {
|
|
spawn_t *s;
|
|
gitem_t *item;
|
|
|
|
if ( !ent->classname ) {
|
|
G_Printf ("G_CallSpawn: NULL classname\n");
|
|
return qfalse;
|
|
}
|
|
|
|
// check item spawn functions
|
|
for ( item=bg_itemlist+1 ; item->classname ; item++ ) {
|
|
if ( !strcmp(item->classname, ent->classname) ) {
|
|
G_SpawnItem( ent, item );
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
// check normal spawn functions
|
|
for ( s=spawns ; s->name ; s++ ) {
|
|
if ( !strcmp(s->name, ent->classname) ) {
|
|
// found it
|
|
if (ent->healingsound && ent->healingsound[0])
|
|
{ //yeah...this can be used for anything, so.. precache it if it's there
|
|
G_SoundIndex(ent->healingsound);
|
|
}
|
|
s->spawn(ent);
|
|
return qtrue;
|
|
}
|
|
}
|
|
G_Printf ("%s doesn't have a spawn function\n", ent->classname);
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_NewString
|
|
|
|
Builds a copy of the string, translating \n to real linefeeds
|
|
so message texts can be multi-line
|
|
=============
|
|
*/
|
|
char *G_NewString( const char *string ) {
|
|
char *newb, *new_p;
|
|
int i,l;
|
|
|
|
l = strlen(string) + 1;
|
|
|
|
newb = (char *) G_Alloc( l );
|
|
|
|
new_p = newb;
|
|
|
|
// turn \n into a real linefeed
|
|
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;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
G_SpawnGEntityFromSpawnVars
|
|
|
|
Spawn an entity and fill in all of the level fields from
|
|
level.spawnVars[], then call the class specfic spawn function
|
|
===================
|
|
*/
|
|
#include "../namespace_begin.h"
|
|
void BG_ParseField( BG_field_t *l_fields, const char *key, const char *value, byte *ent );
|
|
#include "../namespace_end.h"
|
|
void G_SpawnGEntityFromSpawnVars( qboolean inSubBSP ) {
|
|
int i;
|
|
gentity_t *ent;
|
|
char *s, *value, *gametypeName;
|
|
static char *gametypeNames[] = {"ffa", "holocron", "jedimaster", "duel", "powerduel", "single", "team", "siege", "ctf", "cty"};
|
|
|
|
// get the next free entity
|
|
ent = G_Spawn();
|
|
|
|
for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
|
|
BG_ParseField( fields, level.spawnVars[i][0], level.spawnVars[i][1], (byte *)ent );
|
|
}
|
|
|
|
// check for "notsingle" flag
|
|
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
|
|
G_SpawnInt( "notsingle", "0", &i );
|
|
if ( i ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
}
|
|
// check for "notteam" flag (GT_FFA, GT_DUEL, GT_SINGLE_PLAYER)
|
|
if ( g_gametype.integer >= GT_TEAM ) {
|
|
G_SpawnInt( "notteam", "0", &i );
|
|
if ( i ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
} else {
|
|
G_SpawnInt( "notfree", "0", &i );
|
|
if ( i ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
}
|
|
|
|
G_SpawnInt( "notta", "0", &i );
|
|
if ( i ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
|
|
if( G_SpawnString( "gametype", NULL, &value ) ) {
|
|
if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) {
|
|
gametypeName = gametypeNames[g_gametype.integer];
|
|
|
|
s = strstr( value, gametypeName );
|
|
if( !s ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// move editor origin to pos
|
|
VectorCopy( ent->s.origin, ent->s.pos.trBase );
|
|
VectorCopy( ent->s.origin, ent->r.currentOrigin );
|
|
|
|
// if we didn't get a classname, don't bother spawning anything
