rpg-x2/game/g_spawn.c
Walter Julius Hennecke d3685e16d2 Critical and minor bugfixes
- Fixed critical error in G_ParseField
- Made other minor bugfix

BIG ISSUES: RPG-X is now crashing to desktop without error when loading maps.
I have no clue whats the problem ...
2011-12-12 18:30:56 +01:00

894 lines
26 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "g_spawn.h"
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},
{"paintarget", FOFS(paintarget), F_LSTRING},
{"targetname", FOFS(targetname), F_LSTRING},
{"message", FOFS(message), F_LSTRING},
{"team", FOFS(team), F_LSTRING},
{"splashDamage", FOFS(splashDamage), F_INT},
{"splashRadius", FOFS(splashRadius), F_INT},
{"wait", FOFS(wait), F_FLOAT},
{"random", FOFS(random), F_FLOAT},
{"count", FOFS(count), F_INT},
{"material", FOFS(s.powerups), 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},
{"pos2", FOFS(pos2), F_VECTOR},
{"apos1", FOFS(apos1), F_VECTOR},
{"apos2", FOFS(apos2), F_VECTOR},
{"swapname", FOFS(swapname), F_LSTRING}, //RPG-X Modification | Phenix | 13/06/2004
{"truename", FOFS(truename), F_LSTRING},
{"falsename", FOFS(falsename), F_LSTRING},
{"truetarget", FOFS(truetarget), F_LSTRING},
{"falsetarget", FOFS(falsetarget), F_LSTRING},
{"booleanstate", FOFS(booleanstate), F_INT},
{"distance", FOFS(distance), F_FLOAT}, // VALKYRIE: for rotating doors
{"targetname2", FOFS(targetname2), F_LSTRING },
{"bluename", FOFS(bluename), F_LSTRING},
{"greensnd", FOFS(greensound), F_LSTRING},
{"yellowsnd", FOFS(yellowsound), F_LSTRING},
{"redsnd", FOFS(redsound), F_LSTRING},
{"bluesnd", FOFS(bluesound), F_LSTRING},
{"targetShaderName", FOFS(targetShaderName), F_LSTRING},
{"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
#ifdef G_LUA
{"luaThink", FOFS(luaThink), F_LSTRING},
{"luaTouch", FOFS(luaTouch), F_LSTRING},
{"luaUse", FOFS(luaUse), F_LSTRING},
{"luaHurt", FOFS(luaHurt), F_LSTRING},
{"luaDie", FOFS(luaDie), F_LSTRING},
{"luaFree", FOFS(luaFree), F_LSTRING},
{"luaTrigger", FOFS(luaTrigger), F_LSTRING},
{"luaReached", FOFS(luaReached), F_LSTRING},
{"luaReachedAngular", FOFS(luaReachedAngular), F_LSTRING},
{"luaSpawn", FOFS(luaSpawn), F_LSTRING},
{"luaParm1", FOFS(luaParm1), F_LSTRING},
{"luaParm2", FOFS(luaParm2), F_LSTRING},
{"luaParm3", FOFS(luaParm3), F_LSTRING},
{"luaParm4", FOFS(luaParm4), F_LSTRING},
{"luaEntity", FOFS(luaEntity), F_INT},
#endif
{"startRGBA", FOFS(startRGBA), F_VECTOR4},
{"finalRGBA", FOFS(finalRGBA), F_VECTOR4},
{NULL}
};
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 ( !strcmp( 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;
int i;
present = G_SpawnString( key, defaultString, &s );
i = sscanf( s, "%f %f %f", &out[0], &out[1], &out[2] );
return present;
}
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_forcefield (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_usable (gentity_t *self);
void SP_func_breakable (gentity_t *self);
void SP_func_door_rotating (gentity_t *ent);
//void SP_func_roff_mover (gentity_t *ent);
void SP_func_brushmodel(gentity_t *ent); // for brushmodel hijacking :D
void SP_func_lightchange(gentity_t *ent); // "toggling" light
void SP_func_targetmover(gentity_t *ent);
void SP_func_stasis_door(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_trigger_transporter (gentity_t *ent);
