diff options
author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
---|---|---|
committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/game/g_spawn.c | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/g_spawn.c')
-rwxr-xr-x | code/game/g_spawn.c | 1286 |
1 files changed, 643 insertions, 643 deletions
diff --git a/code/game/g_spawn.c b/code/game/g_spawn.c index 5bb5547..0739e4e 100755 --- a/code/game/g_spawn.c +++ b/code/game/g_spawn.c @@ -1,643 +1,643 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-//
-
-#include "g_local.h"
-
-qboolean G_SpawnString( const char *key, const char *defaultString, char **out ) {
- int i;
-
- if ( !level.spawning ) {
- *out = (char *)defaultString;
-// G_Error( "G_SpawnString() called while not spawning" );
- }
-
- for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
- if ( !Q_stricmp( key, level.spawnVars[i][0] ) ) {
- *out = level.spawnVars[i][1];
- return qtrue;
- }
- }
-
- *out = (char *)defaultString;
- return qfalse;
-}
-
-qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ) {
- char *s;
- qboolean present;
-
- present = G_SpawnString( key, defaultString, &s );
- *out = atof( s );
- return present;
-}
-
-qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ) {
- char *s;
- qboolean present;
-
- present = G_SpawnString( key, defaultString, &s );
- *out = atoi( s );
- return present;
-}
-
-qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ) {
- char *s;
- qboolean present;
-
- present = G_SpawnString( key, defaultString, &s );
- sscanf( s, "%f %f %f", &out[0], &out[1], &out[2] );
- return present;
-}
-
-
-
-//
-// fields are needed for spawning from the entity string
-//
-typedef enum {
- F_INT,
- F_FLOAT,
- F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
- F_GSTRING, // string on disk, pointer in memory, TAG_GAME
- F_VECTOR,
- F_ANGLEHACK,
- F_ENTITY, // index on disk, pointer in memory
- F_ITEM, // index on disk, pointer in memory
- F_CLIENT, // index on disk, pointer in memory
- F_IGNORE
-} fieldtype_t;
-
-typedef struct
-{
- char *name;
- int ofs;
- fieldtype_t type;
- int flags;
-} field_t;
-
-field_t fields[] = {
- {"classname", FOFS(classname), F_LSTRING},
- {"origin", FOFS(s.origin), F_VECTOR},
- {"model", FOFS(model), F_LSTRING},
- {"model2", FOFS(model2), F_LSTRING},
- {"spawnflags", FOFS(spawnflags), F_INT},
- {"speed", FOFS(speed), F_FLOAT},
- {"target", FOFS(target), F_LSTRING},
- {"targetname", FOFS(targetname), F_LSTRING},
- {"message", FOFS(message), F_LSTRING},
- {"team", FOFS(team), F_LSTRING},
- {"wait", FOFS(wait), F_FLOAT},
- {"random", FOFS(random), F_FLOAT},
- {"count", FOFS(count), F_INT},
- {"health", FOFS(health), F_INT},
- {"light", 0, F_IGNORE},
- {"dmg", FOFS(damage), F_INT},
- {"angles", FOFS(s.angles), F_VECTOR},
- {"angle", FOFS(s.angles), F_ANGLEHACK},
- {"targetShaderName", FOFS(targetShaderName), F_LSTRING},
- {"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
-
- {NULL}
-};
-
-
-typedef struct {
- char *name;
- void (*spawn)(gentity_t *ent);
-} spawn_t;
-
-void SP_info_player_start (gentity_t *ent);
-void SP_info_player_deathmatch (gentity_t *ent);
-void SP_info_player_intermission (gentity_t *ent);
-void SP_info_firstplace(gentity_t *ent);
-void SP_info_secondplace(gentity_t *ent);
-void SP_info_thirdplace(gentity_t *ent);
-void SP_info_podium(gentity_t *ent);
-
-void SP_func_plat (gentity_t *ent);
-void SP_func_static (gentity_t *ent);
-void SP_func_rotating (gentity_t *ent);
-void SP_func_bobbing (gentity_t *ent);
-void SP_func_pendulum( gentity_t *ent );
-void SP_func_button (gentity_t *ent);
-void SP_func_door (gentity_t *ent);
-void SP_func_train (gentity_t *ent);
-void SP_func_timer (gentity_t *self);
-
-void SP_trigger_always (gentity_t *ent);
-void SP_trigger_multiple (gentity_t *ent);
-void SP_trigger_push (gentity_t *ent);
-void SP_trigger_teleport (gentity_t *ent);
-void SP_trigger_hurt (gentity_t *ent);
-
-void SP_target_remove_powerups( gentity_t *ent );
-void SP_target_give (gentity_t *ent);
-void SP_target_delay (gentity_t *ent);
-void SP_target_speaker (gentity_t *ent);
