1998-12-20 00:00:00 +00:00
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/g_spawn.cpp $
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1999-03-20 00:00:00 +00:00
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// $Revision:: 68 $
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1998-12-20 00:00:00 +00:00
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// $Author:: Jimdose $
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1999-03-20 00:00:00 +00:00
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// $Date:: 1/29/99 6:14p $
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1998-12-20 00:00:00 +00:00
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/g_spawn.cpp $
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//
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1999-03-20 00:00:00 +00:00
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// 68 1/29/99 6:14p Jimdose
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// fixed savegame bug
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//
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// 67 1/22/99 8:01p Jimdose
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// G_SoawnEntities no longer calls G_LevelStart when loading a savegame. This
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// fixes the Darwin tubes bug in Area57.
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//
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1998-12-20 00:00:00 +00:00
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// 66 11/07/98 10:01p Jimdose
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// added G_GetClassFromArgs
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//
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// 65 11/05/98 8:29p Aldie
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// Removed checksumming and fixed stuff for loading times
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//
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// 64 10/28/98 4:46p Jimdose
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// G_ArchiveEdict was accessing edict->owner->entity, which may be cleared out
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// when called.
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//
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// 63 10/27/98 9:46p Aldie
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// Changed training cvar to level.training
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//
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// 62 10/26/98 4:20p Markd
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// Added game.skill variable
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//
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// 61 10/25/98 11:57p Jimdose
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// moved playerfrozen from game to level
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//
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// 60 10/24/98 11:47p Jimdose
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// made RestoreEnt call G_InitSpawnArguments
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//
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// 59 10/23/98 3:43a Markd
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// put in universal_script support
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//
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// 58 10/19/98 11:46p Aldie
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// Clear spawn arguments out after spawning things
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//
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// 57 10/19/98 12:07a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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//
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// 56 10/18/98 8:43p Jimdose
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// Started adding check for SOLID_BSP and no model in SpawnEntities
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//
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// 55 10/17/98 8:15p Jimdose
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// Changed G_CallSpawn2 to G_CallSpawn
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//
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// 54 10/17/98 12:21a Jimdose
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// Added G_ResetEdicts
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//
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// 53 10/16/98 1:50a Jimdose
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// Removed G_SaveClientData from G_LevelShutdown
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//
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// 52 10/15/98 7:13p Jimdose
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// Overrode = for SpawnArgGroup. Fixes crash on level change with multiplayer
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//
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// 51 10/14/98 10:56p Jimdose
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// More work on persistant data
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// added archive functions for spawnargs classes
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//
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// 50 10/14/98 1:18a Jimdose
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// Got cross-level persistant info working
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//
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// 49 10/11/98 8:51p Jimdose
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// Added LoadingServer variable
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//
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// 48 10/10/98 12:39p Markd
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// Renamed team to moveteam
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//
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// 47 10/10/98 1:27a Jimdose
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// added G_Precache
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//
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// 46 10/07/98 11:47p Jimdose
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// Got savegames working
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//
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// 45 9/15/98 6:46p Aldie
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// Clear out the event list after deleting all the edicts
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//
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// 44 9/02/98 3:47p Markd
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// Put in precache ability for the main game script
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//
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// 43 8/29/98 9:42p Jimdose
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// Made all function names consistantly begin with G_
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// Added call info to G_Trace
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//
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// 42 8/29/98 2:53p Aldie
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// Added status meter for loading levels.
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//
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// 41 8/27/98 4:18p Jimdose
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// Only start script when the world is spawned so that demomap won't start
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// scripts
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//
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// 40 8/24/98 1:33p Markd
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// fixed null string problem with gamescript
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//
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// 39 8/24/98 11:32a Markd
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// Added Start method to threads, repladed all ProcessEvent(
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// EV_ScriptThread_execute) with thread->Start( -1 )
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//
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// 38 8/12/98 3:19p Aldie
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// Created a G_CallSpawn2 that returns pointer to Entity that is created.
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// Currently used with func_box.
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//
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// 37 8/04/98 6:05p Aldie
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// Relocated DETAIL spawnflag
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//
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// 36 7/08/98 12:54p Jimdose
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// Made developer c_var global
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//
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// 35 7/02/98 5:24p Markd
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// Added detail spawning abilities
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//
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// 34 6/24/98 4:49p Aldie
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// Made it so func_spawn will work.
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//
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// 33 6/23/98 9:54p Jimdose
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// Fixed infinite loop bug in G_RunFrame
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//
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// 32 6/16/98 9:04p Markd
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// made objects default to "Object" instead of "entity"
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//
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// 31 5/27/98 5:02a Aldie
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// Added queue for bloodsplats
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//
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// 30 5/26/98 7:56p Jimdose
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// added scripted cameras
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//
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// 29 5/25/98 6:52a Aldie
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// Added ResetBulletHoles to SpawnEntity
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//
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// 28 5/24/98 8:46p Jimdose
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// Made a lot of functions more str-friendly.
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// Got rid of a lot of char * based strings
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// Cleaned up get spawn arg functions and sound functions
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// sound functions now use consistant syntax
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//
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// 27 5/24/98 4:48p Jimdose
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// Made char *'s const
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//
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// 26 5/24/98 2:47p Markd
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// Made char *'s into const char *'s
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//
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// 25 5/20/98 11:11a Markd
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// removed char * dependency
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//
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// 24 5/18/98 8:13p Jimdose
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// Renamed Navigator back to PathManager
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//
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// 23 5/12/98 7:07p Markd
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// Put in Development spawnflag
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//
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// 22 5/09/98 8:02p Jimdose
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// AI nodes are saved after map changes
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//
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// 21 4/30/98 5:28p Jimdose
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// Removed check for null models in G_CallSpawn. If an entity deleted itself
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// in its constructor, the check would access deallocated memory
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//
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// 20 4/29/98 5:04p Jimdose
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// Fixed gi.error so that it doesn't crash when called from C++
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//
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// 19 4/28/98 8:13p Jimdose
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// Added checks to ensure that SOLID_BSP objects have models
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//
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// 18 4/28/98 5:26p Jimdose
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// Made spawnflags for !easy, !medium, !hard, !deathmatch and !coop work.