|
|
if ( !G_CallSpawn( ent ) ) {
|
|
G_FreeEntity( ent );
|
|
}
|
|
|
|
//Tag on the ICARUS scripting information only to valid recipients
|
|
if ( trap_ICARUS_ValidEnt( ent ) )
|
|
{
|
|
trap_ICARUS_InitEnt( ent );
|
|
|
|
if ( ent->classname && ent->classname[0] )
|
|
{
|
|
if ( Q_strncmp( "NPC_", ent->classname, 4 ) != 0 )
|
|
{//Not an NPC_spawner (rww - probably don't even care for MP, but whatever)
|
|
G_ActivateBehavior( ent, BSET_SPAWN );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
====================
|
|
G_AddSpawnVarToken
|
|
====================
|
|
*/
|
|
char *G_AddSpawnVarToken( const char *string ) {
|
|
int l;
|
|
char *dest;
|
|
|
|
l = strlen( string );
|
|
if ( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) {
|
|
G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" );
|
|
}
|
|
|
|
dest = level.spawnVarChars + level.numSpawnVarChars;
|
|
memcpy( dest, string, l+1 );
|
|
|
|
level.numSpawnVarChars += l + 1;
|
|
|
|
return dest;
|
|
}
|
|
|
|
void AddSpawnField(char *field, char *value)
|
|
{
|
|
int i;
|
|
|
|
for(i=0;i<level.numSpawnVars;i++)
|
|
{
|
|
if (Q_stricmp(level.spawnVars[i][0], field) == 0)
|
|
{
|
|
level.spawnVars[ i ][1] = G_AddSpawnVarToken( value );
|
|
return;
|
|
}
|
|
}
|
|
|
|
level.spawnVars[ level.numSpawnVars ][0] = G_AddSpawnVarToken( field );
|
|
level.spawnVars[ level.numSpawnVars ][1] = G_AddSpawnVarToken( value );
|
|
level.numSpawnVars++;
|
|
}
|
|
|
|
#define NOVALUE "novalue"
|
|
|
|
static void HandleEntityAdjustment(void)
|
|
{
|
|
char *value;
|
|
vec3_t origin, newOrigin, angles;
|
|
char temp[MAX_QPATH];
|
|
float rotation;
|
|
|
|
G_SpawnString("origin", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
sscanf( value, "%f %f %f", &origin[0], &origin[1], &origin[2] );
|
|
}
|
|
else
|
|
{
|
|
origin[0] = origin[1] = origin[2] = 0.0;
|
|
}
|
|
|
|
rotation = DEG2RAD(level.mRotationAdjust);
|
|
newOrigin[0] = origin[0]*cos(rotation) - origin[1]*sin(rotation);
|
|
newOrigin[1] = origin[0]*sin(rotation) + origin[1]*cos(rotation);
|
|
newOrigin[2] = origin[2];
|
|
VectorAdd(newOrigin, level.mOriginAdjust, newOrigin);
|
|
// damn VMs don't handle outputing a float that is compatible with sscanf in all cases
|
|
Com_sprintf(temp, MAX_QPATH, "%0.0f %0.0f %0.0f", newOrigin[0], newOrigin[1], newOrigin[2]);
|
|
AddSpawnField("origin", temp);
|
|
|
|
G_SpawnString("angles", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
sscanf( value, "%f %f %f", &angles[0], &angles[1], &angles[2] );
|
|
|
|
angles[1] = fmod(angles[1] + level.mRotationAdjust, 360.0f);
|
|
// damn VMs don't handle outputing a float that is compatible with sscanf in all cases
|
|
Com_sprintf(temp, MAX_QPATH, "%0.0f %0.0f %0.0f", angles[0], angles[1], angles[2]);
|
|
AddSpawnField("angles", temp);
|
|
}
|
|
else
|
|
{
|
|
G_SpawnString("angle", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
sscanf( value, "%f", &angles[1] );
|
|
}
|
|
else
|
|
{
|
|
angles[1] = 0.0;
|
|
}
|
|
angles[1] = fmod(angles[1] + level.mRotationAdjust, 360.0f);
|
|
Com_sprintf(temp, MAX_QPATH, "%0.0f", angles[1]);
|
|
AddSpawnField("angle", temp);
|
|
}
|
|
|
|
// RJR experimental code for handling "direction" field of breakable brushes
|
|
// though direction is rarely ever used.