-void SP_target_print (gentity_t *ent);
-void SP_target_laser (gentity_t *self);
-void SP_target_character (gentity_t *ent);
-void SP_target_score( gentity_t *ent );
-void SP_target_teleporter( gentity_t *ent );
-void SP_target_relay (gentity_t *ent);
-void SP_target_kill (gentity_t *ent);
-void SP_target_position (gentity_t *ent);
-void SP_target_location (gentity_t *ent);
-void SP_target_push (gentity_t *ent);
-
-void SP_light (gentity_t *self);
-void SP_info_null (gentity_t *self);
-void SP_info_notnull (gentity_t *self);
-void SP_info_camp (gentity_t *self);
-void SP_path_corner (gentity_t *self);
-
-void SP_misc_teleporter_dest (gentity_t *self);
-void SP_misc_model(gentity_t *ent);
-void SP_misc_portal_camera(gentity_t *ent);
-void SP_misc_portal_surface(gentity_t *ent);
-
-void SP_shooter_rocket( gentity_t *ent );
-void SP_shooter_plasma( gentity_t *ent );
-void SP_shooter_grenade( gentity_t *ent );
-
-void SP_team_CTF_redplayer( gentity_t *ent );
-void SP_team_CTF_blueplayer( gentity_t *ent );
-
-void SP_team_CTF_redspawn( gentity_t *ent );
-void SP_team_CTF_bluespawn( gentity_t *ent );
-
-#ifdef MISSIONPACK
-void SP_team_blueobelisk( gentity_t *ent );
-void SP_team_redobelisk( gentity_t *ent );
-void SP_team_neutralobelisk( gentity_t *ent );
-#endif
-void SP_item_botroam( gentity_t *ent ) {};
-
-spawn_t spawns[] = {
- // info entities don't do anything at all, but provide positional
- // information for things controlled by other processes
- {"info_player_start", SP_info_player_start},
- {"info_player_deathmatch", SP_info_player_deathmatch},
- {"info_player_intermission", SP_info_player_intermission},
- {"info_null", SP_info_null},
- {"info_notnull", SP_info_notnull}, // use target_position instead
- {"info_camp", SP_info_camp},
-
- {"func_plat", SP_func_plat},
- {"func_button", SP_func_button},
- {"func_door", SP_func_door},
- {"func_static", SP_func_static},
- {"func_rotating", SP_func_rotating},
- {"func_bobbing", SP_func_bobbing},
- {"func_pendulum", SP_func_pendulum},
- {"func_train", SP_func_train},
- {"func_group", SP_info_null},
- {"func_timer", SP_func_timer}, // rename trigger_timer?
-
- // Triggers are brush objects that cause an effect when contacted
- // by a living player, usually involving firing targets.
- // While almost everything could be done with
- // a single trigger class and different targets, triggered effects
- // could not be client side predicted (push and teleport).
- {"trigger_always", SP_trigger_always},
- {"trigger_multiple", SP_trigger_multiple},
- {"trigger_push", SP_trigger_push},
- {"trigger_teleport", SP_trigger_teleport},
- {"trigger_hurt", SP_trigger_hurt},
-
- // targets perform no action by themselves, but must be triggered
- // by another entity
- {"target_give", SP_target_give},
- {"target_remove_powerups", SP_target_remove_powerups},
- {"target_delay", SP_target_delay},
- {"target_speaker", SP_target_speaker},
- {"target_print", SP_target_print},
- {"target_laser", SP_target_laser},
- {"target_score", SP_target_score},
- {"target_teleporter", SP_target_teleporter},
- {"target_relay", SP_target_relay},
- {"target_kill", SP_target_kill},
- {"target_position", SP_target_position},
- {"target_location", SP_target_location},
- {"target_push", SP_target_push},
-
- {"light", SP_light},
- {"path_corner", SP_path_corner},
-
- {"misc_teleporter_dest", SP_misc_teleporter_dest},
- {"misc_model", SP_misc_model},
- {"misc_portal_surface", SP_misc_portal_surface},
- {"misc_portal_camera", SP_misc_portal_camera},
-
- {"shooter_rocket", SP_shooter_rocket},
- {"shooter_grenade", SP_shooter_grenade},
- {"shooter_plasma", SP_shooter_plasma},
-
- {"team_CTF_redplayer", SP_team_CTF_redplayer},
- {"team_CTF_blueplayer", SP_team_CTF_blueplayer},
-
- {"team_CTF_redspawn", SP_team_CTF_redspawn},
- {"team_CTF_bluespawn", SP_team_CTF_bluespawn},
-
-#ifdef MISSIONPACK
- {"team_redobelisk", SP_team_redobelisk},
- {"team_blueobelisk", SP_team_blueobelisk},
- {"team_neutralobelisk", SP_team_neutralobelisk},
-#endif
- {"item_botroam", SP_item_botroam},
-
- {0, 0}
-};
-
-/*
-===============
-G_CallSpawn
-