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//
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// 17 4/27/98 3:42p Jimdose
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// Navigator is initialized in SpawnEntities
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//
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// 16 4/18/98 6:53p Markd
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// Fixed spawning of new entity classes
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//
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// 15 4/16/98 2:04p Jimdose
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// Removed pathmanager
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//
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// 14 4/07/98 9:18p Jimdose
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// Think I found that bug where free_edicts gets put on the active_edicts list.
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//
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// 13 4/07/98 8:02p Markd
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// Added tons 'o SINMDL prefixed commands
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//
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// 12 4/07/98 5:41p Jimdose
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// Added assertions to G_Spawn and G_FreeEdict
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//
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// 11 4/05/98 1:56a Jimdose
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// fixed bug where edicts were being freed, but not entities when the map
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// changed
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//
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// 10 3/31/98 12:30a Markd
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// Added models/ to spawning of model stuff
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//
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// 9 3/30/98 9:44p Markd
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// Added in proper spawing for classname "model"
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//
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// 8 3/27/98 5:37p Jimdose
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// SpawnEntities now frees up any entities for when levels change, but the game
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// is the same.
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//
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// 7 3/26/98 8:19p Jimdose
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// G_FreeEdict no longer clears the edicts client variable
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//
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// 6 3/13/98 7:24p Aldie
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// Added get vector arg.
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//
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// 5 3/02/98 5:46p Jimdose
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// pathManager frees all cached paths on starting a map.
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//
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// 4 2/19/98 5:03p Jimdose
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// Moved G_Entity, G_Random, and G_CRandom to g_utils
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//
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// 3 2/16/98 2:18p Jimdose
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// Made G_FindTeams work
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// Added active_edicts and free_edicts for faster entity processing and for
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// operations that depend on the order that physics is processed on entities
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// (such as binding).
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//
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// 2 2/03/98 11:06a Jimdose
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// Converted to work with Sin progs
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//
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// 1 1/21/98 2:56p Jimdose
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//
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// 3 12/30/97 6:04p Jimdose
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// Added header text
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//
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// DESCRIPTION:
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//
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#include "g_local.h"
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#include "class.h"
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#include "Entity.h"
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#include "g_spawn.h"
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#include "navigate.h"
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#include <setjmp.h>
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#include "player.h"
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#include "gravpath.h"
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#include "surface.h"
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#include "console.h"
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#include "object.h"
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void G_ExitWithError( void );
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extern jmp_buf G_AbortGame;
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SpawnArgsForEntity PersistantData;
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typedef struct
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{
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char key[ 64 ];
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char value[ 256 ];
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} spawnargs_t;
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#define NUM_SPAWN_ARGS 32
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int numSpawnArgs = 0;
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spawnargs_t spawnArgs[ NUM_SPAWN_ARGS ];
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/****************************************************************************
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SpawnArg Class Definition
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****************************************************************************/
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CLASS_DECLARATION( Class, SpawnArg, NULL );
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ResponseDef SpawnArg::Responses[] =
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{