|
|
G_SpawnString("direction", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
sscanf( value, "%f %f %f", &angles[0], &angles[1], &angles[2] );
|
|
}
|
|
else
|
|
{
|
|
angles[0] = angles[1] = angles[2] = 0.0;
|
|
}
|
|
angles[1] = fmod(angles[1] + level.mRotationAdjust, 360.0f);
|
|
Com_sprintf(temp, MAX_QPATH, "%0.0f %0.0f %0.0f", angles[0], angles[1], angles[2]);
|
|
AddSpawnField("direction", temp);
|
|
|
|
|
|
AddSpawnField("BSPInstanceID", level.mTargetAdjust);
|
|
|
|
G_SpawnString("targetname", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
Com_sprintf(temp, MAX_QPATH, "%s%s", level.mTargetAdjust, value);
|
|
AddSpawnField("targetname", temp);
|
|
}
|
|
|
|
G_SpawnString("target", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
Com_sprintf(temp, MAX_QPATH, "%s%s", level.mTargetAdjust, value);
|
|
AddSpawnField("target", temp);
|
|
}
|
|
|
|
G_SpawnString("killtarget", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
Com_sprintf(temp, MAX_QPATH, "%s%s", level.mTargetAdjust, value);
|
|
AddSpawnField("killtarget", temp);
|
|
}
|
|
|
|
G_SpawnString("brushparent", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
Com_sprintf(temp, MAX_QPATH, "%s%s", level.mTargetAdjust, value);
|
|
AddSpawnField("brushparent", temp);
|
|
}
|
|
|
|
G_SpawnString("brushchild", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
Com_sprintf(temp, MAX_QPATH, "%s%s", level.mTargetAdjust, value);
|
|
AddSpawnField("brushchild", temp);
|
|
}
|
|
|
|
G_SpawnString("enemy", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
Com_sprintf(temp, MAX_QPATH, "%s%s", level.mTargetAdjust, value);
|
|
AddSpawnField("enemy", temp);
|
|
}
|
|
|
|
G_SpawnString("ICARUSname", NOVALUE, &value);
|
|
if (Q_stricmp(value, NOVALUE) != 0)
|
|
{
|
|
Com_sprintf(temp, MAX_QPATH, "%s%s", level.mTargetAdjust, value);
|
|
AddSpawnField("ICARUSname", temp);
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
G_ParseSpawnVars
|
|
|
|
Parses a brace bounded set of key / value pairs out of the
|
|
level's entity strings into level.spawnVars[]
|
|
|
|
This does not actually spawn an entity.
|
|
====================
|
|
*/
|
|
qboolean G_ParseSpawnVars( qboolean inSubBSP ) {
|
|
char keyname[MAX_TOKEN_CHARS];
|
|
char com_token[MAX_TOKEN_CHARS];
|
|
|
|
level.numSpawnVars = 0;
|
|
level.numSpawnVarChars = 0;
|
|
|
|
// parse the opening brace
|
|
if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
|
|
// end of spawn string
|
|
return qfalse;
|
|
}
|
|
if ( com_token[0] != '{' ) {
|
|
G_Error( "G_ParseSpawnVars: found %s when expecting {",com_token );
|
|
}
|
|
|
|
// go through all the key / value pairs
|
|
while ( 1 ) {
|
|
// parse key
|
|
if ( !trap_GetEntityToken( keyname, sizeof( keyname ) ) ) {
|
|
G_Error( "G_ParseSpawnVars: EOF without closing brace" );
|
|
}
|
|
|
|
if ( keyname[0] == '}' ) {
|
|
break;
|
|
}
|
|
|
|
// parse value
|
|
if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
|
|
G_Error( "G_ParseSpawnVars: EOF without closing brace" );
|
|
}
|
|
|
|
if ( com_token[0] == '}' ) {
|
|
G_Error( "G_ParseSpawnVars: closing brace without data" );
|
|
}
|
|
if ( level.numSpawnVars == MAX_SPAWN_VARS ) {
|
|
G_Error( "G_ParseSpawnVars: MAX_SPAWN_VARS" );
|
|
}
|
|
level.spawnVars[ level.numSpawnVars ][0] = G_AddSpawnVarToken( keyname );
|
|
level.spawnVars[ level.numSpawnVars ][1] = G_AddSpawnVarToken( com_token );
|
|
level.numSpawnVars++;
|
|
}
|
|
|
|
if (inSubBSP)
|
|
{
|
|
HandleEntityAdjustment();
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
static char *defaultStyles[32][3] =
|
|
{
|
|
{ // 0 normal
|
|
"z",
|
|
"z",
|
|
"z"
|
|
},
|
|
{ // 1 FLICKER (first variety)
|
|
"mmnmmommommnonmmonqnmmo",
|
|
"mmnmmommommnonmmonqnmmo",
|
|
"mmnmmommommnonmmonqnmmo"
|
|
},
|
|
{ // 2 SLOW STRONG PULSE
|
|
"abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcb",
|
|
"abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcb",
|
|
"abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcb"
|
|
},
|
|
{ // 3 CANDLE (first variety)
|
|
"mmmmmaaaaammmmmaaaaaabcdefgabcdefg",
|
|
"mmmmmaaaaammmmmaaaaaabcdefgabcdefg",
|
|
"mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