void SP_trigger_radiation( 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_target_counter (gentity_t *self);
void SP_target_objective (gentity_t *self);
void SP_target_boolean (gentity_t *ent); //RPG-X | Phenix | 13/06/2004
void SP_target_gravity (gentity_t *ent); //RPG-X | Phenix | 13/06/2004
void SP_target_shake (gentity_t *ent); //RPG-X | Phenix | 16/11/2004
void SP_target_evosuit (gentity_t *ent); //RPG-X | Phenix | 16/11/2004
void SP_target_turbolift ( gentity_t *ent); //RPG-X | TiM
void SP_target_doorLock ( gentity_t *ent); //RPG-X | GSIO01 | 08/05/2009
void SP_target_repair ( gentity_t *ent); //RPG-X | GSIO01 | 09/05/2009
void SP_target_alert(gentity_t *ent); //RPG-X | GSIO01 | 11/05/2009
void SP_target_warp(gentity_t *ent); //RPG-X | GSIO01 | 19/05/2009
void SP_target_deactivate(gentity_t *ent);
void SP_target_serverchange(gentity_t *ent);
void SP_target_levelchange(gentity_t *ent);
#ifdef XTRA
void SP_target_shaderremap(gentity_t *ent);
#endif
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_model_breakable(gentity_t *ent);
void SP_misc_portal_camera(gentity_t *ent);
void SP_misc_portal_surface(gentity_t *ent);
void SP_misc_turret(gentity_t *base);
void SP_laser_arm(gentity_t *base);
void SP_misc_ammo_station( 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_shooter_torpedo( 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_func_door_rotating( gentity_t *ent ); // VALKYRIE: for rotating doors
// extra Trek stuff
void SP_fx_spark ( gentity_t *ent );
void SP_fx_steam ( gentity_t *ent );
void SP_fx_bolt ( gentity_t *ent );
void SP_fx_transporter( gentity_t *ent );
void SP_fx_drip( gentity_t *ent );
//RPG-X - TiM: SP ripped visual FX
void SP_fx_fountain ( gentity_t *ent );
void SP_fx_surface_explosion ( gentity_t *ent );
void SP_fx_blow_chunks( gentity_t *ent );
void SP_fx_smoke( gentity_t *ent );
void SP_fx_electrical_explosion( gentity_t *ent );
//RPG-X | RPG-X | 09/05/2009: additional Trek fx
void SP_fx_phaser(gentity_t *ent);
void SP_fx_torpedo( gentity_t *ent );
//RPG-X | RPG-X | 01/07/2009: additional fx
void SP_fx_particleFire(gentity_t *ent);
void SP_fx_fire(gentity_t *ent);
// Additional ports from SP by Harry Young
void SP_fx_cooking_steam( gentity_t *ent );
void SP_fx_electricfire( gentity_t *ent );
void SP_fx_forge_bolt( gentity_t *ent );
void SP_fx_plasma( gentity_t *ent );
void SP_fx_stream( gentity_t *ent );
void SP_fx_transporter_stream( gentity_t *ent );
void SP_fx_explosion_trail( gentity_t *ent );
void SP_fx_borg_energy_beam( gentity_t *ent );
void SP_fx_shimmery_thing( gentity_t *ent );
void SP_fx_borg_bolt( gentity_t *ent );
// new mover
void SP_func_mover(gentity_t *ent);
void SP_path_point(gentity_t *ent);
// ui entities
void SP_ui_transporter(gentity_t *ent);
void SP_ui_holodeck(gentity_t *ent);
// cinematic entities
void SP_cinematic_camera(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},
{"NPC_BioHulk", SP_info_player_start},
{"NPC_starfleet", SP_info_player_start},
{"NPC_starfleet_random", SP_info_player_start},
{"NPC_Tuvok", SP_info_player_start},
{"NPC_Kim", SP_info_player_start},
{"NPC_Doctor", SP_info_player_start},
{"NPC_Paris", SP_info_player_start},
{"NPC_Torres", SP_info_player_start},
{"NPC_Janeway", SP_info_player_start},
{"NPC_Seven", SP_info_player_start},