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{ NULL, NULL }
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};
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SpawnArg::SpawnArg()
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{
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memset( key, 0, sizeof( key ) );
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memset( value, 0, sizeof( value ) );
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}
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SpawnArg::SpawnArg
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(
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SpawnArg &arg
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)
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{
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strcpy( key, arg.key );
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strcpy( value, arg.value );
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}
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void SpawnArg::Archive
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(
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Archiver &arc
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)
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{
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Class::Archive( arc );
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arc.WriteRaw( key, sizeof( key ) );
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arc.WriteRaw( value, sizeof( value ) );
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}
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void SpawnArg::Unarchive
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(
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Archiver &arc
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)
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{
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Class::Unarchive( arc );
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arc.ReadRaw( key, sizeof( key ) );
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arc.ReadRaw( value, sizeof( value ) );
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}
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/****************************************************************************
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SpawnArgs Class Definition
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****************************************************************************/
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CLASS_DECLARATION( Class, SpawnArgs, NULL );
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ResponseDef SpawnArgs::Responses[] =
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{
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{ NULL, NULL }
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};
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SpawnArgs::SpawnArgs()
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{
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}
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SpawnArgs::SpawnArgs
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(
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SpawnArgs &otherlist
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)
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{
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SpawnArg arg1;
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SpawnArg *arg2;
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int num;
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int i;
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num = otherlist.NumArgs();
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for( i = 1; i <= num; i++ )
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{
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arg2 = otherlist.argList.AddressOfObjectAt( i );
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strcpy( arg1.key, arg2->key );
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strcpy( arg1.value, arg2->value );
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argList.AddObject( arg1 );
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}
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argList.Resize( num );
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}
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void SpawnArgs::operator=
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(
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SpawnArgs &otherlist
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)
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{
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SpawnArg arg1;
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SpawnArg *arg2;
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int num;
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int i;
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argList.ClearObjectList();
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num = otherlist.NumArgs();
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for( i = 1; i <= num; i++ )
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{
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arg2 = otherlist.argList.AddressOfObjectAt( i );
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strcpy( arg1.key, arg2->key );
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strcpy( arg1.value, arg2->value );
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argList.AddObject( arg1 );
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}
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argList.Resize( num );
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}
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|
|
|
|
|
|
|
int SpawnArgs::NumArgs
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
return argList.NumObjects();
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgs::SetArgs
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
SpawnArg arg;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for( i = 0; i < numSpawnArgs; i++ )
|
|
|
|
{
|
|
|
|
strcpy( arg.key, spawnArgs[ i ].key );
|
|
|
|
strcpy( arg.value, spawnArgs[ i ].value );
|
|
|
|
argList.AddObject( arg );
|
|
|
|
}
|
|
|
|
argList.Resize( numSpawnArgs );
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgs::RestoreArgs
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
SpawnArg *arg;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
numSpawnArgs = argList.NumObjects();
|
|
|
|
for( i = 0; i < numSpawnArgs; i++ )
|
|
|
|
{
|
|
|
|
arg = &argList.ObjectAt( i + 1 );
|
|
|
|
strcpy( spawnArgs[ i ].key, arg->key );
|
|
|
|
strcpy( spawnArgs[ i ].value, arg->value );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgs::Archive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int num;
|
|
|
|
|
|
|
|
