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-rw-r--r--code/game/g_spawn.c643
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diff --git a/code/game/g_spawn.c b/code/game/g_spawn.c
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+++ b/code/game/g_spawn.c
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+/*
+===========================================================================
+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 Quake III Arena source code; 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},
+
+ {NULL, 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
+}
+