-Finds the spawn function for the entity and calls it,
-returning qfalse if not found
-===============
-*/
-qboolean G_CallSpawn( gentity_t *ent ) {
- spawn_t *s;
- gitem_t *item;
-
- if ( !ent->classname ) {
- G_Printf ("G_CallSpawn: NULL classname\n");
- return qfalse;
- }
-
- // check item spawn functions
- for ( item=bg_itemlist+1 ; item->classname ; item++ ) {
- if ( !strcmp(item->classname, ent->classname) ) {
- G_SpawnItem( ent, item );
- return qtrue;
- }
- }
-
- // check normal spawn functions
- for ( s=spawns ; s->name ; s++ ) {
- if ( !strcmp(s->name, ent->classname) ) {
- // found it
- s->spawn(ent);
- return qtrue;
- }
- }
- G_Printf ("%s doesn't have a spawn function\n", ent->classname);
- return qfalse;
-}
-
-/*
-=============
-G_NewString
-
-Builds a copy of the string, translating \n to real linefeeds
-so message texts can be multi-line
-=============
-*/
-char *G_NewString( const char *string ) {
- char *newb, *new_p;
- int i,l;
-
- l = strlen(string) + 1;
-
- newb = G_Alloc( l );
-
- new_p = newb;
-
- // turn \n into a real linefeed
- 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;
-}
-
-
-
-
-/*
-===============
-G_ParseField
-
-Takes a key/value pair and sets the binary values
-in a gentity
-===============
-*/
-void G_ParseField( const char *key, const char *value, gentity_t *ent ) {
- field_t *f;
- byte *b;
- float v;
- vec3_t vec;
-
- for ( f=fields ; f->name ; f++ ) {
- if ( !Q_stricmp(f->name, key) ) {
- // found it
- b = (byte *)ent;
-
- switch( f->type ) {
- case F_LSTRING:
- *(char **)(b+f->ofs) = G_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;
- default:
- case F_IGNORE:
- break;
- }
- return;
- }
- }
-}
-
-
-
-
-/*
-===================
-G_SpawnGEntityFromSpawnVars
-
-Spawn an entity and fill in all of the level fields from
-level.spawnVars[], then call the class specfic spawn function
-===================
-*/
-void G_SpawnGEntityFromSpawnVars( void ) {
- int i;
- gentity_t *ent;
- char *s, *value, *gametypeName;
- static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"};
-
- // get the next free entity
- ent = G_Spawn();
-
- for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
- G_ParseField( level.spawnVars[i][0], level.spawnVars[i][1], ent );
- }
-
- // check for "notsingle" flag
- if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
- G_SpawnInt( "notsingle", "0", &i );
- if ( i ) {
- G_FreeEntity( ent );
- return;
- }
- }
- // check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER)
- if ( g_gametype.integer >= GT_TEAM ) {
- G_SpawnInt( "notteam", "0", &i );
- if ( i ) {
- G_FreeEntity( ent );
- return;
- }
- } else {
- G_SpawnInt( "notfree", "0", &i );
- if ( i ) {
- G_FreeEntity( ent );
- return;
- }
- }
-
-#ifdef MISSIONPACK
- G_SpawnInt( "notta", "0", &i );
- if ( i ) {
- G_FreeEntity( ent );
- return;
- }
-#else
- G_SpawnInt( "notq3a", "0", &i );
- if ( i ) {
- G_FreeEntity( ent );
- return;
- }
-#endif
-
- if( G_SpawnString( "gametype", NULL, &value ) ) {
- if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) {
- gametypeName = gametypeNames[g_gametype.integer];
-
- s = strstr( value, gametypeName );
- if( !s ) {
- G_FreeEntity( ent );
- return;
- }
- }
- }
-
- // move editor origin to pos
- VectorCopy( ent->s.origin, ent->s.pos.trBase );
- VectorCopy( ent->s.origin, ent->r.currentOrigin );
-
- // if we didn't get a classname, don't bother spawning anything
- if ( !G_CallSpawn( ent ) ) {
- G_FreeEntity( ent );
- }
-}
-
-
-
-/*
-====================
-G_AddSpawnVarToken
-====================
-*/
-char *G_AddSpawnVarToken( const char *string ) {
- int l;
- char *dest;
-
- l = strlen( string );
- if ( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) {
- G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" );
- }
-
- dest = level.spawnVarChars + level.numSpawnVarChars;
- memcpy( dest, string, l+1 );
-
- level.numSpawnVarChars += l + 1;
-
- return dest;
-}
-
-/*
-====================
-G_ParseSpawnVars
-
-Parses a brace bounded set of key / value pairs out of the
-level's entity strings into level.spawnVars[]
-
-This does not actually spawn an entity.
