void G_ResetLevel(void) { gclient_t *client; edict_t *ent; int i; gi.FreeTags(TAG_LEVEL); #if USE_SQLITE G_LogClients(); #endif G_FinishVote(); // clear level level.framenum = 0; level.time = 0; level.intermission_framenum = 0; level.intermission_exit = 0; level.vote.proposal = 0; level.nextmap[0] = 0; level.record = 0; level.players_in = level.players_out = 0; // free all edicts for (i = game.maxclients + 1; i < globals.num_edicts; i++) { ent = &g_edicts[i]; if (ent->inuse) { G_FreeEdict(ent); } } globals.num_edicts = game.maxclients + 1; InitBodyQue(); // respawn all edicts G_ParseString(); G_FindTeams(); //G_UpdateItemBans(); // respawn all clients for (i = 0; i < game.maxclients; i++) { client = &game.clients[i]; if (!client->pers.connected) { continue; } memset(&client->resp, 0, sizeof(client->resp)); memset(&client->level.vote, 0, sizeof(client->level.vote)); if (client->pers.connected == CONN_SPAWNED) { ent = client->edict; G_ScoreChanged(ent); ent->movetype = MOVETYPE_NOCLIP; // do not leave body respawn(ent); } } G_UpdateRanks(); if (timelimit->value > 0) { int remaining = timelimit->value * 60 - level.time; G_WriteTime(remaining); gi.multicast(NULL, MULTICAST_ALL); } // allow everything to settle G_RunFrame(); G_RunFrame(); // make sure movers are not interpolated for (i = game.maxclients + 1; i < globals.num_edicts; i++) { ent = &g_edicts[i]; if (ent->inuse && ent->movetype) { ent->s.event = EV_OTHER_TELEPORT; } } }
/* ============== 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) { edict_t *ent; gclient_t *client; int i; client_persistant_t pers; char *token; char playerskin[MAX_QPATH]; #if USE_SQLITE G_OpenDatabase(); G_LogClients(); #endif gi.FreeTags(TAG_LEVEL); memset(&level, 0, sizeof(level)); memset(g_edicts, 0, game.maxentities * sizeof(g_edicts[0])); Q_strlcpy(level.mapname, mapname, sizeof(level.mapname)); G_LoadScores(); // set client fields on player ents for (i = 0; i < game.maxclients; i++) { ent = &g_edicts[i + 1]; client = &game.clients[i]; ent->client = client; ent->inuse = qfalse; if (!client->pers.connected) { continue; } // clear everything but the persistant data pers = client->pers; memset(client, 0, sizeof(*client)); client->pers = pers; client->edict = ent; client->clientNum = i; client->pers.connected = CONN_CONNECTED; // combine name and skin into a configstring Q_concat(playerskin, sizeof(playerskin), client->pers.netname, "\\", client->pers.skin, NULL); gi.configstring(CS_PLAYERSKINS + i, playerskin); gi.configstring(CS_PLAYERNAMES + i, client->pers.netname); } // parse worldspawn token = COM_Parse(&entities); if (!entities) gi.error("%s: empty entity string", __func__); if (token[0] != '{') gi.error("%s: found %s when expecting {", __func__, token); ent = g_edicts; ED_ParseEdict(&entities, ent); ED_CallSpawn(ent); level.entstring = entities; G_ParseString(); G_FindTeams(); //G_UpdateItemBans(); // find spawnpoints ent = NULL; while ((ent = G_Find(ent, FOFS(classname), "info_player_deathmatch")) != NULL) { level.spawns[level.numspawns++] = ent; if (level.numspawns == MAX_SPAWNS) { break; } } gi.dprintf("%d spawn points\n", level.numspawns); }
/* void NPC_Precache ( char *NPCName ) Precaches NPC skins, tgas and md3s. */ void NPC_Precache ( gentity_t *spawner ) { clientInfo_t ci={0}; renderInfo_t ri={0}; team_t playerTeam = TEAM_FREE; char *token; char *value; char *p; char *patch; char sound[MAX_QPATH]; if ( !Q_stricmp( "random", spawner->NPC_type ) ) {//sorry, can't precache a random just yet return; } p = NPCParms; COM_BeginParseSession(); // look for the right NPC while ( p ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) return; if ( !Q_stricmp( token, spawner->NPC_type ) ) { break; } SkipBracedSection( &p ); } if ( !p ) { return; } if ( G_ParseLiteral( &p, "{" ) ) { return; } // parse the NPC info block while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) { gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", spawner->NPC_type ); return; } if ( !Q_stricmp( token, "}" ) ) { break; } // headmodel if ( !Q_stricmp( token, "headmodel" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if(!Q_stricmp("none", value)) { } else { Q_strncpyz( ri.headModelName, value, sizeof(ri.headModelName), qtrue); } continue; } // torsomodel if ( !Q_stricmp( token, "torsomodel" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if(!Q_stricmp("none", value)) { } else { Q_strncpyz( ri.torsoModelName, value, sizeof(ri.torsoModelName), qtrue); } continue; } // legsmodel if ( !Q_stricmp( token, "legsmodel" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } Q_strncpyz( ri.legsModelName, value, sizeof(ri.legsModelName), qtrue); continue; } // playerTeam if ( !Q_stricmp( token, "playerTeam" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } playerTeam = TranslateTeamName(value); continue; } // snd if ( !Q_stricmp( token, "snd" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if ( !(spawner->svFlags&SVF_NO_BASIC_SOUNDS) ) { //FIXME: store this in some sound field or parse in the soundTable like the animTable... Q_strncpyz( sound, value, sizeof( sound ) ); patch = strstr( sound, "/" ); if ( patch ) { *patch = 0; } ci.customBasicSoundDir = G_NewString( sound ); } continue; } // sndcombat if ( !Q_stricmp( token, "sndcombat" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if ( !(spawner->svFlags&SVF_NO_COMBAT_SOUNDS) ) { //FIXME: store this in some sound field or parse in the soundTable like the animTable... Q_strncpyz( sound, value, sizeof( sound ) ); patch = strstr( sound, "/" ); if ( patch ) { *patch = 0; } ci.customCombatSoundDir = G_NewString( sound ); } continue; } // sndextra if ( !Q_stricmp( token, "sndextra" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if ( !(spawner->svFlags&SVF_NO_EXTRA_SOUNDS) ) { //FIXME: store this in some sound field or parse in the soundTable like the animTable... Q_strncpyz( sound, value, sizeof( sound ) ); patch = strstr( sound, "/" ); if ( patch ) { *patch = 0; } ci.customExtraSoundDir = G_NewString( sound ); } continue; } // sndscav if ( !Q_stricmp( token, "sndscav" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if ( !(spawner->svFlags&SVF_NO_SCAV_SOUNDS) ) { //FIXME: store this in some sound field or parse in the soundTable like the animTable... Q_strncpyz( sound, value, sizeof( sound ) ); patch = strstr( sound, "/" ); if ( patch ) { *patch = 0; } ci.customScavSoundDir = G_NewString( sound ); } continue; } } CG_RegisterClientRenderInfo( &ci, &ri ); CG_RegisterNPCCustomSounds( &ci ); CG_RegisterNPCEffects( playerTeam ); //FIXME: precache the beam-in/exit sound and effect if not silentspawn //FIXME: Look for a "sounds" directory and precache death, pain, alert sounds }
qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC ) { char *token; char *value; char *p; int n; float f; char *patch; char sound[MAX_QPATH]; clientInfo_t *ci = &NPC->client->clientInfo; renderInfo_t *ri = &NPC->client->renderInfo; gNPCstats_t *stats = &NPC->NPC->stats; if ( !NPCName || !NPCName[0]) { NPCName = "Player"; } Q_strncpyz( ci->name, NPCName, sizeof( ci->name ) ); // fill in defaults stats->aggression = 3; stats->aim = 3; stats->earshot = 1024; stats->evasion = 3; stats->hfov = 75; stats->intelligence = 3; stats->move = 3; stats->reactions = 3; stats->vfov = 45; stats->vigilance = 0.1f; stats->visrange = 1024; stats->moveType = MT_RUNJUMP; stats->yawSpeed = 90; stats->walkSpeed = 90; stats->runSpeed = 300; stats->acceleration = 15;//Increase/descrease speed this much per frame (20fps) ri->scaleXYZ[0] = ri->scaleXYZ[1] = ri->scaleXYZ[2] = 100; //Set defaults //FIXME: should probably put default torso and head models, but what about enemies //that don't have any- like Stasis? Q_strncpyz( ri->headModelName, DEFAULT_HEADMODEL, sizeof(ri->headModelName), qtrue); Q_strncpyz( ri->torsoModelName, DEFAULT_TORSOMODEL, sizeof(ri->torsoModelName), qtrue); Q_strncpyz( ri->legsModelName, DEFAULT_LEGSMODEL, sizeof(ri->legsModelName), qtrue); //FIXME: should we have one for weapon too? /* ri->headYawRangeLeft = 50; ri->headYawRangeRight = 50; ri->headPitchRangeUp = 40; ri->headPitchRangeDown = 50; ri->torsoYawRangeLeft = 60; ri->torsoYawRangeRight = 60; ri->torsoPitchRangeUp = 30; ri->torsoPitchRangeDown = 70; */ ri->headYawRangeLeft = 80; ri->headYawRangeRight = 80; ri->headPitchRangeUp = 45; ri->headPitchRangeDown = 45; ri->torsoYawRangeLeft = 90; ri->torsoYawRangeRight = 90; ri->torsoPitchRangeUp = 30; ri->torsoPitchRangeDown = 50; /* NPC->NPC->allWeaponOrder[0] = WP_COMPRESSION_RIFLE; NPC->NPC->allWeaponOrder[1] = WP_PHASER; NPC->NPC->allWeaponOrder[2] = WP_IMOD; NPC->NPC->allWeaponOrder[3] = WP_SCAVENGER_RIFLE; NPC->NPC->allWeaponOrder[4] = WP_TRICORDER; NPC->NPC->allWeaponOrder[6] = WP_NONE; NPC->NPC->allWeaponOrder[6] = WP_NONE; NPC->NPC->allWeaponOrder[7] = WP_NONE; */ VectorCopy(playerMins, NPC->mins); VectorCopy(playerMaxs, NPC->maxs); NPC->client->crouchheight = CROUCH_MAXS_2; NPC->client->standheight = DEFAULT_MAXS_2; //ci->customBasicSoundDir = "munro"; if ( !Q_stricmp( "random", NPCName ) ) {//Randomly assemble a starfleet guy NPC_BuildRandom( NPC ); } else { p = NPCParms; COM_BeginParseSession(); // look for the right NPC while ( p ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) { return qfalse; } if ( !Q_stricmp( token, NPCName ) ) { break; } SkipBracedSection( &p ); } if ( !p ) { return qfalse; } if ( G_ParseLiteral( &p, "{" ) ) { return qfalse; } // parse the NPC info block while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) { gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", NPCName ); return qfalse; } if ( !Q_stricmp( token, "}" ) ) { break; } //===MODEL PROPERTIES=========================================================== // headmodel if ( !Q_stricmp( token, "headmodel" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if(!Q_stricmp("none", value)) { ri->headModelName[0] = NULL; //Zero the head clamp range so the torso & legs don't lag behind ri->headYawRangeLeft = ri->headYawRangeRight = ri->headPitchRangeUp = ri->headPitchRangeDown = 0; } else { Q_strncpyz( ri->headModelName, value, sizeof(ri->headModelName), qtrue); } continue; } // torsomodel if ( !Q_stricmp( token, "torsomodel" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if(!Q_stricmp("none", value)) { ri->torsoModelName[0] = NULL; //Zero the torso clamp range so the legs don't lag behind ri->torsoYawRangeLeft = ri->torsoYawRangeRight = ri->torsoPitchRangeUp = ri->torsoPitchRangeDown = 0; } else { Q_strncpyz( ri->torsoModelName, value, sizeof(ri->torsoModelName), qtrue); } continue; } // legsmodel if ( !Q_stricmp( token, "legsmodel" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } Q_strncpyz( ri->legsModelName, value, sizeof(ri->legsModelName), qtrue); //Need to do this here to get the right index G_ParseAnimFileSet( value, &ci->animFileIndex, qfalse ); continue; } //headYawRangeLeft if ( !Q_stricmp( token, "headYawRangeLeft" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->headYawRangeLeft = n; continue; } //headYawRangeRight if ( !Q_stricmp( token, "headYawRangeRight" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->headYawRangeRight = n; continue; } //headPitchRangeUp if ( !Q_stricmp( token, "headPitchRangeUp" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->headPitchRangeUp = n; continue; } //headPitchRangeDown if ( !Q_stricmp( token, "headPitchRangeDown" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->headPitchRangeDown = n; continue; } //torsoYawRangeLeft if ( !Q_stricmp( token, "torsoYawRangeLeft" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->torsoYawRangeLeft = n; continue; } //torsoYawRangeRight if ( !Q_stricmp( token, "torsoYawRangeRight" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->torsoYawRangeRight = n; continue; } //torsoPitchRangeUp if ( !Q_stricmp( token, "torsoPitchRangeUp" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->torsoPitchRangeUp = n; continue; } //torsoPitchRangeDown if ( !Q_stricmp( token, "torsoPitchRangeDown" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->torsoPitchRangeDown = n; continue; } // Uniform XYZ scale if ( !Q_stricmp( token, "scale" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->scaleXYZ[0] = ri->scaleXYZ[1] = ri->scaleXYZ[2] = n; continue; } //X scale if ( !Q_stricmp( token, "scaleX" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->scaleXYZ[0] = n; continue; } //Y scale if ( !Q_stricmp( token, "scaleY" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->scaleXYZ[1] = n; continue; } //Z scale if ( !Q_stricmp( token, "scaleZ" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } ri->scaleXYZ[2] = n; continue; } if ( !Q_stricmp( token, "boltOn" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } G_AddBoltOn( NPC, value ); continue; } //===AI STATS===================================================================== // aggression if ( !Q_stricmp( token, "aggression" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 1 || n > 5 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->aggression = n; continue; } // aim if ( !Q_stricmp( token, "aim" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 1 || n > 5 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->aim = n; continue; } // earshot if ( !Q_stricmp( token, "earshot" ) ) { if ( G_ParseFloat( &p, &f ) ) { SkipRestOfLine( &p ); continue; } if ( f < 0.0f ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->earshot = f; continue; } // evasion if ( !Q_stricmp( token, "evasion" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 1 || n > 5 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->evasion = n; continue; } // hfov if ( !Q_stricmp( token, "hfov" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 30 || n > 180 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->hfov = n;// / 2; //FIXME: Why was this being done?! continue; } // intelligence if ( !Q_stricmp( token, "intelligence" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 1 || n > 5 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->intelligence = n; continue; } // move if ( !Q_stricmp( token, "move" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 1 || n > 5 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->move = n; continue; } // reactions if ( !Q_stricmp( token, "reactions" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 1 || n > 5 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->reactions = n; continue; } // shootDistance if ( !Q_stricmp( token, "shootDistance" ) ) { if ( G_ParseFloat( &p, &f ) ) { SkipRestOfLine( &p ); continue; } if ( f < 0.0f ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->shootDistance = f; continue; } // vfov if ( !Q_stricmp( token, "vfov" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 30 || n > 180 ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->vfov = n / 2; continue; } // vigilance if ( !Q_stricmp( token, "vigilance" ) ) { if ( G_ParseFloat( &p, &f ) ) { SkipRestOfLine( &p ); continue; } if ( f < 0.0f ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->vigilance = f; continue; } // visrange if ( !Q_stricmp( token, "visrange" ) ) { if ( G_ParseFloat( &p, &f ) ) { SkipRestOfLine( &p ); continue; } if ( f < 0.0f ) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->visrange = f; continue; } // race if ( !Q_stricmp( token, "race" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } NPC->client->race = TranslateRaceName(value); continue; } // rank if ( !Q_stricmp( token, "rank" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } NPC->NPC->rank = TranslateRankName(value); continue; } // fullName if ( !Q_stricmp( token, "fullName" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } NPC->fullName = G_NewString(value); continue; } // playerTeam if ( !Q_stricmp( token, "playerTeam" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } NPC->client->playerTeam = TranslateTeamName(value); continue; } // enemyTeam if ( !Q_stricmp( token, "enemyTeam" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } NPC->client->enemyTeam = TranslateTeamName(value); continue; } //===MOVEMENT STATS============================================================ if ( !Q_stricmp( token, "width" ) ) { if ( G_ParseInt( &p, &n ) ) { continue; } NPC->mins[0] = NPC->mins[1] = -n; NPC->maxs[0] = NPC->maxs[1] = n; continue; } if ( !Q_stricmp( token, "height" ) ) { if ( G_ParseInt( &p, &n ) ) { continue; } NPC->mins[2] = DEFAULT_MINS_2;//Cannot change NPC->maxs[2] = NPC->client->standheight = n + DEFAULT_MINS_2; continue; } if ( !Q_stricmp( token, "crouchheight" ) ) { if ( G_ParseInt( &p, &n ) ) { continue; } NPC->client->crouchheight = n + DEFAULT_MINS_2; continue; } if ( !Q_stricmp( token, "movetype" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } stats->moveType = (movetype_t)MoveTypeNameToEnum(value); continue; } // yawSpeed if ( !Q_stricmp( token, "yawSpeed" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n <= 0) { gi.Printf( "bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->yawSpeed = ((float)(n)); continue; } // walkSpeed if ( !Q_stricmp( token, "walkSpeed" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->walkSpeed = n; continue; } //runSpeed if ( !Q_stricmp( token, "runSpeed" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->runSpeed = n; continue; } //acceleration if ( !Q_stricmp( token, "acceleration" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 0 ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } stats->acceleration = n; continue; } //===MISC=============================================================================== // default behavior if ( !Q_stricmp( token, "behavior" ) ) { if ( G_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < BS_DEFAULT || n >= NUM_BSTATES ) { gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName ); continue; } NPC->NPC->defaultBehavior = (bState_t)(n); continue; } // snd if ( !Q_stricmp( token, "snd" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if ( !(NPC->svFlags&SVF_NO_BASIC_SOUNDS) ) { //FIXME: store this in some sound field or parse in the soundTable like the animTable... Q_strncpyz( sound, value, sizeof( sound ) ); patch = strstr( sound, "/" ); if ( patch ) { *patch = 0; } ci->customBasicSoundDir = G_NewString( sound ); } continue; } // sndcombat if ( !Q_stricmp( token, "sndcombat" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if ( !(NPC->svFlags&SVF_NO_COMBAT_SOUNDS) ) { //FIXME: store this in some sound field or parse in the soundTable like the animTable... Q_strncpyz( sound, value, sizeof( sound ) ); patch = strstr( sound, "/" ); if ( patch ) { *patch = 0; } ci->customCombatSoundDir = G_NewString( sound ); } continue; } // sndextra if ( !Q_stricmp( token, "sndextra" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if ( !(NPC->svFlags&SVF_NO_EXTRA_SOUNDS) ) { //FIXME: store this in some sound field or parse in the soundTable like the animTable... Q_strncpyz( sound, value, sizeof( sound ) ); patch = strstr( sound, "/" ); if ( patch ) { *patch = 0; } ci->customExtraSoundDir = G_NewString( sound ); } continue; } // sndscav if ( !Q_stricmp( token, "sndscav" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } if ( !(NPC->svFlags&SVF_NO_SCAV_SOUNDS) ) { //FIXME: store this in some sound field or parse in the soundTable like the animTable... Q_strncpyz( sound, value, sizeof( sound ) ); patch = strstr( sound, "/" ); if ( patch ) { *patch = 0; } ci->customScavSoundDir = G_NewString( sound ); } continue; } gi.Printf( "WARNING: unknown keyword '%s' while parsing '%s'\n", token, NPCName ); SkipRestOfLine( &p ); } } ci->infoValid = qfalse; if( NPCsPrecached ) {//Spawning in after initial precache, our models are precached, we just need to set our clientInfo CG_RegisterClientModels( NPC->s.number ); CG_RegisterNPCCustomSounds( ci ); CG_RegisterNPCEffects( NPC->client->playerTeam ); } return qtrue; }
void NPC_PrecacheAnimationCFG( const char *NPC_type ) { char *token; char *value; char *p; int junk; if ( !Q_stricmp( "random", NPC_type ) ) {//sorry, can't precache a random just yet return; } p = NPCParms; COM_BeginParseSession(); // look for the right NPC while ( p ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) return; if ( !Q_stricmp( token, NPC_type ) ) { break; } SkipBracedSection( &p ); } if ( !p ) { return; } if ( G_ParseLiteral( &p, "{" ) ) { return; } // parse the NPC info block while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) { gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", NPC_type ); return; } if ( !Q_stricmp( token, "}" ) ) { break; } // legsmodel if ( !Q_stricmp( token, "legsmodel" ) ) { if ( G_ParseString( &p, &value ) ) { continue; } G_ParseAnimFileSet( value, &junk, qfalse ); return; } } }