quake2-rogue/g_spawn.c

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44 KiB
C
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1998-11-29 00:00:00 +00:00
#include "g_local.h"
typedef struct
{
char *name;
void (*spawn)(edict_t *ent);
} spawn_t;
void SP_item_health (edict_t *self);
void SP_item_health_small (edict_t *self);
void SP_item_health_large (edict_t *self);
void SP_item_health_mega (edict_t *self);
void SP_info_player_start (edict_t *ent);
void SP_info_player_deathmatch (edict_t *ent);
void SP_info_player_coop (edict_t *ent);
void SP_info_player_intermission (edict_t *ent);
void SP_func_plat (edict_t *ent);
void SP_func_rotating (edict_t *ent);
void SP_func_button (edict_t *ent);
void SP_func_door (edict_t *ent);
void SP_func_door_secret (edict_t *ent);
void SP_func_door_rotating (edict_t *ent);
void SP_func_water (edict_t *ent);
void SP_func_train (edict_t *ent);
void SP_func_conveyor (edict_t *self);
void SP_func_wall (edict_t *self);
void SP_func_object (edict_t *self);
void SP_func_explosive (edict_t *self);
void SP_func_timer (edict_t *self);
void SP_func_areaportal (edict_t *ent);
void SP_func_clock (edict_t *ent);
void SP_func_killbox (edict_t *ent);
void SP_trigger_always (edict_t *ent);
void SP_trigger_once (edict_t *ent);
void SP_trigger_multiple (edict_t *ent);
void SP_trigger_relay (edict_t *ent);
void SP_trigger_push (edict_t *ent);
void SP_trigger_hurt (edict_t *ent);
void SP_trigger_key (edict_t *ent);
void SP_trigger_counter (edict_t *ent);
void SP_trigger_elevator (edict_t *ent);
void SP_trigger_gravity (edict_t *ent);
void SP_trigger_monsterjump (edict_t *ent);
void SP_target_temp_entity (edict_t *ent);
void SP_target_speaker (edict_t *ent);
void SP_target_explosion (edict_t *ent);
void SP_target_changelevel (edict_t *ent);
void SP_target_secret (edict_t *ent);
void SP_target_goal (edict_t *ent);
void SP_target_splash (edict_t *ent);
void SP_target_spawner (edict_t *ent);
void SP_target_blaster (edict_t *ent);
void SP_target_crosslevel_trigger (edict_t *ent);
void SP_target_crosslevel_target (edict_t *ent);
void SP_target_laser (edict_t *self);
void SP_target_help (edict_t *ent);
void SP_target_actor (edict_t *ent);
void SP_target_lightramp (edict_t *self);
void SP_target_earthquake (edict_t *ent);
void SP_target_character (edict_t *ent);
void SP_target_string (edict_t *ent);
void SP_worldspawn (edict_t *ent);
void SP_viewthing (edict_t *ent);
void SP_light (edict_t *self);
void SP_light_mine1 (edict_t *ent);
void SP_light_mine2 (edict_t *ent);
void SP_info_null (edict_t *self);
void SP_info_notnull (edict_t *self);
void SP_path_corner (edict_t *self);
void SP_point_combat (edict_t *self);
void SP_misc_explobox (edict_t *self);
void SP_misc_banner (edict_t *self);
void SP_misc_satellite_dish (edict_t *self);
void SP_misc_actor (edict_t *self);
void SP_misc_gib_arm (edict_t *self);
void SP_misc_gib_leg (edict_t *self);
void SP_misc_gib_head (edict_t *self);
void SP_misc_insane (edict_t *self);
void SP_misc_deadsoldier (edict_t *self);
void SP_misc_viper (edict_t *self);
void SP_misc_viper_bomb (edict_t *self);
void SP_misc_bigviper (edict_t *self);
void SP_misc_strogg_ship (edict_t *self);
void SP_misc_teleporter (edict_t *self);
void SP_misc_teleporter_dest (edict_t *self);
void SP_misc_blackhole (edict_t *self);
void SP_misc_eastertank (edict_t *self);
void SP_misc_easterchick (edict_t *self);
void SP_misc_easterchick2 (edict_t *self);
void SP_monster_berserk (edict_t *self);
void SP_monster_gladiator (edict_t *self);
void SP_monster_gunner (edict_t *self);
void SP_monster_infantry (edict_t *self);
void SP_monster_soldier_light (edict_t *self);
void SP_monster_soldier (edict_t *self);
void SP_monster_soldier_ss (edict_t *self);
void SP_monster_tank (edict_t *self);
void SP_monster_medic (edict_t *self);
void SP_monster_flipper (edict_t *self);
void SP_monster_chick (edict_t *self);
void SP_monster_parasite (edict_t *self);
void SP_monster_flyer (edict_t *self);
void SP_monster_brain (edict_t *self);
void SP_monster_floater (edict_t *self);
void SP_monster_hover (edict_t *self);
void SP_monster_mutant (edict_t *self);
void SP_monster_supertank (edict_t *self);
void SP_monster_boss2 (edict_t *self);
void SP_monster_jorg (edict_t *self);
void SP_monster_boss3_stand (edict_t *self);
void SP_monster_commander_body (edict_t *self);
void SP_turret_breach (edict_t *self);
void SP_turret_base (edict_t *self);
void SP_turret_driver (edict_t *self);
//===========
//ROGUE
void SP_func_plat2 (edict_t *ent);
void SP_func_door_secret2(edict_t *ent);
void SP_func_force_wall(edict_t *ent);
void SP_info_player_coop_lava (edict_t *self);
void SP_info_teleport_destination (edict_t *self);
void SP_trigger_teleport (edict_t *self);
void SP_trigger_disguise (edict_t *self);
void SP_monster_stalker (edict_t *self);
void SP_monster_turret (edict_t *self);
void SP_target_steam (edict_t *self);
void SP_target_anger (edict_t *self);
void SP_target_killplayers (edict_t *self);
// PMM - still experimental!