|
|
},
|
|
{ // 4 FAST STROBE
|
|
"mamamamamama",
|
|
"mamamamamama",
|
|
"mamamamamama"
|
|
},
|
|
{ // 5 GENTLE PULSE 1
|
|
"jklmnopqrstuvwxyzyxwvutsrqponmlkj",
|
|
"jklmnopqrstuvwxyzyxwvutsrqponmlkj",
|
|
"jklmnopqrstuvwxyzyxwvutsrqponmlkj"
|
|
},
|
|
{ // 6 FLICKER (second variety)
|
|
"nmonqnmomnmomomno",
|
|
"nmonqnmomnmomomno",
|
|
"nmonqnmomnmomomno"
|
|
},
|
|
{ // 7 CANDLE (second variety)
|
|
"mmmaaaabcdefgmmmmaaaammmaamm",
|
|
"mmmaaaabcdefgmmmmaaaammmaamm",
|
|
"mmmaaaabcdefgmmmmaaaammmaamm"
|
|
},
|
|
{ // 8 CANDLE (third variety)
|
|
"mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa",
|
|
"mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa",
|
|
"mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"
|
|
},
|
|
{ // 9 SLOW STROBE (fourth variety)
|
|
"aaaaaaaazzzzzzzz",
|
|
"aaaaaaaazzzzzzzz",
|
|
"aaaaaaaazzzzzzzz"
|
|
},
|
|
{ // 10 FLUORESCENT FLICKER
|
|
"mmamammmmammamamaaamammma",
|
|
"mmamammmmammamamaaamammma",
|
|
"mmamammmmammamamaaamammma"
|
|
},
|
|
{ // 11 SLOW PULSE NOT FADE TO BLACK
|
|
"abcdefghijklmnopqrrqponmlkjihgfedcba",
|
|
"abcdefghijklmnopqrrqponmlkjihgfedcba",
|
|
"abcdefghijklmnopqrrqponmlkjihgfedcba"
|
|
},
|
|
{ // 12 FAST PULSE FOR JEREMY
|
|
"mkigegik",
|
|
"mkigegik",
|
|
"mkigegik"
|
|
},
|
|
{ // 13 Test Blending
|
|
"abcdefghijklmqrstuvwxyz",
|
|
"zyxwvutsrqmlkjihgfedcba",
|
|
"aammbbzzccllcckkffyyggp"
|
|
},
|
|
{ // 14
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 15
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 16
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 17
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 18
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 19
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 20
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 21
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 22
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 23
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 24
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 25
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 26
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 27
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 28
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 29
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 30
|
|
"",
|
|
"",
|
|
""
|
|
},
|
|
{ // 31
|
|
"",
|
|
"",
|
|
""
|
|
}
|
|
};
|
|
|
|
void *precachedKyle = 0;
|
|
void scriptrunner_run (gentity_t *self);
|
|
|
|
/*QUAKED worldspawn (0 0 0) ?
|
|
|
|
Every map should have exactly one worldspawn.
|
|
"music" music wav file
|
|
"gravity" 800 is default gravity
|
|
"message" Text to print during connection process
|
|
|
|
BSP Options
|
|
"gridsize" size of lighting grid to "X Y Z". default="64 64 128"
|
|
"ambient" scale of global light (from _color)
|
|
"fog" shader name of the global fog texture - must include the full path, such as "textures/rj/fog1"
|
|
"distancecull" value for vis for the maximum viewing distance
|
|
"chopsize" value for bsp on the maximum polygon / portal size
|
|
"ls_Xr" override lightstyle X with this pattern for Red.
|
|
"ls_Xg" green (valid patterns are "a-z")
|
|
"ls_Xb" blue (a is OFF, z is ON)
|
|
|
|
"fogstart" override fog start distance and force linear
|
|
"radarrange" for Siege/Vehicle radar - default range is 2500
|
|
*/
|
|
extern void EWebPrecache(void); //g_items.c
|
|
float g_cullDistance;
|
|
void SP_worldspawn( void )
|
|
{
|
|
char *text, temp[32];
|
|
int i;
|
|
int lengthRed, lengthBlue, lengthGreen;
|
|
|
|
//I want to "cull" entities out of net sends to clients to reduce
|
|
//net traffic on our larger open maps -rww
|
|
G_SpawnFloat("distanceCull", "6000.0", &g_cullDistance);
|
|
trap_SetServerCull(g_cullDistance);
|
|
|
|
G_SpawnString( "classname", "", &text );
|
|
if ( Q_stricmp( text, "worldspawn" ) ) {
|
|
G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );
|
|
}
|
|
|
|
for ( i = 0 ; i < level.numSpawnVars ; i++ )
|
|
{
|
|
if ( Q_stricmp( "spawnscript", level.spawnVars[i][0] ) == 0 )
|
|
{//ONly let them set spawnscript, we don't want them setting an angle or something on the world.