Class::Archive( arc );
|
|
|
|
|
|
|
|
num = argList.NumObjects();
|
|
|
|
arc.WriteInteger( num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.WriteObject( argList.AddressOfObjectAt( i ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgs::Unarchive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int num;
|
|
|
|
|
|
|
|
Class::Unarchive( arc );
|
|
|
|
|
|
|
|
argList.FreeObjectList();
|
|
|
|
|
|
|
|
num = arc.ReadInteger();
|
|
|
|
argList.Resize( num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.ReadObject( argList.AddressOfObjectAt( i ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/****************************************************************************
|
|
|
|
|
|
|
|
SpawnArgGroup Class Definition
|
|
|
|
|
|
|
|
****************************************************************************/
|
|
|
|
|
|
|
|
CLASS_DECLARATION( Class, SpawnArgGroup, NULL );
|
|
|
|
|
|
|
|
ResponseDef SpawnArgGroup::Responses[] =
|
|
|
|
{
|
|
|
|
{ NULL, NULL }
|
|
|
|
};
|
|
|
|
|
|
|
|
SpawnArgGroup::SpawnArgGroup()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
SpawnArgGroup::SpawnArgGroup
|
|
|
|
(
|
|
|
|
SpawnArgGroup &group
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
SpawnArgs *arg;
|
|
|
|
int num;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
num = group.spawnArgList.NumObjects();
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arg = group.spawnArgList.AddressOfObjectAt( i );
|
|
|
|
spawnArgList.AddObject( *arg );
|
|
|
|
}
|
|
|
|
spawnArgList.Resize( num );
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgGroup::operator=
|
|
|
|
(
|
|
|
|
SpawnArgGroup &group
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
SpawnArgs *arg;
|
|
|
|
int num;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
num = group.spawnArgList.NumObjects();
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arg = group.spawnArgList.AddressOfObjectAt( i );
|
|
|
|
spawnArgList.AddObject( *arg );
|
|
|
|
}
|
|
|
|
spawnArgList.Resize( num );
|
|
|
|
}
|
|
|
|
|
|
|
|
int SpawnArgGroup::NumInGroup
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
return spawnArgList.NumObjects();
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgGroup::AddArgs
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
SpawnArgs args;
|
|
|
|
|
|
|
|
args.SetArgs();
|
|
|
|
spawnArgList.AddObject( args );
|
|
|
|
spawnArgList.Resize( NumInGroup() );
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgGroup::RestoreArgs
|
|
|
|
(
|
|
|
|
int i
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
assert( ( i > 0 ) && ( i <= NumInGroup() ) );
|
|
|
|
if ( ( i <= 0 ) || ( i > NumInGroup() ) )
|
|
|
|
{
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
spawnArgList.ObjectAt( i ).RestoreArgs();
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgGroup::Archive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int num;
|
|
|
|
|
|
|
|
Class::Archive( arc );
|
|
|
|
|
|
|
|
num = spawnArgList.NumObjects();
|
|
|
|
arc.WriteInteger( num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.WriteObject( spawnArgList.AddressOfObjectAt( i ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgGroup::Unarchive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int num;
|
|
|
|
|
|
|
|
Class::Unarchive( arc );
|
|
|
|
|
|
|
|
spawnArgList.FreeObjectList();
|
|
|
|
|
|
|
|
num = arc.ReadInteger();
|
|
|
|
spawnArgList.Resize( num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.ReadObject( spawnArgList.AddressOfObjectAt( i ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/****************************************************************************
|
|
|
|
|
|
|
|
SpawnArgsForEntity Class Definition
|
|
|
|
|
|
|
|
****************************************************************************/
|
|
|
|
|
|
|
|
CLASS_DECLARATION( Class, SpawnArgsForEntity, NULL );
|
|
|
|
|
|
|
|
ResponseDef SpawnArgsForEntity::Responses[] =
|
|
|
|
{
|
|
|
|
{ NULL, NULL }
|
|
|
|
};
|
|
|
|
|
|
|
|
void SpawnArgsForEntity::Reset
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
groupList.FreeObjectList();
|
|
|
|
entnumList.FreeObjectList();
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgsForEntity::AddEnt
|
|
|
|
(
|
|
|
|
Entity *ent
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int num;
|
|
|
|
SpawnArgGroup group;
|
|
|
|
|
|
|
|
if ( ent && ent->isSubclassOf( Sentient ) )
|
|
|
|
{
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
|
|
|
|
entnumList.AddObject( ent->entnum );
|
|
|
|
groupList.AddObject( group );
|
|
|
|
num = groupList.NumObjects();
|
|
|
|
groupList.Resize( num );
|
|
|
|
entnumList.Resize( num );
|
|
|
|
( ( Sentient * )ent )->WritePersistantData( groupList.ObjectAt( num ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean SpawnArgsForEntity::RestoreEnt
|
|
|
|
(
|
|
|
|
Entity *ent
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int num;
|
|
|
|
SpawnArgGroup *group;
|
|
|
|
|
|
|
|
num = entnumList.IndexOfObject( ent->entnum );
|
|
|
|
if ( num && ent->isSubclassOf( Sentient ) )
|
|
|
|
{
|
|
|
|
group = groupList.AddressOfObjectAt( num );
|
|
|
|
( ( Sentient * )ent )->RestorePersistantData( *group );
|
|
|
|
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgsForEntity::RestoreEnts
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int num;
|
|
|
|
int i;
|
|
|
|
int entnum;
|
|
|
|
edict_t *ent;
|
|
|
|
SpawnArgGroup *group;
|
|
|
|
|
|
|
|
num = groupList.NumObjects();
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
entnum = entnumList.ObjectAt( i );
|
|
|
|
ent = &g_edicts[ entnum ];
|
|
|
|
|
|
|
|
group = groupList.AddressOfObjectAt( i );
|
|
|
|
|
|
|
|
group->RestoreArgs( 1 );
|
|
|
|
|
|
|
|
game.force_entnum = true;
|
|
|
|
game.spawn_entnum = ent->s.number;
|
|
|
|
G_CallSpawn();
|
|
|
|
game.force_entnum = false;
|
|
|
|
|
|
|
|
if ( ent->entity && ent->entity->isSubclassOf( Sentient ) )
|
|
|
|
{
|
|
|
|
( ( Sentient * )ent->entity )->RestorePersistantData( *group );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgsForEntity::Archive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int num;
|
|
|
|
|
|
|
|
Class::Archive( arc );
|
|
|
|
|
|
|
|
num = groupList.NumObjects();
|
|
|
|
arc.WriteInteger( num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.WriteInteger( entnumList.ObjectAt( i ) );
|
|
|
|
arc.WriteObject( groupList.AddressOfObjectAt( i ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SpawnArgsForEntity::Unarchive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int num;
|
|
|
|
|
|
|
|
Reset();
|
|
|
|
|
|
|
|
Class::Unarchive( arc );
|
|
|
|
|
|
|
|
num = arc.ReadInteger();
|
|
|
|
entnumList.Resize( num );
|
|
|
|
groupList.Resize( num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.ReadInteger( entnumList.AddressOfObjectAt( i ) );
|
|
|
|
arc.ReadObject( groupList.AddressOfObjectAt( i ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/****************************************************************************
|
|
|
|
|
|
|
|
spawn arg management
|
|
|
|
|
|
|
|