void SP_target_blacklight (edict_t *self);
void SP_target_orb (edict_t *self);
// pmm
//void SP_target_spawn (edict_t *self);
void SP_hint_path (edict_t *self);
void SP_monster_carrier (edict_t *self);
void SP_monster_widow (edict_t *self);
void SP_monster_widow2 (edict_t *self);
void SP_dm_tag_token (edict_t *self);
void SP_dm_dball_goal (edict_t *self);
void SP_dm_dball_ball (edict_t *self);
void SP_dm_dball_team1_start (edict_t *self);
void SP_dm_dball_team2_start (edict_t *self);
void SP_dm_dball_ball_start (edict_t *self);
void SP_dm_dball_speed_change (edict_t *self);
void SP_monster_kamikaze (edict_t *self);
//void SP_monster_chick2 (edict_t *self);
void SP_turret_invisible_brain (edict_t *self);
void SP_xatrix_item (edict_t *self);
void SP_misc_nuke_core (edict_t *self);
//ROGUE
//===========
spawn_t spawns[] = {
{"item_health", SP_item_health},
{"item_health_small", SP_item_health_small},
{"item_health_large", SP_item_health_large},
{"item_health_mega", SP_item_health_mega},
{"info_player_start", SP_info_player_start},
{"info_player_deathmatch", SP_info_player_deathmatch},
{"info_player_coop", SP_info_player_coop},
{"info_player_intermission", SP_info_player_intermission},
{"func_plat", SP_func_plat},
{"func_button", SP_func_button},
{"func_door", SP_func_door},
{"func_door_secret", SP_func_door_secret},
{"func_door_rotating", SP_func_door_rotating},
{"func_rotating", SP_func_rotating},
{"func_train", SP_func_train},
{"func_water", SP_func_water},
{"func_conveyor", SP_func_conveyor},
{"func_areaportal", SP_func_areaportal},
{"func_clock", SP_func_clock},
{"func_wall", SP_func_wall},
{"func_object", SP_func_object},
{"func_timer", SP_func_timer},
{"func_explosive", SP_func_explosive},
{"func_killbox", SP_func_killbox},
{"trigger_always", SP_trigger_always},
{"trigger_once", SP_trigger_once},
{"trigger_multiple", SP_trigger_multiple},
{"trigger_relay", SP_trigger_relay},
{"trigger_push", SP_trigger_push},
{"trigger_hurt", SP_trigger_hurt},
{"trigger_key", SP_trigger_key},
{"trigger_counter", SP_trigger_counter},
{"trigger_elevator", SP_trigger_elevator},
{"trigger_gravity", SP_trigger_gravity},
{"trigger_monsterjump", SP_trigger_monsterjump},
{"target_temp_entity", SP_target_temp_entity},
{"target_speaker", SP_target_speaker},
{"target_explosion", SP_target_explosion},
{"target_changelevel", SP_target_changelevel},
{"target_secret", SP_target_secret},
{"target_goal", SP_target_goal},
{"target_splash", SP_target_splash},
{"target_spawner", SP_target_spawner},
{"target_blaster", SP_target_blaster},
{"target_crosslevel_trigger", SP_target_crosslevel_trigger},
{"target_crosslevel_target", SP_target_crosslevel_target},
{"target_laser", SP_target_laser},
{"target_help", SP_target_help},
{"target_actor", SP_target_actor},
{"target_lightramp", SP_target_lightramp},
{"target_earthquake", SP_target_earthquake},
{"target_character", SP_target_character},
{"target_string", SP_target_string},
{"worldspawn", SP_worldspawn},
{"viewthing", SP_viewthing},
{"light", SP_light},
{"light_mine1", SP_light_mine1},
{"light_mine2", SP_light_mine2},
{"info_null", SP_info_null},
{"func_group", SP_info_null},
{"info_notnull", SP_info_notnull},
{"path_corner", SP_path_corner},
{"point_combat", SP_point_combat},
{"misc_explobox", SP_misc_explobox},
{"misc_banner", SP_misc_banner},
{"misc_satellite_dish", SP_misc_satellite_dish},
{"misc_actor", SP_misc_actor},
{"misc_gib_arm", SP_misc_gib_arm},
{"misc_gib_leg", SP_misc_gib_leg},
{"misc_gib_head", SP_misc_gib_head},
