heretic2-sdk/Toolkit/Programming/GameCode/game/g_spawnf.c
1999-03-18 00:00:00 +00:00

631 lines
No EOL
15 KiB
C

#include "g_local.h"
#include "g_Skeletons.h"
#include "ArrayedList.h"
#include "PrimitiveDisplayHack.h"
#include "q_Physics.h"
#include "q_shared.h"
void ED_CallSpawn (edict_t *ent);
void Cvar_SetValue (char *var_name, float value);
extern char *dm_statusbar;
extern char *single_statusbar;
typedef struct
{
char *level_name;
int default_preset;
} eax_level_info_t;
#define MAX_CURRENT_LEVELS 29
eax_level_info_t eax_level_info[MAX_CURRENT_LEVELS] =
{
{"ssdocks", EAX_CITY_AND_SEWERS},
{"sswarehouse", EAX_CITY_AND_SEWERS},
{"sstown", EAX_CITY_AND_ALLEYS},
{"sspalace", EAX_CITY_AND_ALLEYS},
{"dmireswamp", EAX_CITY_AND_SEWERS},
{"andhealer", EAX_CITY_AND_SEWERS},
{"andplaza", EAX_CITY_AND_SEWERS},
{"andslums", EAX_CITY_AND_SEWERS},
{"andacademic", EAX_CITY_AND_SEWERS},
{"kellcaves", EAX_ALL_STONE},
{"canyon", EAX_ALL_STONE},
{"hive1", EAX_ALL_STONE},
{"hive2", EAX_ALL_STONE},
{"gauntlet", EAX_ALL_STONE},
{"hivetrialpit", EAX_ARENA},
{"hivepriestess", EAX_ALL_STONE},
{"oglemine1", EAX_ALL_STONE},
{"oglemine2", EAX_ALL_STONE},
{"dungeon", EAX_CITY_AND_ALLEYS},
{"cloudhub", EAX_CITY_AND_ALLEYS},
{"cloudlabs", EAX_CITY_AND_ALLEYS},
{"cloudquarters", EAX_CITY_AND_ALLEYS},
{"cloudsanctum", EAX_CITY_AND_ALLEYS},
{"tutorial", EAX_CITY_AND_ALLEYS},
{"tutorial2", EAX_CITY_AND_ALLEYS},
{"dmandoria", EAX_CITY_AND_ALLEYS},
{"dmhive", EAX_ALL_STONE},
{"dmcanyon", EAX_ALL_STONE},
{"dmcloud", EAX_CITY_AND_ALLEYS},
};
/*
=============
ED_NewString
=============
*/
char *ED_NewString (char *string)
{
char *newb, *new_p;
int i,l;
l = 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;
int color[4];
for (f=fields ; f->name ; f++)
{
if (!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;
case F_RGBA:
sscanf(value, "%i %i %i %i", color, color + 1, color + 2, color + 3);
((byte *)(b+f->ofs))[0] = color[0];
((byte *)(b+f->ofs))[1] = color[1];
((byte *)(b+f->ofs))[2] = color[2];
((byte *)(b+f->ofs))[3] = color[3];
break;
case F_RGB:
sscanf(value, "%i %i %i", color, color + 1, color + 2);
((byte *)(b+f->ofs))[0] = color[0];
((byte *)(b+f->ofs))[1] = color[1];
((byte *)(b+f->ofs))[2] = color[2];
break;
}
return;
}
}
#ifdef _DEVEL
gi.dprintf ("%s is not a field\n", key);
#endif
}
/*
====================
ED_ParseEdict
Parses an edict out of the given string, returning the new position
ed should be a properly initialized empty edict.