-====================
-*/
-qboolean G_ParseSpawnVars( void ) {
- char keyname[MAX_TOKEN_CHARS];
- char com_token[MAX_TOKEN_CHARS];
-
- level.numSpawnVars = 0;
- level.numSpawnVarChars = 0;
-
- // parse the opening brace
- if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
- // end of spawn string
- return qfalse;
- }
- if ( com_token[0] != '{' ) {
- G_Error( "G_ParseSpawnVars: found %s when expecting {",com_token );
- }
-
- // go through all the key / value pairs
- while ( 1 ) {
- // parse key
- if ( !trap_GetEntityToken( keyname, sizeof( keyname ) ) ) {
- G_Error( "G_ParseSpawnVars: EOF without closing brace" );
- }
-
- if ( keyname[0] == '}' ) {
- break;
- }
-
- // parse value
- if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
- G_Error( "G_ParseSpawnVars: EOF without closing brace" );
- }
-
- if ( com_token[0] == '}' ) {
- G_Error( "G_ParseSpawnVars: closing brace without data" );
- }
- if ( level.numSpawnVars == MAX_SPAWN_VARS ) {
- G_Error( "G_ParseSpawnVars: MAX_SPAWN_VARS" );
- }
- level.spawnVars[ level.numSpawnVars ][0] = G_AddSpawnVarToken( keyname );
- level.spawnVars[ level.numSpawnVars ][1] = G_AddSpawnVarToken( com_token );
- level.numSpawnVars++;
- }
-
- return qtrue;
-}
-
-
-
-/*QUAKED worldspawn (0 0 0) ?
-
-Every map should have exactly one worldspawn.
-"music" music wav file
-"gravity" 800 is default gravity
-"message" Text to print during connection process
-*/
-void SP_worldspawn( void ) {
- char *s;
-
- G_SpawnString( "classname", "", &s );
- if ( Q_stricmp( s, "worldspawn" ) ) {
- G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );
- }
-
- // make some data visible to connecting client
- trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION );
-
- trap_SetConfigstring( CS_LEVEL_START_TIME, va("%i", level.startTime ) );
-
- G_SpawnString( "music", "", &s );
- trap_SetConfigstring( CS_MUSIC, s );
-
- G_SpawnString( "message", "", &s );
- trap_SetConfigstring( CS_MESSAGE, s ); // map specific message
-
- trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day
-
- G_SpawnString( "gravity", "800", &s );
- trap_Cvar_Set( "g_gravity", s );
-
- G_SpawnString( "enableDust", "0", &s );
- trap_Cvar_Set( "g_enableDust", s );
-
- G_SpawnString( "enableBreath", "0", &s );
- trap_Cvar_Set( "g_enableBreath", s );
-
- g_entities[ENTITYNUM_WORLD].s.number = ENTITYNUM_WORLD;
- g_entities[ENTITYNUM_WORLD].classname = "worldspawn";
-
- // see if we want a warmup time
- trap_SetConfigstring( CS_WARMUP, "" );
- if ( g_restarted.integer ) {
- trap_Cvar_Set( "g_restarted", "0" );
- level.warmupTime = 0;
- } else if ( g_doWarmup.integer ) { // Turn it on
- level.warmupTime = -1;
- trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
- G_LogPrintf( "Warmup:\n" );
- }
-
-}
-
-
-/*
-==============
-G_SpawnEntitiesFromString
-
-Parses textual entity definitions out of an entstring and spawns gentities.