****************************************************************************/
|
|
|
|
|
|
|
|
void G_SetFloatArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
double value
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
char text[ 20 ];
|
|
|
|
|
|
|
|
sprintf( text, "%f", value );
|
|
|
|
G_SetSpawnArg( key, text );
|
|
|
|
}
|
|
|
|
|
|
|
|
void G_SetIntArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
int value
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
char text[ 20 ];
|
|
|
|
|
|
|
|
sprintf( text, "%d", value );
|
|
|
|
G_SetSpawnArg( key, text );
|
|
|
|
}
|
|
|
|
|
|
|
|
void G_DefaultArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
const char *defaultvalue
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( !G_GetSpawnArg( key ) )
|
|
|
|
{
|
|
|
|
G_SetSpawnArg( key, defaultvalue );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void G_DefaultFloatArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
double defaultvalue
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( !G_GetSpawnArg( key ) )
|
|
|
|
{
|
|
|
|
G_SetFloatArg( key, defaultvalue );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void G_DefaultIntArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
int defaultvalue
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( !G_GetSpawnArg( key ) )
|
|
|
|
{
|
|
|
|
G_SetIntArg( key, defaultvalue );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector G_GetVectorArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
Vector defaultvalue
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *text;
|
|
|
|
|
|
|
|
text = G_GetSpawnArg( key );
|
|
|
|
if ( text )
|
|
|
|
{
|
|
|
|
return Vector(text);
|
|
|
|
}
|
|
|
|
return defaultvalue;
|
|
|
|
}
|
|
|
|
|
|
|
|
float G_GetFloatArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
double defaultvalue
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *text;
|
|
|
|
|
|
|
|
text = G_GetSpawnArg( key );
|
|
|
|
if ( text )
|
|
|
|
{
|
|
|
|
return (float)atof( text );
|
|
|
|
}
|
|
|
|
return (float)defaultvalue;
|
|
|
|
}
|
|
|
|
|
|
|
|
int G_GetIntArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
int defaultvalue
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *text;
|
|
|
|
|
|
|
|
text = G_GetSpawnArg( key );
|
|
|
|
if ( text )
|
|
|
|
{
|
|
|
|
return atoi( text );
|
|
|
|
}
|
|
|
|
return defaultvalue;
|
|
|
|
}
|
|
|
|
|
|
|
|
str G_GetStringArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
const char *defaultvalue
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *text;
|
|
|
|
str ret;
|
|
|
|
|
|
|
|
text = G_GetSpawnArg( key );
|
|
|
|
if ( !text )
|
|
|
|
{
|
|
|
|
text = defaultvalue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( text )
|
|
|
|
{
|
|
|
|
return text;
|
|
|
|
}
|
|
|
|
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
void G_InitSpawnArguments
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
numSpawnArgs = 0;
|
|
|
|
for( i = 0; i < NUM_SPAWN_ARGS; i++ )
|
|
|
|
{
|
|
|
|
memset( spawnArgs[ i ].key, 0, sizeof( spawnArgs[ i ].key ) );
|
|
|
|
memset( spawnArgs[ i ].value, 0, sizeof( spawnArgs[ i ].value ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean G_SetSpawnArg
|
|
|
|
(
|
|
|
|
const char *keyname,
|
|
|
|
const char *value
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for( i = 0; i < numSpawnArgs; i++ )
|
|
|
|
{
|
|
|
|
if ( !strcmp( keyname, spawnArgs[ i ].key ) )
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( i >= NUM_SPAWN_ARGS )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( i == numSpawnArgs )
|
|
|
|
{
|
|
|
|
strncpy( spawnArgs[ i ].key, keyname, sizeof( spawnArgs[ 0 ].key ) - 1 );
|
|
|
|
numSpawnArgs++;
|
|
|
|
}
|
|
|
|
|
|
|
|
strncpy( spawnArgs[ i ].value, value, sizeof( spawnArgs[ 0 ].value ) - 1 );
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
const char *G_GetSpawnArg
|
|
|
|
(
|
|
|
|
const char *key,
|
|
|
|
const char *defaultvalue
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for( i = 0; i < numSpawnArgs; i++ )
|
|
|
|
{
|
|
|
|
if ( !strcmp( key, spawnArgs[ i ].key ) )
|
|
|
|
{
|
|
|
|
return spawnArgs[ i ].value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return defaultvalue;
|
|
|
|
}
|
|
|
|
|
|
|
|
int G_GetNumSpawnArgs
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
return numSpawnArgs;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
G_GetClassFromArgs
|
|
|
|
|
|
|
|
Finds the spawn function for the entity and returns ClassDef *
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
ClassDef *G_GetClassFromArgs
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *classname;
|
|
|
|
ClassDef *cls = NULL;
|
|
|
|
|
|
|
|
classname = G_GetSpawnArg( "classname" );
|
|
|
|
|
|
|
|
//
|
|
|
|
// check normal spawn functions
|
|
|
|
// see if the class name is stored within the model
|
|
|
|
//
|
|
|
|
if ( classname )
|
|
|
|
{
|
|
|
|
cls = getClassForID( classname );
|
|
|
|
if ( !cls )
|
|
|
|
{
|
|
|
|
cls = getClass( classname );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !cls )
|
|
|
|
{
|
|
|
|
const char *model;
|
|
|
|
|
|
|
|
//
|
|
|
|
// get Object in case we cannot find an alternative
|
|
|
|
//
|
|
|
|
cls = &Object::ClassInfo;
|
|
|
|
model = G_GetSpawnArg( "model" );
|
|
|
|
if ( model )
|
|
|
|
{
|
|
|
|
sinmdl_cmd_t *cmds;
|
|
|
|
int modelindex;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
//
|
|
|
|
// get handle to def file
|
|
|
|
//
|
|
|
|
if ( ( strlen( model ) >= 3 ) && ( !strcmpi( &model[ strlen(model) - 3 ], "def" ) ) )
|
|
|
|
{
|
|
|
|
if ( !strchr( model, '\\' ) && !strchr( model, '/' ) )
|
|
|
|
{
|
|
|
|
char str[128];
|
|
|
|
strcpy( str, "models/" );
|
|
|
|
strcat( str, model );
|
|
|
|
modelindex = gi.modelindex( str );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
modelindex = gi.modelindex( model );
|
|
|
|
if ( gi.IsModel( modelindex ) )
|
|
|
|
{
|
|
|
|
cmds = gi.InitCommands( modelindex );
|
|
|
|
if (cmds)
|
|
|
|
{
|
|
|
|
for (i=0;i<cmds->num_cmds;i++)
|
|
|
|
{
|
|
|
|
if ( !strcmpi( cmds->cmds[i].args[0], "classname" ) )
|
|
|
|
{
|
|
|
|
cls = getClass( cmds->cmds[i].args[1] );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( i == cmds->num_cmds )
|
|
|
|
gi.dprintf( "Classname %s used, but 'classname' was not found in Initialization commands, using Object.\n", classname );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
gi.dprintf( "Classname %s used, but SINMDL had no Initialization commands, using Object.\n", classname );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
gi.dprintf( "Classname %s used, but SINMDL was not valid, using Object.\n", classname );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
gi.dprintf( "Classname %s used, but model was not a SINMDL, using Object.\n", classname );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gi.dprintf( "Classname %s' used, but no model was set, using Object.\n", classname );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return cls;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