|
|
BG_ParseField( fields, level.spawnVars[i][0], level.spawnVars[i][1], (byte *)&g_entities[ENTITYNUM_WORLD] );
|
|
}
|
|
}
|
|
//The server will precache the standard model and animations, so that there is no hit
|
|
//when the first client connnects.
|
|
if (!BGPAFtextLoaded)
|
|
{
|
|
BG_ParseAnimationFile("models/players/_humanoid/animation.cfg", bgHumanoidAnimations, qtrue);
|
|
}
|
|
|
|
if (!precachedKyle)
|
|
{
|
|
int defSkin;
|
|
|
|
trap_G2API_InitGhoul2Model(&precachedKyle, "models/players/kyle/model.glm", 0, 0, -20, 0, 0);
|
|
|
|
if (precachedKyle)
|
|
{
|
|
defSkin = trap_R_RegisterSkin("models/players/kyle/model_default.skin");
|
|
trap_G2API_SetSkin(precachedKyle, 0, defSkin, defSkin);
|
|
}
|
|
}
|
|
|
|
if (!g2SaberInstance)
|
|
{
|
|
trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0);
|
|
|
|
if (g2SaberInstance)
|
|
{
|
|
// indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied
|
|
trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0);
|
|
// now set up the gun bolt on it
|
|
trap_G2API_AddBolt(g2SaberInstance, 0, "*blade1");
|
|
}
|
|
}
|
|
|
|
if (g_gametype.integer == GT_SIEGE)
|
|
{ //a tad bit of a hack, but..
|
|
EWebPrecache();
|
|
}
|
|
|
|
// make some data visible to connecting client
|
|
trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION );
|
|
|
|
trap_SetConfigstring( CS_LEVEL_START_TIME, va("%i", level.startTime ) );
|
|
|
|
G_SpawnString( "music", "", &text );
|
|
trap_SetConfigstring( CS_MUSIC, text );
|
|
|
|
G_SpawnString( "message", "", &text );
|
|
trap_SetConfigstring( CS_MESSAGE, text ); // map specific message
|
|
|
|
trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day
|
|
|
|
G_SpawnString( "gravity", "800", &text );
|
|
trap_Cvar_Set( "g_gravity", text );
|
|
|
|
G_SpawnString( "enableBreath", "0", &text );
|
|
trap_Cvar_Set( "g_enableBreath", text );
|
|
|
|
G_SpawnString( "soundSet", "default", &text );
|
|
trap_SetConfigstring( CS_GLOBAL_AMBIENT_SET, text );
|
|
|
|
g_entities[ENTITYNUM_WORLD].s.number = ENTITYNUM_WORLD;
|
|
g_entities[ENTITYNUM_WORLD].classname = "worldspawn";
|
|
|
|
// see if we want a warmup time
|
|
trap_SetConfigstring( CS_WARMUP, "" );
|
|
if ( g_restarted.integer ) {
|
|
trap_Cvar_Set( "g_restarted", "0" );
|
|
level.warmupTime = 0;
|
|
}
|
|
/*
|
|
else if ( g_doWarmup.integer && g_gametype.integer != GT_DUEL && g_gametype.integer != GT_POWERDUEL ) { // Turn it on
|
|
level.warmupTime = -1;
|
|
trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
|
|
G_LogPrintf( "Warmup:\n" );
|
|
}
|
|
*/
|
|
|
|
trap_SetConfigstring(CS_LIGHT_STYLES+(LS_STYLES_START*3)+0, defaultStyles[0][0]);
|
|
trap_SetConfigstring(CS_LIGHT_STYLES+(LS_STYLES_START*3)+1, defaultStyles[0][1]);
|
|
trap_SetConfigstring(CS_LIGHT_STYLES+(LS_STYLES_START*3)+2, defaultStyles[0][2]);
|
|
|
|
for(i=1;i<LS_NUM_STYLES;i++)
|
|
{
|
|
Com_sprintf(temp, sizeof(temp), "ls_%dr", i);
|
|
G_SpawnString(temp, defaultStyles[i][0], &text);
|
|
lengthRed = strlen(text);
|
|
trap_SetConfigstring(CS_LIGHT_STYLES+((i+LS_STYLES_START)*3)+0, text);