====================
*/
char *ED_ParseEdict (char *data, edict_t *ent)
{
qboolean init;
char keyname[256];
char *com_token;
init = false;
memset (&st, 0, sizeof(st));
// go through all the dictionary pairs
while (1)
{
// parse key
com_token = COM_Parse (&data);
if (com_token[0] == '}')
break;
if (!data)
gi.error ("ED_ParseEntity: EOF without closing brace");
strncpy (keyname, com_token, sizeof(keyname)-1);
// parse value
com_token = COM_Parse (&data);
if (!data)
gi.error ("ED_ParseEntity: EOF without closing brace");
if (com_token[0] == '}')
gi.error ("ED_ParseEntity: closing brace without data");
init = true;
// keynames with a leading underscore are used for utility comments,
// and are immediately discarded by quake
if (keyname[0] == '_')
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;
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;
}
}
}
#ifdef _DEVEL
gi.dprintf ("%i teams with %i entities\n", c, c2);
#endif
}
void ConstructEntities(void)
{
edict_t *ent;
int i;
// Create message queues for entites.
for(i = 0, ent = g_edicts; i < maxentities->value ; i++, ent++)
{
SLList_DefaultCon(&ent->msgQ.msgs);
#ifdef BBOX_DISPLAY_HACK
InitBBoxDisplayInfo(i, ent->mins, ent->maxs);
#endif
ent->s.skeletalType = SKEL_NULL;
}
// Allocate skeletons for clients only.
for (i=0 ; i<game.maxclients ; i++)
{
edict_t *ent;
ent=&globals.edicts[1+i];
ent->s.skeletalType=SKEL_CORVUS;
ent->s.rootJoint = CreateSkeleton(ent->s.skeletalType);
}
game.entitiesSpawned = true;
}
void CheckCoopTimeout(qboolean BeenHereBefore)
{
// Reset to zero cooptimeout if we've already been to the current level (no cinematic to see).
if(BeenHereBefore)
Cvar_SetValue("sv_cooptimeout",0);
}
/*
==============
SpawnEntities
Creates a server's entity / program execution context by
parsing textual entity definitions out of an ent file.
==============
*/
int loadingBaseEnts;
void SpawnEntities (char *mapname, char *entities, char *spawnpoint, qboolean loadgame)
{
edict_t *ent;
int inhibit;
char *com_token;
int i;
float skill_level;
loadingBaseEnts = loadgame;
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 ();
ShutdownScripts(false);
gi.FreeTags (TAG_LEVEL);
memset (&level, 0, sizeof(level));
memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
memset(skeletalJoints, 0, sizeof(skeletalJoints));
memset(jointNodes, 0, sizeof(jointNodes));
memset(classStatics, 0, sizeof(classStatics));
memset(Cid_init, 0, sizeof(Cid_init));
strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
// Set client fields on player ents.
for (i=0 ; i<game.maxclients ; i++)
g_edicts[i+1].client = game.clients + i;
ent = NULL;
inhibit = 0;
while (1)
{
// parse the opening brace
com_token = COM_Parse (&entities);
if (!entities)
break;
if (com_token[0] != '{')
gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
if (!ent)
ent = g_edicts;
else
ent = G_Spawn ();
entities = ED_ParseEdict (entities, ent);
// 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) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) ||
((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;
}
}
// Check if it's a monster and if we're nomonster here...
if (sv_nomonsters && sv_nomonsters->value && strstr(ent->classname, "monster_"))
{
#ifdef _DEVEL
gi.dprintf("monster '%s' not spawned.\n", ent->classname);
#endif
G_FreeEdict (ent);
inhibit++;
continue;
}
ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
}
ED_CallSpawn (ent);
}
#ifdef _DEVEL
gi.dprintf ("%i entities inhibited\n", inhibit);
#endif
G_FindTeams ();
}
//===================================================================
/*QUAKED worldspawn (0 0 0) ? NOBODIES
Only used for the world.
NOBODIES - In DM, no bodies will be left behind by players- for maps with large amounts of visibility
"sky" environment map name:
andoria
desert
hive
sky1 - Night Sky
storm
swamp
town
"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
"skinnum" plague level for corvus: 0-2
"cooptimeout" time to wait (in seconds) for all clients to have joined a map in coop (default is 0).
