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?? g_spawn.c

?? 著名游戲quake2原代碼最新版本(vc6.0可以編譯的)
?? C
?? 第 1 頁 / 共 2 頁
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			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 (!Q_stricmp(level.mapname, "command") && !Q_stricmp(ent->classname, "trigger_once") && !Q_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);

#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 ();
}


//===================================================================

#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 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.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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