|
|
|
|
Com_sprintf(temp, sizeof(temp), "ls_%dg", i);
|
|
G_SpawnString(temp, defaultStyles[i][1], &text);
|
|
lengthGreen = strlen(text);
|
|
trap_SetConfigstring(CS_LIGHT_STYLES+((i+LS_STYLES_START)*3)+1, text);
|
|
|
|
Com_sprintf(temp, sizeof(temp), "ls_%db", i);
|
|
G_SpawnString(temp, defaultStyles[i][2], &text);
|
|
lengthBlue = strlen(text);
|
|
trap_SetConfigstring(CS_LIGHT_STYLES+((i+LS_STYLES_START)*3)+2, text);
|
|
|
|
if (lengthRed != lengthGreen || lengthGreen != lengthBlue)
|
|
{
|
|
Com_Error(ERR_DROP, "Style %d has inconsistent lengths: R %d, G %d, B %d",
|
|
i, lengthRed, lengthGreen, lengthBlue);
|
|
}
|
|
}
|
|
}
|
|
|
|
//rww - Planning on having something here?
|
|
qboolean SP_bsp_worldspawn ( void )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
void G_PrecacheSoundsets( void )
|
|
{
|
|
gentity_t *ent = NULL;
|
|
int i;
|
|
int countedSets = 0;
|
|
|
|
for ( i = 0; i < MAX_GENTITIES; i++ )
|
|
{
|
|
ent = &g_entities[i];
|
|
|
|
if (ent->inuse && ent->soundSet && ent->soundSet[0])
|
|
{
|
|
if (countedSets >= MAX_AMBIENT_SETS)
|
|
{
|
|
Com_Error(ERR_DROP, "MAX_AMBIENT_SETS was exceeded! (too many soundsets)\n");
|
|
}
|
|
|
|
ent->s.soundSetIndex = G_SoundSetIndex(ent->soundSet);
|
|
countedSets++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
G_SpawnEntitiesFromString
|
|
|
|
Parses textual entity definitions out of an entstring and spawns gentities.
|
|
==============
|
|
*/
|
|
void G_SpawnEntitiesFromString( qboolean inSubBSP ) {
|
|
// allow calls to G_Spawn*()
|
|
level.spawning = qtrue;
|
|
level.numSpawnVars = 0;
|
|
|
|
// the worldspawn is not an actual entity, but it still
|
|
// has a "spawn" function to perform any global setup
|
|
// needed by a level (setting configstrings or cvars, etc)
|
|
if ( !G_ParseSpawnVars(qfalse) ) {
|
|
G_Error( "SpawnEntities: no entities" );
|
|
}
|
|
|
|
if (!inSubBSP)
|
|
{
|
|
SP_worldspawn();
|
|
}
|
|
else
|
|
{
|
|
// Skip this guy if its worldspawn fails
|
|
if ( !SP_bsp_worldspawn() )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// parse ents
|
|
while( G_ParseSpawnVars(inSubBSP) ) {
|
|
G_SpawnGEntityFromSpawnVars(inSubBSP);
|
|
}
|
|
|
|
if( g_entities[ENTITYNUM_WORLD].behaviorSet[BSET_SPAWN] && g_entities[ENTITYNUM_WORLD].behaviorSet[BSET_SPAWN][0] )
|
|
{//World has a spawn script, but we don't want the world in ICARUS and running scripts,
|
|
//so make a scriptrunner and start it going.
|
|
gentity_t *script_runner = G_Spawn();
|
|
if ( script_runner )
|
|
{
|
|
script_runner->behaviorSet[BSET_USE] = g_entities[ENTITYNUM_WORLD].behaviorSet[BSET_SPAWN];
|
|
script_runner->count = 1;
|
|
script_runner->think = scriptrunner_run;
|
|
script_runner->nextthink = level.time + 100;
|
|
|
|
if ( script_runner->inuse )
|
|
{
|
|
trap_ICARUS_InitEnt( script_runner );
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!inSubBSP)
|
|
{
|
|
level.spawning = qfalse; // any future calls to G_Spawn*() will be errors
|
|
}
|
|
|
|
G_PrecacheSoundsets();
|
|
}
|
|
|