-==============
-*/
-void G_SpawnEntitiesFromString( void ) {
- // allow calls to G_Spawn*()
- level.spawning = qtrue;
- level.numSpawnVars = 0;
-
- // the worldspawn is not an actual entity, but it still
- // has a "spawn" function to perform any global setup
- // needed by a level (setting configstrings or cvars, etc)
- if ( !G_ParseSpawnVars() ) {
- G_Error( "SpawnEntities: no entities" );
- }
- SP_worldspawn();
-
- // parse ents
- while( G_ParseSpawnVars() ) {
- G_SpawnGEntityFromSpawnVars();
- }
-
- level.spawning = qfalse; // any future calls to G_Spawn*() will be errors
-}
-
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Quake III Arena source code is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +#include "g_local.h" + +qboolean G_SpawnString( const char *key, const char *defaultString, char **out ) { + int i; + + if ( !level.spawning ) { + *out = (char *)defaultString; +// G_Error( "G_SpawnString() called while not spawning" ); + } + + for ( i = 0 ; i < level.numSpawnVars ; i++ ) { + if ( !Q_stricmp( key, level.spawnVars[i][0] ) ) { + *out = level.spawnVars[i][1]; + return qtrue; + } + } + + *out = (char *)defaultString; + return qfalse; +} + +qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ) { + char *s; + qboolean present; + + present = G_SpawnString( key, defaultString, &s ); + *out = atof( s ); + return present; +} + +qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ) { + char *s; + qboolean present; + + present = G_SpawnString( key, defaultString, &s ); + *out = atoi( s ); + return present; +} + +qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ) { + char *s; + qboolean present; + + present = G_SpawnString( key, defaultString, &s ); + sscanf( s, "%f %f %f", &out[0], &out[1], &out[2] ); + return present; +} + + + +// +// fields are needed for spawning from the entity string +// +typedef enum { + F_INT, + F_FLOAT, + F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL + F_GSTRING, // string on disk, pointer in memory, TAG_GAME + F_VECTOR, + F_ANGLEHACK, + F_ENTITY, // index on disk, pointer in memory + F_ITEM, // index on disk, pointer in memory + F_CLIENT, // index on disk, pointer in memory + F_IGNORE +} fieldtype_t; + +typedef struct +{ + char *name; + int ofs; + fieldtype_t type; + int flags; +} field_t; + +field_t fields[] = { + {"classname", FOFS(classname), F_LSTRING}, + {"origin", FOFS(s.origin), F_VECTOR}, + {"model", FOFS(model), F_LSTRING}, + {"model2", FOFS(model2), F_LSTRING}, + {"spawnflags", FOFS(spawnflags), F_INT}, + {"speed", FOFS(speed), F_FLOAT}, + {"target", FOFS(target), F_LSTRING}, + {"targetname", FOFS(targetname), F_LSTRING}, + {"message", FOFS(message), F_LSTRING}, + {"team", FOFS(team), F_LSTRING}, + {"wait", FOFS(wait), F_FLOAT}, + {"random", FOFS(random), F_FLOAT}, + {"count", FOFS(count), F_INT}, + {"health", FOFS(health), F_INT}, + {"light", 0, F_IGNORE}, + {"dmg", FOFS(damage), F_INT}, + {"angles", FOFS(s.angles), F_VECTOR}, + {"angle", FOFS(s.angles), F_ANGLEHACK}, + {"targetShaderName", FOFS(targetShaderName), F_LSTRING}, + {"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING}, + + {NULL} +}; + + +typedef struct { + char *name; + void (*spawn)(gentity_t *ent); +} spawn_t; + +void SP_info_player_start (gentity_t *ent); +void SP_info_player_deathmatch (gentity_t *ent); +void SP_info_player_intermission (gentity_t *ent); +void SP_info_firstplace(gentity_t *ent); +void SP_info_secondplace(gentity_t *ent); +void SP_info_thirdplace(gentity_t *ent); +void SP_info_podium(gentity_t *ent); + +void SP_func_plat (gentity_t *ent); +void SP_func_static (gentity_t *ent); +void SP_func_rotating (gentity_t *ent); +void SP_func_bobbing (gentity_t *ent); +void SP_func_pendulum( gentity_t *ent ); +void SP_func_button (gentity_t *ent); +void SP_func_door (gentity_t *ent); +void SP_func_train (gentity_t *ent); +void SP_func_timer (gentity_t *self); + +void SP_trigger_always (gentity_t *ent); +void SP_trigger_multiple (gentity_t *ent); +void