{"misc_insane", SP_misc_insane},
{"misc_deadsoldier", SP_misc_deadsoldier},
{"misc_viper", SP_misc_viper},
{"misc_viper_bomb", SP_misc_viper_bomb},
{"misc_bigviper", SP_misc_bigviper},
{"misc_strogg_ship", SP_misc_strogg_ship},
{"misc_teleporter", SP_misc_teleporter},
{"misc_teleporter_dest", SP_misc_teleporter_dest},
{"misc_blackhole", SP_misc_blackhole},
{"misc_eastertank", SP_misc_eastertank},
{"misc_easterchick", SP_misc_easterchick},
{"misc_easterchick2", SP_misc_easterchick2},
{"monster_berserk", SP_monster_berserk},
{"monster_gladiator", SP_monster_gladiator},
{"monster_gunner", SP_monster_gunner},
{"monster_infantry", SP_monster_infantry},
{"monster_soldier_light", SP_monster_soldier_light},
{"monster_soldier", SP_monster_soldier},
{"monster_soldier_ss", SP_monster_soldier_ss},
{"monster_tank", SP_monster_tank},
{"monster_tank_commander", SP_monster_tank},
{"monster_medic", SP_monster_medic},
{"monster_flipper", SP_monster_flipper},
{"monster_chick", SP_monster_chick},
{"monster_parasite", SP_monster_parasite},
{"monster_flyer", SP_monster_flyer},
{"monster_brain", SP_monster_brain},
{"monster_floater", SP_monster_floater},
{"monster_hover", SP_monster_hover},
{"monster_mutant", SP_monster_mutant},
{"monster_supertank", SP_monster_supertank},
{"monster_boss2", SP_monster_boss2},
{"monster_boss3_stand", SP_monster_boss3_stand},
{"monster_jorg", SP_monster_jorg},
{"monster_commander_body", SP_monster_commander_body},
{"turret_breach", SP_turret_breach},
{"turret_base", SP_turret_base},
{"turret_driver", SP_turret_driver},
//==============
//ROGUE
{"func_plat2", SP_func_plat2},
{"func_door_secret2", SP_func_door_secret2},
{"func_force_wall", SP_func_force_wall},
{"trigger_teleport", SP_trigger_teleport},
{"trigger_disguise", SP_trigger_disguise},
{"info_teleport_destination", SP_info_teleport_destination},
{"info_player_coop_lava", SP_info_player_coop_lava},
{"monster_stalker", SP_monster_stalker},
{"monster_turret", SP_monster_turret},
{"target_steam", SP_target_steam},
{"target_anger", SP_target_anger},
// {"target_spawn", SP_target_spawn},
{"target_killplayers", SP_target_killplayers},
// PMM - experiment
{"target_blacklight", SP_target_blacklight},
{"target_orb", SP_target_orb},
// pmm
{"monster_daedalus", SP_monster_hover},
{"hint_path", SP_hint_path},
{"monster_carrier", SP_monster_carrier},
{"monster_widow", SP_monster_widow},
{"monster_widow2", SP_monster_widow2},
{"monster_medic_commander", SP_monster_medic},
{"dm_tag_token", SP_dm_tag_token},
{"dm_dball_goal", SP_dm_dball_goal},
{"dm_dball_ball", SP_dm_dball_ball},
{"dm_dball_team1_start", SP_dm_dball_team1_start},
{"dm_dball_team2_start", SP_dm_dball_team2_start},
{"dm_dball_ball_start", SP_dm_dball_ball_start},
{"dm_dball_speed_change", SP_dm_dball_speed_change},
{"monster_kamikaze", SP_monster_kamikaze},
// {"monster_chick2", SP_monster_chick2},
{"turret_invisible_brain", SP_turret_invisible_brain},
{"misc_nuke_core", SP_misc_nuke_core},
{"ammo_magslug", SP_xatrix_item},
{"ammo_trap", SP_xatrix_item},
{"item_quadfire", SP_xatrix_item},
{"weapon_boomer", SP_xatrix_item},
{"weapon_phalanx", SP_xatrix_item},
//ROGUE
//==============
{NULL, NULL}
};
/*
===============
ED_CallSpawn
Finds the spawn function for the entity and calls it
===============
*/
void ED_CallSpawn (edict_t *ent)
{
spawn_t *s;
gitem_t *item;
int i;
if (!ent->classname)
{
gi.dprintf ("ED_CallSpawn: NULL classname\n");
return;
}
//PGM - do this before calling the spawn function so it can be overridden.
