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|
// 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 OSML - Open Source Modification License v1.0 as
* described in the file COPYING which is distributed with this source
* code.
*
* 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.
*/
#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;
}
qboolean G_SpawnVector4( const char *key, const char *defaultString, float *out )
{
char *s;
qboolean present;
present = G_SpawnString( key, defaultString, &s );
sscanf( s, "%f %f %f %f", &out[ 0 ], &out[ 1 ], &out[ 2 ], &out[ 3 ] );
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_VECTOR4, //TA
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},
//TA
{"bounce", FOFS(physicsBounce), F_FLOAT},
{"alpha", FOFS(pos1), F_VECTOR},
{"radius", FOFS(pos2), F_VECTOR},
{"acceleration", FOFS(acceleration), F_VECTOR},
{"animation", FOFS(animation), F_VECTOR4},
//TA
{"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_alien_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 );
//TA:
void SP_misc_spriter( gentity_t *ent );
void SP_misc_anim_model( gentity_t *ent );
void SP_misc_light_flare( 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_alien_intermission", SP_info_alien_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},
{"misc_spriter", SP_misc_spriter},
{"misc_anim_model", SP_misc_anim_model},
{"misc_light_flare", SP_misc_light_flare},
{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;
buildable_t buildable;
if( !ent->classname )
{
G_Printf( "G_CallSpawn: NULL classname\n" );
return qfalse;
}
//check buildable spawn functions
if( ( buildable = BG_FindBuildNumForEntityName( ent->classname ) ) != BA_NONE )
{
G_SpawnBuildable( ent, buildable );
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;
vec4_t vec4;
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_VECTOR4:
sscanf( value, "%f %f %f %f", &vec4[ 0 ], &vec4[ 1 ], &vec4[ 2 ], &vec4[ 3 ] );
( (float *)( b + f->ofs ) )[ 0 ] = vec4[ 0 ];
( (float *)( b + f->ofs ) )[ 1 ] = vec4[ 1 ];
( (float *)( b + f->ofs ) )[ 2 ] = vec4[ 2 ];
( (float *)( b + f->ofs ) )[ 3 ] = vec4[ 3 ];
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 );
G_SpawnInt( "notq3a", "0", &i );
if( i )
{
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( "humanBuildPoints", "1000", &s );
trap_Cvar_Set( "g_humanBuildPoints", s );
G_SpawnString( "humanMaxStage", "2", &s );
trap_Cvar_Set( "g_humanMaxStage", s );
G_SpawnString( "humanStage2Threshold", "50", &s );
trap_Cvar_Set( "g_humanStage2Threshold", s );
G_SpawnString( "humanStage3Threshold", "100", &s );
trap_Cvar_Set( "g_humanStage3Threshold", s );
G_SpawnString( "alienBuildPoints", "1000", &s );
trap_Cvar_Set( "g_alienBuildPoints", s );
G_SpawnString( "alienMaxStage", "2", &s );
trap_Cvar_Set( "g_alienMaxStage", s );
G_SpawnString( "alienStage2Threshold", "50", &s );
trap_Cvar_Set( "g_alienStage2Threshold", s );
G_SpawnString( "alienStage3Threshold", "100", &s );
trap_Cvar_Set( "g_alienStage3Threshold", 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
}
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