SP_trigger_push (gentity_t *ent); +void SP_trigger_teleport (gentity_t *ent); +void SP_trigger_hurt (gentity_t *ent); + +void SP_target_remove_powerups( gentity_t *ent ); +void SP_target_give (gentity_t *ent); +void SP_target_delay (gentity_t *ent); +void SP_target_speaker (gentity_t *ent); +void SP_target_print (gentity_t *ent); +void SP_target_laser (gentity_t *self); +void SP_target_character (gentity_t *ent); +void SP_target_score( gentity_t *ent ); +void SP_target_teleporter( gentity_t *ent ); +void SP_target_relay (gentity_t *ent); +void SP_target_kill (gentity_t *ent); +void SP_target_position (gentity_t *ent); +void SP_target_location (gentity_t *ent); +void SP_target_push (gentity_t *ent); + +void SP_light (gentity_t *self); +void SP_info_null (gentity_t *self); +void SP_info_notnull (gentity_t *self); +void SP_info_camp (gentity_t *self); +void SP_path_corner (gentity_t *self); + +void SP_misc_teleporter_dest (gentity_t *self); +void SP_misc_model(gentity_t *ent); +void SP_misc_portal_camera(gentity_t *ent); +void SP_misc_portal_surface(gentity_t *ent); + +void SP_shooter_rocket( gentity_t *ent ); +void SP_shooter_plasma( gentity_t *ent ); +void SP_shooter_grenade( gentity_t *ent ); + +void SP_team_CTF_redplayer( gentity_t *ent ); +void SP_team_CTF_blueplayer( gentity_t *ent ); + +void SP_team_CTF_redspawn( gentity_t *ent ); +void SP_team_CTF_bluespawn( gentity_t *ent ); + +#ifdef MISSIONPACK +void SP_team_blueobelisk( gentity_t *ent ); +void SP_team_redobelisk( gentity_t *ent ); +void SP_team_neutralobelisk( gentity_t *ent ); +#endif +void SP_item_botroam( gentity_t *ent ) {}; + +spawn_t spawns[] = { + // info entities don't do anything at all, but provide positional + // information for things controlled by other processes + {"info_player_start", SP_info_player_start}, + {"info_player_deathmatch", SP_info_player_deathmatch}, + {"info_player_intermission", SP_info_player_intermission}, + {"info_null", SP_info_null}, + {"info_notnull", SP_info_notnull}, // use target_position instead + {"info_camp", SP_info_camp}, + + {"func_plat", SP_func_plat}, + {"func_button", SP_func_button}, + {"func_door", SP_func_door}, + {"func_static", SP_func_static}, + {"func_rotating", SP_func_rotating}, + {"func_bobbing", SP_func_bobbing}, + {"func_pendulum", SP_func_pendulum}, + {"func_train", SP_func_train}, + {"func_group", SP_info_null}, + {"func_timer", SP_func_timer}, // rename trigger_timer? + + // Triggers are brush objects that cause an effect when contacted + // by a living player, usually involving firing targets. + // While almost everything could be done with + // a single trigger class and different targets, triggered effects + // could not be client side predicted (push and teleport). + {"trigger_always", SP_trigger_always}, + {"trigger_multiple", SP_trigger_multiple}, + {"trigger_push", SP_trigger_push}, + {"trigger_teleport", SP_trigger_teleport}, + {"trigger_hurt", SP_trigger_hurt}, + + // targets perform no action by themselves, but must be triggered + // by another entity + {"target_give", SP_target_give}, + {"target_remove_powerups", SP_target_remove_powerups}, + {"target_delay", SP_target_delay}, + {"target_speaker", SP_target_speaker}, + {"target_print", SP_target_print}, + {"target_laser", SP_target_laser}, + {"target_score", SP_target_score}, + {"target_teleporter", SP_target_teleporter}, + {"target_relay", SP_target_relay}, + {"target_kill", SP_target_kill}, + {"target_position", SP_target_position}, + {"target_location", SP_target_location}, + {"target_push", SP_target_push}, + + {"light", SP_light}, + {"path_corner", SP_path_corner}, + + {"misc_teleporter_dest", SP_misc_teleporter_dest}, + {"misc_model", SP_misc_model}, + {"misc_portal_surface", SP_misc_portal_surface}, + {"misc_portal_camera", SP_misc_portal_camera}, + + {"shooter_rocket", SP_shooter_rocket}, + {"shooter_grenade", SP_shooter_grenade}, + {"shooter_plasma", SP_shooter_plasma}, + + {"team_CTF_redplayer", SP_team_CTF_redplayer}, + {"team_CTF_blueplayer", SP_team_CTF_blueplayer}, + + {"team_CTF_redspawn", SP_team_CTF_redspawn}, + {"team_CTF_bluespawn", SP_team_CTF_bluespawn}, + +#ifdef