G_CallSpawn
|
|
|
|
|
|
|
|
Finds the spawn function for the entity and calls it.
|
|
|
|
Returns pointer to Entity
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
Entity *G_CallSpawn
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
str classname;
|
|
|
|
ClassDef *cls;
|
|
|
|
Entity *obj;
|
|
|
|
|
|
|
|
classname = G_GetStringArg( "classname" );
|
|
|
|
cls = G_GetClassFromArgs();
|
|
|
|
if ( !cls )
|
|
|
|
{
|
|
|
|
gi.dprintf( "%s doesn't have a spawn function\n", classname.c_str() );
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = ( Entity * )cls->newInstance();
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
if ( !obj )
|
|
|
|
{
|
|
|
|
gi.dprintf( "%s failed on newInstance\n", classname.c_str() );
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
return obj;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
G_ParseEdict
|
|
|
|
|
|
|
|
Parses an edict out of the given string, returning the new position
|
|
|
|
ed should be a properly initialized empty edict.
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
const char *G_ParseEdict
|
|
|
|
(
|
|
|
|
const char *data
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
qboolean init;
|
|
|
|
char keyname[ 256 ];
|
|
|
|
const char *com_token;
|
|
|
|
|
|
|
|
init = false;
|
|
|
|
|
|
|
|
G_InitSpawnArguments();
|
|
|
|
|
|
|
|
// go through all the dictionary pairs
|
|
|
|
while (1)
|
|
|
|
{
|
|
|
|
// parse key
|
|
|
|
com_token = COM_Parse( &data );
|
|
|
|
if ( com_token[ 0 ] == '}' )
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !data )
|
|
|
|
{
|
|
|
|
gi.error( "G_ParseEntity: EOF without closing brace" );
|
|
|
|
}
|
|
|
|
|
|
|
|
strncpy( keyname, com_token, sizeof( keyname ) - 1 );
|
|
|
|
|
|
|
|
// parse value
|
|
|
|
com_token = COM_Parse( &data );
|
|
|
|
if ( !data )
|
|
|
|
{
|
|
|
|
gi.error( "G_ParseEntity: EOF without closing brace" );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( com_token[ 0 ] == '}' )
|
|
|
|
{
|
|
|
|
gi.error( "G_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;
|
|
|
|
}
|
|
|
|
|
|
|
|
G_SetSpawnArg( keyname, com_token );
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
edict_t *e2;
|
|
|
|
edict_t *next;
|
|
|
|
edict_t *next2;
|
|
|
|
Entity *chain;
|
|
|
|
Entity *ent;
|
|
|
|
Entity *ent2;
|
|
|
|
int c;
|
|
|
|
int c2;
|
|
|
|
|
|
|
|
c = 0;
|
|
|
|
c2 = 0;
|
|
|
|
|
|
|
|
for( e = active_edicts.next; e != &active_edicts; e = next )
|
|
|
|
{
|
|
|
|
assert( e );
|
|
|
|
assert( e->inuse );
|
|
|
|
assert( e->entity );
|
|
|
|
|
|
|
|
next = e->next;
|
|
|
|
|
|
|
|
if ( e == g_edicts )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent = e->entity;
|
|
|
|
if ( !ent->moveteam.length() )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ent->flags & FL_TEAMSLAVE )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
chain = ent;
|
|
|
|
ent->teammaster = ent;
|
|
|
|
c++;
|
|
|
|
c2++;
|
|
|
|
for( e2 = next; e2 != &active_edicts; e2 = next2 )
|
|
|
|
{
|
|
|
|
assert( e2 );
|
|
|
|
assert( e2->inuse );
|
|
|
|
assert( e2->entity );
|
|
|
|
|
|
|
|
next2 = e2->next;
|
|
|
|
|
|
|
|
ent2 = e2->entity;
|
|
|
|
if ( !ent2->moveteam.length() )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ent2->flags & FL_TEAMSLAVE )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ent->moveteam == ent2->moveteam )
|
|
|
|
{
|
|
|
|
c2++;
|
|
|
|
chain->teamchain = ent2;
|
|
|
|
ent2->teammaster = ent;
|
|
|
|
chain = ent2;
|
|
|
|
ent2->flags |= FL_TEAMSLAVE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
gi.dprintf( "%i teams with %i entities\n", c, c2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
G_LevelShutdown
|
|
|
|
|
|
|
|
Get rid of anything left over from the last level
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void G_LevelShutdown
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
PathManager.SavePaths();
|
|
|
|
|
|
|
|
assert( active_edicts.next );
|
|
|
|
assert( active_edicts.next->prev = &active_edicts );
|
|
|
|
assert( active_edicts.prev );
|
|
|
|
assert( active_edicts.prev->next = &active_edicts );
|
|
|
|
assert( free_edicts.next );
|
|
|
|
assert( free_edicts.next->prev == &free_edicts );
|
|
|
|
assert( free_edicts.prev );
|
|
|
|
assert( free_edicts.prev->next == &free_edicts );
|
|
|
|
|
|
|
|
while( active_edicts.next != &active_edicts )
|
|
|
|
{
|
|
|
|
assert( active_edicts.next != &free_edicts );
|
|
|
|
assert( active_edicts.prev != &free_edicts );
|
|
|
|
|
|
|
|
assert( active_edicts.next );
|
|
|
|
assert( active_edicts.next->prev = &active_edicts );
|
|
|
|
assert( active_edicts.prev );
|
|
|
|
assert( active_edicts.prev->next = &active_edicts );
|
|
|
|
assert( free_edicts.next );
|
|
|
|
assert( free_edicts.next->prev == &free_edicts );
|
|
|
|
assert( free_edicts.prev );
|
|
|
|
assert( free_edicts.prev->next == &free_edicts );
|
|
|
|
|
|
|
|
if ( active_edicts.next->entity )
|
|
|
|
{
|
|
|
|
delete active_edicts.next->entity;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
G_FreeEdict( active_edicts.next );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
globals.num_edicts = game.maxclients + 1;
|
|
|
|
|
|
|
|
// Reset the gravity paths
|
|
|
|
gravPathManager.Reset();
|
|
|
|
|
|
|
|
// close all the scripts
|
|
|
|
Director.CloseScript();
|
|
|
|
|
|
|
|
// invalidate player readiness
|
|
|
|
Director.PlayerNotReady();
|
|
|
|
|
|
|
|
// clearout any waiting events
|
|
|
|
G_ClearEventList();
|
|
|
|
|
|
|
|
gi.FreeTags( TAG_LEVEL );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
G_ResetEdicts
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void G_ResetEdicts
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
memset( g_edicts, 0, game.maxentities * sizeof( g_edicts[ 0 ] ) );
|
|
|
|
|
|
|
|
// Add all the edicts to the free list
|
|
|
|
LL_Reset( &free_edicts, next, prev );
|
|
|
|
LL_Reset( &active_edicts, next, prev );
|
|
|
|
for( i = 0; i < game.maxentities; i++ )
|
|
|
|
{
|
|
|
|
LL_Add( &free_edicts, &g_edicts[ i ], next, prev );
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i=0 ; i<game.maxclients ; i++)
|
|
|
|
{
|
|
|
|
// set client fields on player ents
|
|
|
|
g_edicts[ i + 1 ].client = game.clients + i;
|
|
|
|
G_InitClientResp (&game.clients[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
globals.num_edicts = game.maxclients + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
G_MapInit
|
|
|
|
|
|
|
|
Set up for a new map. This is called for loading savegames, so anything done here should
|
|
|
|
be compatible with G_ReadGame.
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void G_MapInit
|
|
|
|
(
|
|
|
|
const char *mapname
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
G_ClearEventList();
|
|
|
|
PathManager.Init( mapname );
|
|
|
|
|
|
|
|
// init level and console script variables
|
|
|
|
consoleVars.ClearList();
|
|
|
|
levelVars.ClearList();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
G_LevelStart
|
|
|
|
|
|
|
|
Does all post-spawning setup. This is NOT called for savegames.