#ifdef ROGUE_GRAVITY
ent->gravityVector[0] = 0.0;
ent->gravityVector[1] = 0.0;
ent->gravityVector[2] = -1.0;
#endif
//PGM
// FIXME - PMM classnames hack
if (!strcmp(ent->classname, "weapon_nailgun"))
ent->classname = (FindItem("ETF Rifle"))->classname;
if (!strcmp(ent->classname, "ammo_nails"))
ent->classname = (FindItem("Flechettes"))->classname;
if (!strcmp(ent->classname, "weapon_heatbeam"))
ent->classname = (FindItem("Plasma Beam"))->classname;
// pmm
// check item spawn functions
for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
{
if (!item->classname)
continue;
if (!strcmp(item->classname, ent->classname))
{ // found it
SpawnItem (ent, item);
return;
}
}
// check normal spawn functions
for (s=spawns ; s->name ; s++)
{
if (!strcmp(s->name, ent->classname))
{ // found it
s->spawn (ent);
return;
}
}
gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
}
/*
=============
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;
for (f=fields ; f->name ; f++)
{
if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key))
{ // found it
if (f->flags & FFL_SPAWNTEMP)
b = (byte *)&st;
else
b = (byte *)ent;
switch (f->type)
{
case F_LSTRING:
*(char **)(b+f->ofs) = ED_NewString (value);
break;
case F_VECTOR:
sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
((float *)(b+f->ofs))[0] = vec[0];
((float *)(b+f->ofs))[1] = vec[1];
((float *)(b+f->ofs))[2] = vec[2];
break;
case F_INT:
*(int *)(b+f->ofs) = atoi(value);
break;
case F_FLOAT:
*(float *)(b+f->ofs) = atof(value);
break;
case F_ANGLEHACK:
v = atof(value);
((float *)(b+f->ofs))[0] = 0;
((float *)(b+f->ofs))[1] = v;
((float *)(b+f->ofs))[2] = 0;
break;
case F_IGNORE:
break;
}
return;
}
}
gi.dprintf ("%s is not a field\n", key);
}
/*
====================
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_FixTeams (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 (!strcmp(e->classname, "func_train"))
{
if(e->flags & FL_TEAMSLAVE)
{
chain = e;
e->teammaster = e;
e->teamchain = NULL;
e->flags &= ~FL_TEAMSLAVE;
c++;
c2++;
for (j=1, e2=g_edicts+j ; j < globals.num_edicts ; j++,e2++)
{
if (e2 == e)
continue;
if (!e2->inuse)
continue;
if (!e2->team)
continue;
if (!strcmp(e->team, e2->team))
{
c2++;
chain->teamchain = e2;
e2->teammaster = e;
e2->teamchain = NULL;
chain = e2;
e2->flags |= FL_TEAMSLAVE;
e2->movetype = MOVETYPE_PUSH;
e2->speed = e->speed;
}
}
}
}
}
gi.dprintf ("%i teams repaired\n", c);
}
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;
}
}
}
G_FixTeams();
gi.dprintf ("%i teams with %i entities\n", c, c2);
}
/*
==============
SpawnEntities
Creates a server's entity / program execution context by
parsing textual entity definitions out of an ent file.
==============
*/
void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
{
edict_t *ent;
int inhibit;
char *com_token;
int i;
float skill_level;
skill_level = floor (skill->value);
if (skill_level < 0)
skill_level = 0;
if (skill_level > 3)
skill_level = 3;
if (skill->value != skill_level)
gi.cvar_forceset("skill", va("%f", skill_level));
SaveClientData ();
gi.FreeTags (TAG_LEVEL);
memset (&level, 0, sizeof(level));
memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
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;
// parse ents
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);
// yet another map hack
if (!Q_stricmp(level.mapname, "command") && !Q_stricmp(ent->classname, "trigger_once") && !Q_stricmp(ent->model, "*27"))
ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
// ROGUE
//ahh, the joys of map hacks ..
if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_door_rotating") && ent->targetname && !Q_stricmp(ent->targetname, "t265"))
ent->spawnflags &= ~SPAWNFLAG_NOT_COOP;
if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "trigger_always") && ent->target && !Q_stricmp(ent->target, "t265"))
ent->spawnflags |= SPAWNFLAG_NOT_COOP;
if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_wall") && !Q_stricmp(ent->model, "*15"))
ent->spawnflags |= SPAWNFLAG_NOT_COOP;
// rogue
// 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)
{
if (ent->spawnflags & SPAWNFLAG_NOT_COOP)
{
G_FreeEdict (ent);
inhibit++;
continue;
}
// stuff marked !easy & !med & !hard are coop only, all levels
if(!((ent->spawnflags & SPAWNFLAG_NOT_EASY) &&
(ent->spawnflags & SPAWNFLAG_NOT_MEDIUM) &&
(ent->spawnflags & SPAWNFLAG_NOT_HARD)) )
{
if( ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
(((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
)
{
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) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
)
{
G_FreeEdict (ent);
inhibit++;
continue;
}
}
ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
}
//PGM - do this before calling the spawn function so it can be overridden.
#ifdef ROGUE_GRAVITY
ent->gravityVector[0] = 0.0;
ent->gravityVector[1] = 0.0;
ent->gravityVector[2] = -1.0;
#endif
//PGM
ED_CallSpawn (ent);
ent->s.renderfx |= RF_IR_VISIBLE; //PGM
}
gi.dprintf ("%i entities inhibited\n", inhibit);
#ifdef DEBUG
i = 1;
ent = EDICT_NUM(i);
while (i < globals.num_edicts) {
if (ent->inuse != 0 || ent->inuse != 1)
Com_DPrintf("Invalid entity %d\n", i);
i++, ent++;
}
#endif
G_FindTeams ();
PlayerTrail_Init ();
//ROGUE
if(deathmatch->value)
{
if(randomrespawn && randomrespawn->value)
PrecacheForRandomRespawn();
}
else
{
InitHintPaths(); // if there aren't hintpaths on this map, enable quick aborts
}
//ROGUE
// ROGUE -- allow dm games to do init stuff right before game starts.