"scale" EAX environment type for this map.
0 EAX_GENERIC,
1 EAX_ALL_STONE,
2 EAX_ARENA,
3 EAX_CITY_AND_SEWERS,
4 EAX_CITY_AND_ALLEYS,
5 EAX_FOREST,
6 EAX_PSYCHOTIC,
"offensive" starting offensive weapons (flag bits):
1 - swordstaff
2 - fireball
4 - hellstaff
8 - magic missile array
16 - red-rain bow
32 - sphere of annihlation
64 - phoenix bow
128 - mace balls
256 - firewall
"defensive" starting defensive weapons (flag bits):
1 - ring of repulsion
2 - lightning shield
4 - teleport
8 - morph ovum
16 - meteor barrier
*/
void SP_worldspawn (edict_t *ent)
{
int i;
ent->movetype = PHYSICSTYPE_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
//---------------
// Reserve some spots for dead player bodies.
InitBodyQue ();
if((ent->spawnflags & 1) && (deathmatch->value || coop->value))
level.body_que = -1;
// Set configstrings for items.
SetItemNames ();
if (st.nextmap)
strcpy (level.nextmap, st.nextmap);
// Make some data visible to the server.
if (ent->message && ent->message[0])
{
gi.configstring (CS_LEVEL_NUMBER, ent->message );
gi.configstring (CS_NAME, message_text[atoi(ent->message)].string);
strncpy (level.level_name, ent->message, sizeof(level.level_name));
gi.dprintf("Unique Level Index : %d\n", atoi(ent->message));
}
else
{
if(ent->text_msg)
gi.configstring (CS_NAME, ent->text_msg);
strncpy (level.level_name, level.mapname, sizeof(level.level_name));
gi.dprintf("Warning : No Unique Level Index\n");
}
// this is a tremendous hack, but given the state of the code at this point, there is no other way to do this.
for (i=0 ; i<MAX_CURRENT_LEVELS;i++)
{
// search through all the currently defined world maps, looking for names, so we can set
// the EAX default sound type for this level.
if (!stricmp(eax_level_info[i].level_name, level.mapname))
{
Cvar_SetValue("EAX_default", (float)eax_level_info[i].default_preset);
break;
}
}
// if we didn't find it in the current level list, lets just set it to generic
if (i == MAX_CURRENT_LEVELS)
Cvar_SetValue("EAX_default", ent->s.scale);
// just in case
ent->s.scale = 0;
if (st.sky && st.sky[0])
gi.configstring (CS_SKY, st.sky);
else
gi.configstring (CS_SKY, "desert");
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]) );
gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
// Status bar program.
if (deathmatch->value)
gi.configstring (CS_STATUSBAR, dm_statusbar);
else
gi.configstring (CS_STATUSBAR, single_statusbar);
// Starting weapons for players entering a coop game.
level.offensive_weapons=(!st.offensive)?0:st.offensive;
level.defensive_weapons=(!st.defensive)?0:st.defensive;
// Save away cooptimeout so it is accessible to the server (SV_) functions.
Cvar_SetValue("sv_cooptimeout",(!st.cooptimeout)?0:st.cooptimeout);
//---------------
// GRAVITY for all games.
if (!st.gravity)
gi.cvar_set("sv_gravity", "675");
else
gi.cvar_set("sv_gravity", st.gravity);
// FRICTION for all games.
sv_friction = gi.cvar ("sv_friction", FRICTION_STRING, 0);
//
// Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
//
// 0 normal
gi.configstring(CS_LIGHTS+0, "m");
// 1 FLICKER (first variety)
gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety)
gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
gi.configstring(CS_LIGHTS+4, "mamamamamama");
// 5 GENTLE PULSE 1
gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FLICKER (second variety)
gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
// 7 CANDLE (second variety)
gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE (third variety)
gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STROBE (fourth variety)
gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER
gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK
gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
gi.configstring(CS_LIGHTS+63, "a");
}
// end