?? g_spawn.c
字號:
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;
}
}
}
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 (!stricmp(level.mapname, "command") && !stricmp(ent->classname, "trigger_once") && !stricmp(ent->model, "*27"))
ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
// remove things (except the world) from different skill levels or deathmatch
if (ent != g_edicts)
{
if (deathmatch->value)
{
if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
{
G_FreeEdict (ent);
inhibit++;
continue;
}
}
else
{
if ( /* ((coop->value) && (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);
}
ED_CallSpawn (ent);
}
gi.dprintf ("%i entities inhibited\n", inhibit);
G_FindTeams ();
PlayerTrail_Init ();
//ZOID
CTFSpawn();
//ZOID
}
//===================================================================
#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"
;
/*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)
//ZOID
if (ctf->value) {
gi.configstring (CS_STATUSBAR, ctf_statusbar);
CTFPrecache();
} else
//ZOID
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 15
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_grapple.md2");
//-------------------
gi.soundindex ("player/gasp1.wav"); // gasping for air
gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
gi.soundindex ("player/watr_in.wav"); // feet hitting water
gi.soundindex ("player/watr_out.wav"); // feet leaving water
gi.soundindex ("player/watr_un.wav"); // head going underwater
gi.soundindex ("player/u_breath1.wav");
gi.soundindex ("player/u_breath2.wav");
gi.soundindex ("items/pkup.wav"); // bonus item pickup
gi.soundindex ("world/land.wav"); // landing thud
gi.soundindex ("misc/h2ohit1.wav"); // landing splash
gi.soundindex ("items/damage.wav");
gi.soundindex ("items/protect.wav");
gi.soundindex ("items/protect4.wav");
gi.soundindex ("weapons/noammo.wav");
gi.soundindex ("infantry/inflies1.wav");
sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
gi.modelindex ("models/objects/gibs/arm/tris.md2");
gi.modelindex ("models/objects/gibs/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");
}
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