if(deathmatch->value && gamerules && gamerules->value)
{
if(DMGame.PostInitSetup)
DMGame.PostInitSetup ();
}
// ROGUE
}
//===================================================================
#if 0
// cursor positioning
xl <value>
xr <value>
yb <value>
yt <value>
xv <value>
yv <value>
// drawing
statpic <name>
pic <stat>
num <fieldwidth> <stat>
string <stat>
// control
if <stat>
ifeq <stat> <value>
ifbit <stat> <value>
endif
#endif
char *single_statusbar =
"yb -24 "
// health
"xv 0 "
"hnum "
"xv 50 "
"pic 0 "
// ammo
"if 2 "
" xv 100 "
" anum "
" xv 150 "
" pic 2 "
"endif "
// armor
"if 4 "
" xv 200 "
" rnum "
" xv 250 "
" pic 4 "
"endif "
// selected item
"if 6 "
" xv 296 "
" pic 6 "
"endif "
"yb -50 "
// picked up item
"if 7 "
" xv 0 "
" pic 7 "
" xv 26 "
" yb -42 "
" stat_string 8 "
" yb -50 "
"endif "
// timer
"if 9 "
" xv 262 "
" num 2 10 "
" xv 296 "
" pic 9 "
"endif "
// help / weapon icon
"if 11 "
" xv 148 "
" pic 11 "
"endif "
;
char *dm_statusbar =
"yb -24 "
// health
"xv 0 "
"hnum "
"xv 50 "
"pic 0 "
// ammo
"if 2 "
" xv 100 "
" anum "
" xv 150 "
" pic 2 "
"endif "
// armor
"if 4 "
" xv 200 "
" rnum "
" xv 250 "
" pic 4 "
"endif "
// selected item
"if 6 "
" xv 296 "
" pic 6 "
"endif "
"yb -50 "
// picked up item
"if 7 "
" xv 0 "
" pic 7 "
" xv 26 "
" yb -42 "
" stat_string 8 "
" yb -50 "
"endif "
// timer
"if 9 "
" xv 246 "
" num 2 10 "
" xv 296 "
" pic 9 "
"endif "
// help / weapon icon
"if 11 "
" xv 148 "
" pic 11 "
"endif "
// frags
"xr -50 "
"yt 2 "
"num 3 14 "
// spectator
"if 17 "
"xv 0 "
"yb -58 "
"string2 \"SPECTATOR MODE\" "
"endif "
// chase camera
"if 16 "
"xv 0 "
"yb -68 "
"string \"Chasing\" "
"xv 64 "
"stat_string 16 "
"endif "
;
/*QUAKED worldspawn (0 0 0) ?
Only used for the world.
"sky" environment map name
"skyaxis" vector axis for rotating sky
"skyrotate" speed of rotation in degrees/second
"sounds" music cd track number
"gravity" 800 is default gravity
"message" text to print at user logon
*/
void SP_worldspawn (edict_t *ent)
{
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
ent->inuse = true; // since the world doesn't use G_Spawn()
ent->s.modelindex = 1; // world model is always index 1
//---------------
// reserve some spots for dead player bodies for coop / deathmatch
InitBodyQue ();
// 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_NAME, ent->message);
strncpy (level.level_name, ent->message, sizeof(level.level_name));
}
else
strncpy (level.level_name, level.mapname, sizeof(level.level_name));
if (st.sky && st.sky[0])
gi.configstring (CS_SKY, st.sky);
else
gi.configstring (CS_SKY, "unit1_");
gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
gi.configstring (CS_SKYAXIS, va("%f %f %f",
st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
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);
//---------------
// help icon for statusbar
gi.imageindex ("i_help");
level.pic_health = gi.imageindex ("i_health");
gi.imageindex ("help");
gi.imageindex ("field_3");
if (!st.gravity)
gi.cvar_set("sv_gravity", "800");
else
gi.cvar_set("sv_gravity", st.gravity);
snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
PrecacheItem (FindItem ("Blaster"));
gi.soundindex ("player/lava1.wav");
gi.soundindex ("player/lava2.wav");
gi.soundindex ("misc/pc_up.wav");
gi.soundindex ("misc/talk1.wav");
gi.soundindex ("misc/udeath.wav");
// gibs
gi.soundindex ("items/respawn1.wav");
// sexed sounds
gi.soundindex ("*death1.wav");
gi.soundindex ("*death2.wav");
gi.soundindex ("*death3.wav");
gi.soundindex ("*death4.wav");
gi.soundindex ("*fall1.wav");
gi.soundindex ("*fall2.wav");
gi.soundindex ("*gurp1.wav"); // drowning damage
gi.soundindex ("*gurp2.wav");
gi.soundindex ("*jump1.wav"); // player jump
gi.soundindex ("*pain25_1.wav");
gi.soundindex ("*pain25_2.wav");
gi.soundindex ("*pain50_1.wav");
gi.soundindex ("*pain50_2.wav");
gi.soundindex ("*pain75_1.wav");
gi.soundindex ("*pain75_2.wav");
gi.soundindex ("*pain100_1.wav");
gi.soundindex ("*pain100_2.wav");
// sexed models
// THIS ORDER MUST MATCH THE DEFINES IN g_local.h
// you can add more, max 19 (pete change)
// these models are only loaded in coop or deathmatch. not singleplayer.