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void G_LevelStart
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
ScriptThread *gamescript;
|
|
|
|
const char *scriptname;
|
|
|
|
|
|
|
|
// initialize secrets
|
|
|
|
levelVars.SetVariable( "total_secrets", level.total_secrets );
|
|
|
|
levelVars.SetVariable( "found_secrets", level.found_secrets );
|
|
|
|
|
|
|
|
G_FindTeams();
|
|
|
|
|
|
|
|
// Create the mission computer
|
|
|
|
consoleManager.CreateMissionComputer();
|
|
|
|
|
|
|
|
// call the precache scripts
|
|
|
|
G_Precache();
|
|
|
|
|
|
|
|
//
|
|
|
|
// start executing the game script
|
|
|
|
//
|
|
|
|
scriptname = ScriptLib.GetGameScript();
|
|
|
|
if ( scriptname && scriptname[ 0 ] )
|
|
|
|
{
|
|
|
|
gamescript = Director.CreateThread( scriptname, LEVEL_SCRIPT );
|
|
|
|
if ( gamescript )
|
|
|
|
{
|
|
|
|
// start at the end of this frame
|
|
|
|
gamescript->Start( 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
G_Precache
|
|
|
|
|
|
|
|
Calls precache scripts
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void G_Precache
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
const char *scriptname;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
//
|
|
|
|
// load in global0-9.scr
|
|
|
|
//
|
|
|
|
for( i = 0; i < 10; i++ )
|
|
|
|
{
|
|
|
|
G_LoadAndExecScript( va( "global/global%i.scr", i ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// load in precache0-9.scr
|
|
|
|
//
|
|
|
|
if ( precache->value )
|
|
|
|
{
|
|
|
|
for( i = 0; i < 10; i++ )
|
|
|
|
{
|
|
|
|
G_LoadAndExecScript( va( "global/precache%i.scr", i ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// load in players0-9.scr
|
|
|
|
//
|
|
|
|
for( i = 0; i< 10; i++ )
|
|
|
|
{
|
|
|
|
G_LoadAndExecScript( va( "global/players%i.scr", i ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// load in universal_script.scr
|
|
|
|
//
|
|
|
|
G_LoadAndExecScript( "global/universal_script.scr", "precache:" );
|
|
|
|
|
|
|
|
//
|
|
|
|
// precache for the game script
|
|
|
|
//
|
|
|
|
scriptname = ScriptLib.GetGameScript();
|
|
|
|
if ( scriptname && scriptname[ 0 ] )
|
|
|
|
{
|
|
|
|
G_LoadAndExecScript( scriptname, "precache:" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
G_SpawnEntities
|
|
|
|
|
|
|
|
Creates a server's entity / program execution context by
|
|
|
|
parsing textual entity definitions out of an ent file.
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void G_SpawnEntities
|
|
|
|
(
|
|
|
|
const char *mapname,
|
|
|
|
const char *entities,
|
|
|
|
const char *spawnpoint
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int inhibit;
|
|
|
|
const char *com_token;
|
|
|
|
float skill_level;
|
|
|
|
const char *value;
|
|
|
|
int spawnflags;
|
|
|
|
qboolean world_spawned;
|
|
|
|
cvar_t *lowdetail;
|
|
|
|
int i=0;
|
|
|
|
#if 0
|
|
|
|
Class *obj;
|
|
|
|
Entity *ent;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// If we get an error, call the server's error function
|
|
|
|
if ( setjmp( G_AbortGame ) )
|
|
|
|
{
|
|
|
|
G_ExitWithError();
|
|
|
|
}
|
|
|
|
|
|
|
|
lowdetail = gi.cvar( "r_lowdetail", "0", CVAR_ARCHIVE );
|
|
|
|
|
|
|
|
// Init the level variables
|
|
|
|
level = level_locals_t();
|
|
|
|
level.mapname = mapname;
|
|
|
|
game.spawnpoint = spawnpoint;
|
|
|
|
|
|
|
|
if ( !LoadingServer )
|
|
|
|
{
|
|
|
|
// Get rid of anything left over from the last level
|
|
|
|
G_LevelShutdown();
|
|
|
|
|
|
|
|
G_ResetEdicts();
|
|
|
|
|
|
|
|
// Set up for a new map
|
|
|
|
G_MapInit( mapname );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Init surface manager & consoles
|
|
|
|
surfaceManager.Reset();
|
|
|
|
globals.num_surfaces = 0;
|
|
|
|
memset (g_surfaces, 0, game.maxsurfaces * sizeof (g_surfaces[0]));
|
|
|
|
|
|
|
|
globals.num_consoles = 0;
|
|
|
|
memset (g_consoles, 0, game.maxconsoles * sizeof (g_consoles[0]));
|
|
|
|
|
|
|
|
skill_level = floor( skill->value );
|
|
|
|
skill_level = bound( skill_level, 0, 3 );
|
|
|
|
if ( skill->value != skill_level )
|
|
|
|
{
|
|
|
|
gi.cvar_forceset( "skill", va( "%f", skill_level ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
gameVars.SetVariable( "skill", skill_level );
|
|
|
|
|
|
|
|
// reset out count of the number of game traces
|
|
|
|
sv_numtraces = 0;
|
|
|
|
|
|
|
|
level.playerfrozen = false;
|
|
|
|
|
|
|
|
inhibit = 0;
|
|
|
|
world_spawned = false;
|
|
|
|
|
|
|
|
// parse ents
|
|
|
|
while (1)
|
|
|
|
{
|
|
|
|
// parse the opening brace
|
|
|
|
com_token = COM_Parse (&entities);
|
|
|
|
if (!entities)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (com_token[0] != '{')
|
|
|
|
{
|
|
|
|
gi.error ("G_LoadFromFile: found %s when expecting {",com_token);
|
|
|
|
}
|
|
|
|
|
|
|
|
i++;
|
|
|
|
if ( !( i % 20 ) )
|
|
|
|
gi.IncrementStatusCount( 20 );
|
|
|
|
|
|
|
|
entities = G_ParseEdict (entities);
|
|
|
|
|
|
|
|
// remove things (except the world) from different skill levels or deathmatch
|
|
|
|
value = G_GetSpawnArg( "spawnflags" );
|
|
|
|
if ( world_spawned && value )
|
|
|
|
{
|
|
|
|
spawnflags = atoi( value );
|
|
|
|
if (deathmatch->value)
|
|
|
|
{
|
|
|
|
if ( spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
|
|
|
|
{
|
|
|
|
inhibit++;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (
|
|
|
|
((skill->value == 0) && (spawnflags & SPAWNFLAG_NOT_EASY)) ||
|
|
|
|
((skill->value == 1) && (spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
|
|
|
|
(((skill->value == 2) || (skill->value == 3)) && (spawnflags & SPAWNFLAG_NOT_HARD) ||
|
|
|
|
( coop->value && (spawnflags & SPAWNFLAG_NOT_COOP) )) ||
|
|
|
|
( !developer->value && ( spawnflags & SPAWNFLAG_DEVELOPMENT ) ) ||
|
|
|
|
( lowdetail->value && ( spawnflags & SPAWNFLAG_DETAIL ) )
|
|
|
|
)
|
|
|
|
{
|
|
|
|
inhibit++;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
game.force_entnum = !world_spawned;
|
|
|
|
game.spawn_entnum = 0;
|
|
|
|
G_CallSpawn();
|
|
|
|
world_spawned = true;
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
// have to fix G_CallSpawn so that freed entities are accounted for
|
|
|
|
if ( obj && obj->isSubclassOf( Entity ) )
|
|
|
|
{
|
|
|
|
ent = ( Entity * )obj;
|
|
|
|
|
|
|
|
// Sanity check to see if we're expecting a B-Model
|
|
|
|
assert( !( ( ent->edict->solid == SOLID_BSP ) && !ent->edict->s.modelindex ) );
|
|
|
|
if ( ( ent->edict->solid == SOLID_BSP ) && !ent->edict->s.modelindex )
|
|
|
|
{
|
|
|
|
if ( ent->edict->s.number == 0 )
|
|
|
|
{
|
|
|
|
gi.error( "No model for worldspawn!" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gi.dprintf( "Deleting %s with SOLID_BSP and no model\n", ent->getClassID() );
|
|
|
|
delete ent;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
game.force_entnum = false;
|
|
|
|
gi.dprintf ("%i entities inhibited\n", inhibit);
|
|
|
|
|
|
|
|
G_InitSpawnArguments();
|
1999-03-20 00:00:00 +00:00
|
|
|
|
|
|
|
if ( !LoadingServer || game.autosaved )
|
|
|
|
{
|
|
|
|
G_LevelStart();
|
|
|
|
}
|
1998-12-20 00:00:00 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
G_Spawn
|
|
|
|
|
|
|
|
Either finds a free edict, or allocates a new one.