MISSIONPACK + {"team_redobelisk", SP_team_redobelisk}, + {"team_blueobelisk", SP_team_blueobelisk}, + {"team_neutralobelisk", SP_team_neutralobelisk}, +#endif + {"item_botroam", SP_item_botroam}, + + {0, 0} +}; + +/* +=============== +G_CallSpawn + +Finds the spawn function for the entity and calls it, +returning qfalse if not found +=============== +*/ +qboolean G_CallSpawn( gentity_t *ent ) { + spawn_t *s; + gitem_t *item; + + if ( !ent->classname ) { + G_Printf ("G_CallSpawn: NULL classname\n"); + return qfalse; + } + + // check item spawn functions + for ( item=bg_itemlist+1 ; item->classname ; item++ ) { + if ( !strcmp(item->classname, ent->classname) ) { + G_SpawnItem( ent, item ); + return qtrue; + } + } + + // check normal spawn functions + for ( s=spawns ; s->name ; s++ ) { + if ( !strcmp(s->name, ent->classname) ) { + // found it + s->spawn(ent); + return qtrue; + } + } + G_Printf ("%s doesn't have a spawn function\n", ent->classname); + return qfalse; +} + +/* +============= +G_NewString + +Builds a copy of the string, translating \n to real linefeeds +so message texts can be multi-line +============= +*/ +char *G_NewString( const char *string ) { + char *newb, *new_p; + int i,l; + + l = strlen(string) + 1; + + newb = G_Alloc( l ); + + new_p = newb; + + // turn \n into a real linefeed + 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; +} + + + + +/* +=============== +G_ParseField + +Takes a key/value pair and sets the binary values +in a gentity +=============== +*/ +void G_ParseField( const char *key, const char *value, gentity_t *ent ) { + field_t *f; + byte *b; + float v; + vec3_t vec; + + for ( f=fields ; f->name ; f++ ) { + if ( !Q_stricmp(f->name, key) ) { + // found it + b = (byte *)ent; + + switch( f->type ) { + case F_LSTRING: + *(char **)(b+f->ofs) = G_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; + default: + case F_IGNORE: + break; + } + return; + } + } +} + + + + +/* +=================== +G_SpawnGEntityFromSpawnVars + +Spawn an entity and fill in all of the level fields from +level.spawnVars[], then call the class specfic spawn function +=================== +*/ +void G_SpawnGEntityFromSpawnVars( void ) { + int i; + gentity_t *ent; + char *s, *value, *gametypeName; + static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}; + + // get the next free entity + ent = G_Spawn(); + + for ( i = 0 ; i < level.numSpawnVars ; i++ ) { + G_ParseField( level.spawnVars[i][0], level.spawnVars[i][1], ent ); + } + + // check for "notsingle" flag + if ( g_gametype.integer == GT_SINGLE_PLAYER ) { + G_SpawnInt( "notsingle", "0", &i ); + if ( i ) { + G_FreeEntity( ent ); + return; + } + } + // check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER) + if ( g_gametype.integer >= GT_TEAM ) { + G_SpawnInt( "notteam", "0", &i ); + if ( i ) { + G_FreeEntity( ent ); + return; + } + } else { + G_SpawnInt( "notfree", "0", &i ); + if ( i ) { + G_FreeEntity( ent ); + return; + } + } + +#ifdef MISSIONPACK + G_SpawnInt( "notta", "0", &i ); + if ( i ) { + G_FreeEntity( ent ); + return; + } +#else + G_SpawnInt( "notq3a", "0", &i ); + if ( i ) { + G_FreeEntity( ent ); + return; + } +#endif + + if( G_SpawnString( "gametype", NULL, &value ) ) { + if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) { + gametypeName = gametypeNames[g_gametype.integer]; + + s = strstr( value, gametypeName ); + if( !s ) { + G_FreeEntity( ent ); + return; + } + } + } + + // move editor origin to pos + VectorCopy( ent->s.origin, ent->s.pos.trBase ); + VectorCopy( ent->s.origin, ent->r.currentOrigin ); + + // if we didn't get a classname, don't bother spawning anything + if ( !G_CallSpawn( ent ) ) { + G_FreeEntity( ent ); + } +} + + + +/* +==================== +G_AddSpawnVarToken +==================== +*/ +char *G_AddSpawnVarToken( const char *string ) { + int l; + char *dest; + + l = strlen( string ); + if ( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) { + G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" ); + } + + dest = level.spawnVarChars + level.numSpawnVarChars; + memcpy( dest, string, l+1 ); + + level.numSpawnVarChars += l + 1; + + return dest; +} + +/* +==================== +G_ParseSpawnVars + +Parses a brace bounded set of key / value pairs out of the +level's entity strings into level.spawnVars[] + +This does not actually spawn an entity. +==================== +*/ +qboolean G_ParseSpawnVars( void ) { + char keyname[MAX_TOKEN_CHARS]; + char com_token[MAX_TOKEN_CHARS]; + + level.numSpawnVars = 0; + level.numSpawnVarChars = 0; + + // parse the opening brace + if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) { + // end of spawn string + return qfalse; + } + if ( com_token[0] != '{' ) { + G_Error( "G_ParseSpawnVars: found %s when expecting {",com_token ); + } + + // go through all the key / value pairs + while ( 1 ) { + // parse key + if ( !trap_GetEntityToken( keyname, sizeof( keyname ) ) ) { + G_Error( "G_ParseSpawnVars: EOF without closing brace" ); + } + + if ( keyname[0] == '}' ) { + break; + } + + // parse value + if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) { + G_Error( "G_ParseSpawnVars: EOF without closing brace" ); + } + + if ( com_token[0] == '}' ) { + G_Error( "G_ParseSpawnVars: closing brace without data" ); + } + if ( level.numSpawnVars == MAX_SPAWN_VARS ) { + G_Error( "G_ParseSpawnVars: MAX_SPAWN_VARS" ); + } + level.spawnVars[ level.numSpawnVars ][0] = G_AddSpawnVarToken( keyname ); + level.spawnVars[ level.numSpawnVars ][1] = G_AddSpawnVarToken( com_token ); + level.numSpawnVars++; + } + + return qtrue; +} + + + +/*QUAKED worldspawn (0 0 0) ? + +Every map should have exactly one worldspawn. +"music" music wav file +"gravity" 800 is default gravity +"message" Text to print during connection process +*/ +void SP_worldspawn( void ) { + char *s; + + G_SpawnString( "classname", "", &s ); + if ( Q_stricmp( s, "worldspawn" ) ) { + G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" ); + } + + // make some data visible to connecting client + trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION ); + + trap_SetConfigstring( CS_LEVEL_START_TIME, va("%i", level.startTime ) ); + + G_SpawnString( "music", "", &s ); + trap_SetConfigstring( CS_MUSIC, s ); + + G_SpawnString( "message", "", &s ); + trap_SetConfigstring( CS_MESSAGE, s ); // map specific message + + trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day + + G_SpawnString( "gravity", "800", &s ); + trap_Cvar_Set( "g_gravity", s ); + + G_SpawnString( "enableDust", "0", &s ); + trap_Cvar_Set( "g_enableDust", s ); + + G_SpawnString( "enableBreath", "0", &s ); + trap_Cvar_Set( "g_enableBreath", s ); + + g_entities[ENTITYNUM_WORLD].s.number = ENTITYNUM_WORLD; + g_entities[ENTITYNUM_WORLD].classname = "worldspawn"; + + // see if we want a warmup time + trap_SetConfigstring( CS_WARMUP, "" ); + if ( g_restarted.integer ) { + trap_Cvar_Set( "g_restarted", "0" ); + level.warmupTime = 0; + } else if ( g_doWarmup.integer ) { // Turn it on + level.warmupTime = -1; + trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); + G_LogPrintf( "Warmup:\n" ); + } + +} + + +/* +============== +G_SpawnEntitiesFromString + +Parses textual entity definitions out of an entstring and spawns gentities. +============== +*/ +void G_SpawnEntitiesFromString( void ) { + // allow calls to G_Spawn*() + level.spawning = qtrue; + level.numSpawnVars = 0; + + // the worldspawn is not an actual entity, but it still + // has a "spawn" function to perform any global setup + // needed by a level (setting configstrings or cvars, etc) + if ( !G_ParseSpawnVars() ) { + G_Error( "SpawnEntities: no entities" ); + } + SP_worldspawn(); + + // parse ents + while( G_ParseSpawnVars() ) { + G_SpawnGEntityFromSpawnVars(); + } + + level.spawning = qfalse; // any future calls to G_Spawn*() will be errors +} + |