if (coop->value || deathmatch->value)
{
gi.modelindex ("#w_blaster.md2");
gi.modelindex ("#w_shotgun.md2");
gi.modelindex ("#w_sshotgun.md2");
gi.modelindex ("#w_machinegun.md2");
gi.modelindex ("#w_chaingun.md2");
gi.modelindex ("#a_grenades.md2");
gi.modelindex ("#w_glauncher.md2");
gi.modelindex ("#w_rlauncher.md2");
gi.modelindex ("#w_hyperblaster.md2");
gi.modelindex ("#w_railgun.md2");
gi.modelindex ("#w_bfg.md2");
gi.modelindex ("#w_disrupt.md2"); // PGM
gi.modelindex ("#w_etfrifle.md2"); // PGM
gi.modelindex ("#w_plasma.md2"); // PGM
gi.modelindex ("#w_plauncher.md2"); // PGM
gi.modelindex ("#w_chainfist.md2"); // PGM
}
//-------------------
gi.soundindex ("player/gasp1.wav"); // gasping for air
gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
gi.soundindex ("player/watr_in.wav"); // feet hitting water
gi.soundindex ("player/watr_out.wav"); // feet leaving water
gi.soundindex ("player/watr_un.wav"); // head going underwater
gi.soundindex ("player/u_breath1.wav");
gi.soundindex ("player/u_breath2.wav");
gi.soundindex ("items/pkup.wav"); // bonus item pickup
gi.soundindex ("world/land.wav"); // landing thud
gi.soundindex ("misc/h2ohit1.wav"); // landing splash
gi.soundindex ("items/damage.wav");
// ROGUE - double damage
gi.soundindex ("misc/ddamage1.wav");
// rogue
gi.soundindex ("items/protect.wav");
gi.soundindex ("items/protect4.wav");
gi.soundindex ("weapons/noammo.wav");
gi.soundindex ("infantry/inflies1.wav");
sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
gi.modelindex ("models/objects/gibs/arm/tris.md2");
gi.modelindex ("models/objects/gibs/bone/tris.md2");
gi.modelindex ("models/objects/gibs/bone2/tris.md2");
gi.modelindex ("models/objects/gibs/chest/tris.md2");
gi.modelindex ("models/objects/gibs/skull/tris.md2");
gi.modelindex ("models/objects/gibs/head2/tris.md2");
//
// 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");
}
//
//ROGUE
//
//
// Monster spawning code
//
// Used by the carrier, the medic_commander, and the black widow
//
// The sequence to create a flying monster is:
//
// FindSpawnPoint - tries to find suitable spot to spawn the monster in
// CreateFlyMonster - this verifies the point as good and creates the monster
// To create a ground walking monster:
//
// FindSpawnPoint - same thing
// CreateGroundMonster - this checks the volume and makes sure the floor under the volume is suitable
//
// FIXME - for the black widow, if we want the stalkers coming in on the roof, we'll have to tweak some things
//
// CreateMonster
//
edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname)
{
edict_t *newEnt;
newEnt = G_Spawn();
VectorCopy(origin, newEnt->s.origin);
VectorCopy(angles, newEnt->s.angles);
newEnt->classname = ED_NewString (classname);
newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
VectorSet(newEnt->gravityVector, 0, 0, -1);
ED_CallSpawn(newEnt);
newEnt->s.renderfx |= RF_IR_VISIBLE;
return newEnt;
}
edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname)
{
if (!mins || !maxs || VectorCompare (mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
{
DetermineBBox (classname, mins, maxs);
}
if (!CheckSpawnPoint(origin, mins, maxs))
return NULL;
return (CreateMonster (origin, angles, classname));
}
// This is just a wrapper for CreateMonster that looks down height # of CMUs and sees if there
// are bad things down there or not
//
// this is from m_move.c
#define STEPSIZE 18
edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t entMins, vec3_t entMaxs, char *classname, int height)
{
// trace_t tr;
edict_t *newEnt;
// vec3_t start, stop;
// int failure = 0;
// vec3_t mins, maxs;
// int x, y;
// float mid, bottom;
vec3_t mins, maxs;
// if they don't provide us a bounding box, figure it out
if (!entMins || !entMaxs || VectorCompare (entMins, vec3_origin) || VectorCompare (entMaxs, vec3_origin))
{
DetermineBBox (classname, mins, maxs);
}
else
{
VectorCopy (entMins, mins);
VectorCopy (entMaxs, maxs);
}
// check the ground to make sure it's there, it's relatively flat, and it's not toxic
if (!CheckGroundSpawnPoint(origin, mins, maxs, height, -1))
return NULL;
newEnt = CreateMonster (origin, angles, classname);
if (!newEnt)
return NULL;
return newEnt;
}
// FindSpawnPoint
// PMM - this is used by the medic commander (possibly by the carrier) to find a good spawn point
// if the startpoint is bad, try above the startpoint for a bit
qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp)
{
trace_t tr;
float height;
vec3_t top;
height = maxs[2] - mins[2];
tr = gi.trace (startpoint, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID|CONTENTS_PLAYERCLIP);
if((tr.startsolid || tr.allsolid) || (tr.ent != world))
{
// if ( ((tr.ent->svflags & SVF_MONSTER) && (tr.ent->health <= 0)) ||
// (tr.ent->svflags & SVF_DAMAGEABLE) )
// {
// T_Damage (tr.ent, self, self, vec3_origin, self->enemy->s.origin,
// pain_normal, hurt, 0, 0, MOD_UNKNOWN);
VectorCopy (startpoint, top);
top[2] += maxMoveUp;
/*
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_DEBUGTRAIL);
gi.WritePosition (top);
gi.WritePosition (startpoint);
gi.multicast (startpoint, MULTICAST_ALL);
*/
tr = gi.trace (top, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID);
if (tr.startsolid || tr.allsolid)
{
// if ((g_showlogic) && (g_showlogic->value))
// if (tr.ent)
// gi.dprintf("FindSpawnPoint: failed to find a point -- blocked by %s\n", tr.ent->classname);
// else
// gi.dprintf("FindSpawnPoint: failed to find a point\n");
return false;
}
else
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("FindSpawnPoint: %s -> %s\n", vtos (startpoint), vtos (tr.endpos));
VectorCopy (tr.endpos, spawnpoint);
return true;
}
}
else
{
VectorCopy (startpoint, spawnpoint);
return true;
}
}
// FIXME - all of this needs to be tweaked to handle the new gravity rules
// if we ever want to spawn stuff on the roof
//
// CheckSpawnPoint
//
// PMM - checks volume to make sure we can spawn a monster there (is it solid?)