|
|
|
|
Try to avoid reusing an entity that was recently freed, because it
|
|
|
|
can cause the client to think the entity morphed into something else
|
|
|
|
instead of being removed and recreated, which can cause interpolated
|
|
|
|
angles and bad trails.
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
edict_t *G_Spawn
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
edict_t *e;
|
|
|
|
|
|
|
|
e = &g_edicts[ ( int )maxclients->value + 1 ];
|
|
|
|
for ( i = maxclients->value + 1; i < globals.num_edicts; i++, e++ )
|
|
|
|
{
|
|
|
|
// the first couple seconds of server time can involve a lot of
|
|
|
|
// freeing and allocating, so relax the replacement policy
|
|
|
|
if ( !e->inuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) )
|
|
|
|
{
|
|
|
|
assert( e->next );
|
|
|
|
assert( e->prev );
|
|
|
|
LL_Remove( e, next, prev );
|
|
|
|
G_InitEdict( e );
|
|
|
|
assert( active_edicts.next );
|
|
|
|
assert( active_edicts.prev );
|
|
|
|
LL_Add( &active_edicts, e, next, prev );
|
|
|
|
assert( e->next );
|
|
|
|
assert( e->prev );
|
|
|
|
return e;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( i == game.maxentities )
|
|
|
|
{
|
|
|
|
gi.error( "G_Spawn: no free edicts" );
|
|
|
|
}
|
|
|
|
|
|
|
|
globals.num_edicts++;
|
|
|
|
assert( e->next );
|
|
|
|
assert( e->prev );
|
|
|
|
LL_Remove( e, next, prev );
|
|
|
|
G_InitEdict( e );
|
|
|
|
assert( active_edicts.next );
|
|
|
|
assert( active_edicts.prev );
|
|
|
|
LL_Add( &active_edicts, e, next, prev );
|
|
|
|
assert( e->next );
|
|
|
|
assert( e->prev );
|
|
|
|
|
|
|
|
assert( e->next != &free_edicts );
|
|
|
|
assert( e->prev != &free_edicts );
|
|
|
|
|
|
|
|
return e;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
G_FreeEdict
|
|
|
|
|
|
|
|
Marks the edict as free
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void G_FreeEdict
|
|
|
|
(
|
|
|
|
edict_t *ed
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
gclient_t *client;
|
|
|
|
|
|
|
|
assert( ed != &free_edicts );
|
|
|
|
|
|
|
|
// unlink from world
|
|
|
|
gi.unlinkentity ( ed );
|
|
|
|
|
|
|
|
assert( ed->next );
|
|
|
|
assert( ed->prev );
|
|
|
|
|
|
|
|
if ( level.next_edict == ed )
|
|
|
|
{
|
|
|
|
level.next_edict = ed->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
LL_Remove( ed, next, prev );
|
|
|
|
|
|
|
|
assert( ed->next == ed );
|
|
|
|
assert( ed->prev == ed );
|
|
|
|
assert( free_edicts.next );
|
|
|
|
assert( free_edicts.prev );
|
|
|
|
|
|
|
|
client = ed->client;
|
|
|
|
memset( ed, 0, sizeof( *ed ) );
|
|
|
|
ed->client = client;
|
|
|
|
ed->freetime = level.time;
|
|
|
|
ed->inuse = false;
|
|
|
|
ed->s.number = ed - g_edicts;
|
|
|
|
|
|
|
|
assert( free_edicts.next );
|
|
|
|
assert( free_edicts.prev );
|
|
|
|
|
|
|
|
LL_Add( &free_edicts, ed, next, prev );
|
|
|
|
|
|
|
|
assert( ed->next );
|
|
|
|
assert( ed->prev );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
G_InitClientPersistant
|
|
|
|
|
|
|
|
This is only called when the game first initializes in single player,
|
|
|
|
but is called after each death and level change in deathmatch
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void G_InitClientPersistant
|
|
|
|
(
|
|
|
|
gclient_t *client
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
memset( &client->pers, 0, sizeof( client->pers ) );
|
|
|
|
|
|
|
|
client->pers.health = 100;
|
|
|
|
client->pers.max_health = 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void G_InitClientResp
|
|
|
|
(
|
|
|
|
gclient_t *client
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
memset( &client->resp, 0, sizeof( client->resp ) );
|
|
|
|
client->resp.enterframe = level.framenum;
|
|
|
|
}
|