// Copyright (C) 1999-2000 Id Software, Inc. // #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}, {"teamnodmg", FOFS(teamnodmg), F_INT}, {"roffname", FOFS(roffname), F_LSTRING}, {"rofftarget", FOFS(rofftarget), 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_imperial (gentity_t *ent); void SP_info_player_rebel (gentity_t *ent); void SP_info_player_intermission (gentity_t *ent); void SP_info_jedimaster_start (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_info_saga_objective (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_func_breakable (gentity_t *ent); void SP_func_glass (gentity_t *ent); void SP_func_usable( gentity_t *ent); 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_G2model(gentity_t *ent); void SP_misc_portal_camera(gentity_t *ent); void SP_misc_portal_surface(gentity_t *ent); void SP_misc_shield_floor_unit( gentity_t *ent ); void SP_misc_model_shield_power_converter( gentity_t *ent ); void SP_misc_model_ammo_power_converter( gentity_t *ent ); void SP_misc_model_health_power_converter( gentity_t *ent ); void SP_fx_runner( gentity_t *ent ); void SP_misc_holocron(gentity_t *ent); void SP_shooter_blaster( 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 ) { } void SP_emplaced_gun( 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_imperial", SP_info_player_imperial}, {"info_player_rebel", SP_info_player_rebel}, {"info_player_intermission", SP_info_player_intermission}, {"info_jedimaster_start", SP_info_jedimaster_start}, {"info_null", SP_info_null}, {"info_notnull", SP_info_notnull}, // use target_position instead {"info_camp", SP_info_camp}, {"info_saga_objective", SP_info_saga_objective}, {"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? {"func_breakable", SP_func_breakable}, {"func_glass", SP_func_glass}, {"func_usable", SP_func_usable}, // 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_G2model", SP_misc_G2model}, {"misc_portal_surface", SP_misc_portal_surface}, {"misc_portal_camera", SP_misc_portal_camera}, {"misc_shield_floor_unit", SP_misc_shield_floor_unit}, {"misc_model_shield_power_converter", SP_misc_model_shield_power_converter}, {"misc_model_ammo_power_converter", SP_misc_model_ammo_power_converter}, {"misc_model_health_power_converter", SP_misc_model_health_power_converter}, {"fx_runner", SP_fx_runner}, {"misc_holocron", SP_misc_holocron}, {"shooter_blaster", SP_shooter_blaster}, {"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}, {"emplaced_gun", SP_emplaced_gun}, {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", "holocron", "jedimaster", "duel", "single", "team", "saga", "ctf", "cty"}; // 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; } } G_SpawnInt( "notta", "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_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; } static char *defaultStyles[32][3] = { { // 0 normal "z", "z", "z" }, { // 1 FLICKER (first variety) "mmnmmommommnonmmonqnmmo", "mmnmmommommnonmmonqnmmo", "mmnmmommommnonmmonqnmmo" }, { // 2 SLOW STRONG PULSE "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcb", "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcb", "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcb" }, { // 3 CANDLE (first variety) "mmmmmaaaaammmmmaaaaaabcdefgabcdefg", "mmmmmaaaaammmmmaaaaaabcdefgabcdefg", "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" }, { // 4 FAST STROBE "mamamamamama", "mamamamamama", "mamamamamama" }, { // 5 GENTLE PULSE 1 "jklmnopqrstuvwxyzyxwvutsrqponmlkj", "jklmnopqrstuvwxyzyxwvutsrqponmlkj", "jklmnopqrstuvwxyzyxwvutsrqponmlkj" }, { // 6 FLICKER (second variety) "nmonqnmomnmomomno", "nmonqnmomnmomomno", "nmonqnmomnmomomno" }, { // 7 CANDLE (second variety) "mmmaaaabcdefgmmmmaaaammmaamm", "mmmaaaabcdefgmmmmaaaammmaamm", "mmmaaaabcdefgmmmmaaaammmaamm" }, { // 8 CANDLE (third variety) "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa", "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa", "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa" }, { // 9 SLOW STROBE (fourth variety) "aaaaaaaazzzzzzzz", "aaaaaaaazzzzzzzz", "aaaaaaaazzzzzzzz" }, { // 10 FLUORESCENT FLICKER "mmamammmmammamamaaamammma", "mmamammmmammamamaaamammma", "mmamammmmammamamaaamammma" }, { // 11 SLOW PULSE NOT FADE TO BLACK "abcdefghijklmnopqrrqponmlkjihgfedcba", "abcdefghijklmnopqrrqponmlkjihgfedcba", "abcdefghijklmnopqrrqponmlkjihgfedcba" }, { // 12 FAST PULSE FOR JEREMY "mkigegik", "mkigegik", "mkigegik" }, { // 13 Test Blending "abcdefghijklmqrstuvwxyz", "zyxwvutsrqmlkjihgfedcba", "aammbbzzccllcckkffyyggp" }, { // 14 "", "", "" }, { // 15 "", "", "" }, { // 16 "", "", "" }, { // 17 "", "", "" }, { // 18 "", "", "" }, { // 19 "", "", "" }, { // 20 "", "", "" }, { // 21 "", "", "" }, { // 22 "", "", "" }, { // 23 "", "", "" }, { // 24 "", "", "" }, { // 25 "", "", "" }, { // 26 "", "", "" }, { // 27 "", "", "" }, { // 28 "", "", "" }, { // 29 "", "", "" }, { // 30 "", "", "" }, { // 31 "", "", "" } }; void *precachedKyle = 0; /*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 *text, temp[32]; int i; int lengthRed, lengthBlue, lengthGreen; G_SpawnString( "classname", "", &text ); if ( Q_stricmp( text, "worldspawn" ) ) { G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" ); } //The server will precache the standard model and animations, so that there is no hit //when the first client connnects. if (!BGPAFtextLoaded) { BG_ParseAnimationFile("models/players/_humanoid/animation.cfg"); } if (!precachedKyle) { trap_G2API_InitGhoul2Model(&precachedKyle, "models/players/kyle/model.glm", 0, 0, -20, 0, 0); } if (!g2SaberInstance) { trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0); if (g2SaberInstance) { // indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0); // now set up the gun bolt on it trap_G2API_AddBolt(g2SaberInstance, 0, "*flash"); } } // 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", "", &text ); trap_SetConfigstring( CS_MUSIC, text ); G_SpawnString( "message", "", &text ); trap_SetConfigstring( CS_MESSAGE, text ); // map specific message trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day G_SpawnString( "gravity", "800", &text ); trap_Cvar_Set( "g_gravity", text ); G_SpawnString( "enableDust", "0", &text ); trap_Cvar_Set( "g_enableDust", text ); G_SpawnString( "enableBreath", "0", &text ); trap_Cvar_Set( "g_enableBreath", text ); 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" ); } trap_SetConfigstring(CS_LIGHT_STYLES+(LS_STYLES_START*3)+0, defaultStyles[0][0]); trap_SetConfigstring(CS_LIGHT_STYLES+(LS_STYLES_START*3)+1, defaultStyles[0][1]); trap_SetConfigstring(CS_LIGHT_STYLES+(LS_STYLES_START*3)+2, defaultStyles[0][2]); for(i=1;i