//
// This is all fliers should need
qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs)
{
trace_t tr;
if (!mins || !maxs || VectorCompare(mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
{
return false;
}
tr = gi.trace (origin, mins, maxs, origin, NULL, MASK_MONSTERSOLID);
if(tr.startsolid || tr.allsolid)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf("createmonster in wall. removing\n");
return false;
}
if (tr.ent != world)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf("createmonster in entity %s\n", tr.ent->classname);
return false;
}
return true;
}
//
// CheckGroundSpawnPoint
//
// PMM - used for walking monsters
// checks:
// 1) is there a ground within the specified height of the origin?
// 2) is the ground non-water?
// 3) is the ground flat enough to walk on?
//
qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity)
{
trace_t tr;
vec3_t start, stop;
int failure = 0;
vec3_t mins, maxs;
int x, y;
float mid, bottom;
if (!CheckSpawnPoint (origin, entMins, entMaxs))
return false;
// FIXME - this is too conservative about angled surfaces
VectorCopy (origin, stop);
// FIXME - gravity vector
stop[2] = origin[2] + entMins[2] - height;
/*
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_DEBUGTRAIL);
gi.WritePosition (origin);
gi.WritePosition (stop);
gi.multicast (start, MULTICAST_ALL);
*/
tr = gi.trace (origin, entMins, entMaxs, stop, NULL, MASK_MONSTERSOLID | MASK_WATER);
// it's not going to be all solid or start solid, since that's checked above
if ((tr.fraction < 1) && (tr.contents & MASK_MONSTERSOLID))
{
// we found a non-water surface down there somewhere. now we need to check to make sure it's not too sloped
//
// algorithm straight out of m_move.c:M_CheckBottom()
//
// first, do the midpoint trace
VectorAdd (tr.endpos, entMins, mins);
VectorAdd (tr.endpos, entMaxs, maxs);
// first, do the easy flat check
//
#ifdef ROGUE_GRAVITY
// FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
if(gravity > 0)
start[2] = maxs[2] + 1;
else
start[2] = mins[2] - 1;
#else
start[2] = mins[2] - 1;
#endif
for (x=0 ; x<=1 ; x++)
{
for (y=0 ; y<=1 ; y++)
{
start[0] = x ? maxs[0] : mins[0];
start[1] = y ? maxs[1] : mins[1];
if (gi.pointcontents (start) != CONTENTS_SOLID)
goto realcheck;
}
}
// if it passed all four above checks, we're done
return true;
realcheck:
// check it for real
start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
start[2] = mins[2];
tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
if (tr.fraction == 1.0)
return false;
mid = bottom = tr.endpos[2];
#ifdef ROGUE_GRAVITY
if(gravity < 0)
{
start[2] = mins[2];
stop[2] = start[2] - STEPSIZE - STEPSIZE;
mid = bottom = tr.endpos[2] + entMins[2];
}
else
{
start[2] = maxs[2];
stop[2] = start[2] + STEPSIZE + STEPSIZE;
mid = bottom = tr.endpos[2] - entMaxs[2];
}
#else
stop[2] = start[2] - 2*STEPSIZE;
mid = bottom = tr.endpos[2] + entMins[2];
#endif
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
{
start[0] = stop[0] = x ? maxs[0] : mins[0];
start[1] = stop[1] = y ? maxs[1] : mins[1];
/*
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_DEBUGTRAIL);
gi.WritePosition (start);
gi.WritePosition (stop);
gi.multicast (start, MULTICAST_ALL);
*/
tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
//PGM
#ifdef ROGUE_GRAVITY
// FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
if(gravity > 0)
{
if (tr.fraction != 1.0 && tr.endpos[2] < bottom)
bottom = tr.endpos[2];
if (tr.fraction == 1.0 || tr.endpos[2] - mid > STEPSIZE)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("spawn - rejecting due to uneven ground\n");
return false;
}
}
else
{
if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
bottom = tr.endpos[2];
if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("spawn - rejecting due to uneven ground\n");
return false;
}
}
#else
if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
bottom = tr.endpos[2];
if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
{
return false;
}
#endif
}
return true; // we can land on it, it's ok
}
// otherwise, it's either water (bad) or not there (too far)
// if we're here, it's bad below
// if ((g_showlogic) && (g_showlogic->value))
// {
// if (tr.fraction < 1)
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf("groundmonster would fall into water/slime/lava\n");
// else
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf("groundmonster would fall too far\n");
// }
return false;
}
