From 7cc6c9cbe613b7022ad3b5ae1a8a9bd7811e5e6a Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Wed, 3 Jan 2001 22:43:20 +0000 Subject: 1.27 upgrade --- src/game/g_spawn.c | 635 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 635 insertions(+) create mode 100644 src/game/g_spawn.c (limited to 'src/game/g_spawn.c') diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c new file mode 100644 index 00000000..c0e2a9be --- /dev/null +++ b/src/game/g_spawn.c @@ -0,0 +1,635 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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); + +//TA: extra bits +void SP_info_droid_intermission (gentity_t *ent); +void SP_info_human_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 ); + +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}, + + //TA: extra bits + {"info_droid_intermission", SP_info_droid_intermission}, + {"info_human_intermission", SP_info_human_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}, + + {"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) ) { + //TA: don't allow items to spawn (atleast for the time being - might need to later?) + G_SpawnItem( ent, item ); + return qtrue; + //return qfalse; + } + } + + // 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 "notteam" / "notfree" flags + if ( g_gametype.integer == GT_SINGLE_PLAYER ) { + G_SpawnInt( "notsingle", "0", &i ); + if ( i ) { + G_FreeEntity( ent ); + return; + } + } + 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; + } + } + + 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_VARS" ); + } + + 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 +} + -- cgit