void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs)
{
// FIXME - cache this stuff
edict_t *newEnt;
newEnt = G_Spawn();
VectorCopy(vec3_origin, newEnt->s.origin);
VectorCopy(vec3_origin, newEnt->s.angles);
newEnt->classname = ED_NewString (classname);
newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
ED_CallSpawn(newEnt);
VectorCopy (newEnt->mins, mins);
VectorCopy (newEnt->maxs, maxs);
G_FreeEdict (newEnt);
}
// ****************************
// SPAWNGROW stuff
// ****************************
#define SPAWNGROW_LIFESPAN 0.3
void spawngrow_think (edict_t *self)
{
int i;
for (i=0; i<2; i++)
{
self->s.angles[0] = rand()%360;
self->s.angles[1] = rand()%360;
self->s.angles[2] = rand()%360;
}
if ((level.time < self->wait) && (self->s.frame < 2))
self->s.frame++;
if (level.time >= self->wait)
{
if (self->s.effects & EF_SPHERETRANS)
{
G_FreeEdict (self);
return;
}
else if (self->s.frame > 0)
self->s.frame--;
else
{
G_FreeEdict (self);
return;
}
}
self->nextthink += FRAMETIME;
}
void SpawnGrow_Spawn (vec3_t startpos, int size)
{
edict_t *ent;
int i;
float lifespan;
ent = G_Spawn();
VectorCopy(startpos, ent->s.origin);
for (i=0; i<2; i++)
{
ent->s.angles[0] = rand()%360;
ent->s.angles[1] = rand()%360;
ent->s.angles[2] = rand()%360;
}
ent->solid = SOLID_NOT;
// ent->s.renderfx = RF_FULLBRIGHT | RF_IR_VISIBLE;
ent->s.renderfx = RF_IR_VISIBLE;
ent->movetype = MOVETYPE_NONE;
ent->classname = "spawngro";
if (size <= 1)
{
lifespan = SPAWNGROW_LIFESPAN;
ent->s.modelindex = gi.modelindex("models/items/spawngro2/tris.md2");
}
else if (size == 2)
{
ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
lifespan = 2;
}
else
{
ent->s.modelindex = gi.modelindex("models/items/spawngro/tris.md2");
lifespan = SPAWNGROW_LIFESPAN;
}
ent->think = spawngrow_think;
ent->wait = level.time + lifespan;
ent->nextthink = level.time + FRAMETIME;
if (size != 2)
ent->s.effects |= EF_SPHERETRANS;
gi.linkentity (ent);
}
// ****************************
// WidowLeg stuff
// ****************************
#define MAX_LEGSFRAME 23
#define LEG_WAIT_TIME 1
void ThrowMoreStuff (edict_t *self, vec3_t point);
void ThrowSmallStuff (edict_t *self, vec3_t point);
void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade);
void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade);
void widowlegs_think (edict_t *self)
{
vec3_t offset;
vec3_t point;
vec3_t f,r,u;
if (self->s.frame == 17)
{
VectorSet (offset, 11.77, -7.24, 23.31);
AngleVectors (self->s.angles, f, r, u);
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition (point);
gi.multicast (point, MULTICAST_ALL);
ThrowSmallStuff (self, point);
}
if (self->s.frame < MAX_LEGSFRAME)
{
self->s.frame++;
self->nextthink = level.time + FRAMETIME;
return;
}
else if (self->wait == 0)
{
self->wait = level.time + LEG_WAIT_TIME;
}
if (level.time > self->wait)
{
AngleVectors (self->s.angles, f, r, u);
VectorSet (offset, -65.6, -8.44, 28.59);
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition (point);
gi.multicast (point, MULTICAST_ALL);
ThrowSmallStuff (self, point);
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
VectorSet (offset, -1.04, -51.18, 7.04);
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition (point);
gi.multicast (point, MULTICAST_ALL);
ThrowSmallStuff (self, point);
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib3/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
G_FreeEdict (self);
return;
}
if ((level.time > (self->wait - 0.5)) && (self->count == 0))
{
self->count = 1;
AngleVectors (self->s.angles, f, r, u);
VectorSet (offset, 31, -88.7, 10.96);
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition (point);
gi.multicast (point, MULTICAST_ALL);
// ThrowSmallStuff (self, point);
VectorSet (offset, -12.67, -4.39, 15.68);
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition (point);
gi.multicast (point, MULTICAST_ALL);
// ThrowSmallStuff (self, point);
self->nextthink = level.time + FRAMETIME;
return;
}
self->nextthink = level.time + FRAMETIME;
}
void Widowlegs_Spawn (vec3_t startpos, vec3_t angles)
{
edict_t *ent;
ent = G_Spawn();
VectorCopy(startpos, ent->s.origin);
VectorCopy(angles, ent->s.angles);
ent->solid = SOLID_NOT;
ent->s.renderfx = RF_IR_VISIBLE;
ent->movetype = MOVETYPE_NONE;
ent->classname = "widowlegs";
ent->s.modelindex = gi.modelindex("models/monsters/legs/tris.md2");
ent->think = widowlegs_think;
ent->nextthink = level.time + FRAMETIME;
gi.linkentity (ent);
}