{"NPC_Chakotay", SP_info_player_start},
{"NPC_Neelix", SP_info_player_start},
{"NPC_Vorik", SP_info_player_start},
{"NPC_Foster", SP_info_player_start},
{"NPC_Munro", SP_info_player_start},
{"NPC_MunroScav", SP_info_player_start},
{"NPC_Telsia", SP_info_player_start},
{"NPC_Biessman", SP_info_player_start},
{"NPC_Chang", SP_info_player_start},
{"NPC_Chell", SP_info_player_start},
{"NPC_Jurot", SP_info_player_start},
{"NPC_borg", SP_info_player_start},
{"NPC_klingon", SP_info_player_start},
{"NPC_Malon", SP_info_player_start},
{"NPC_Hirogen", SP_info_player_start},
{"NPC_Hirogen_Alpha", SP_info_player_start},
{"NPC_Imperial", SP_info_player_start},
{"NPC_Imperial_Blue", SP_info_player_start},
{"NPC_Imperial_Gold", SP_info_player_start},
{"NPC_Imperial_Raider", SP_info_player_start},
{"NPC_Stasis", SP_info_player_start},
{"NPC_Species8472", SP_info_player_start},
{"NPC_Reaver", SP_info_player_start},
{"NPC_ReaverGuard", SP_info_player_start},
{"NPC_Avatar", SP_info_player_start},
{"NPC_Vohrsoth", SP_info_player_start},
{"NPC_Desperado", SP_info_player_start},
{"NPC_Paladin", SP_info_player_start},
{"NPC_ChaoticaGuard", SP_info_player_start},
{"NPC_Chaotica", SP_info_player_start},
{"NPC_CaptainProton", SP_info_player_start},
{"NPC_SatansRobot", SP_info_player_start},
{"NPC_Buster", SP_info_player_start},
{"NPC_Goodheart", SP_info_player_start},
/* {"NPC_Parasite", SP_info_player_start},
{"NPC_Headbot", SP_info_player_start},
{"NPC_scoutbot", SP_info_player_start},
{"NPC_HKbot", SP_info_player_start},
{"NPC_Harvester", SP_info_player_start},
{"NPC_HunterSeeker", SP_info_player_start},
{"NPC_warriorbot", SP_info_player_start},
{"NPC_spawner", 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_forcefield", SP_func_forcefield},
{"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_usable", SP_func_usable},
{"func_breakable", SP_func_breakable},
{"func_door_rotating", SP_func_door_rotating},
//{"func_roff_mover", SP_func_roff_mover},
{"func_brushmodel", SP_func_brushmodel}, // Hijack me haha
{"func_lightchange", SP_func_lightchange},
{"func_targetmover", SP_func_targetmover},
{"func_stasis_door", SP_func_stasis_door},
// 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},
{"trigger_transporter", SP_trigger_transporter},
{"trigger_radiation", SP_trigger_radiation},
// 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},
{"target_counter", SP_target_counter},
{"target_objective", SP_target_objective},
{"target_boolean", SP_target_boolean}, // RPG-X | Phenix | 13/06/2004
{"target_gravity", SP_target_gravity}, //RPG-X Phenix/J2J 03/08/04
{"target_shake", SP_target_shake}, //RPG-X Phenix/J2J 16/11/04
{"target_evosuit", SP_target_evosuit}, //RPG-X Phenix/J2J 16/11/04 - RedTechie: Fixed a typo you have evo suit pointing to shake function
{"target_turbolift", SP_target_turbolift},
{"target_doorlock", SP_target_doorLock}, //RPG-X | GSIO01 | 08/05/2009
{"target_repair", SP_target_repair}, //RPG-X | GSIO01 | 09/05/2009
{"target_alert", SP_target_alert}, //RPG-X | GSIO01
{"target_warp", SP_target_warp}, //RPG-X | GSIO01 | 19/05/2009
{"target_deactivate", SP_target_deactivate},
{"target_serverchange", SP_target_serverchange},
{"target_levelchange", SP_target_levelchange},
#ifdef XTRA
{"target_shaderremap", SP_target_shaderremap},
#endif
{"light", SP_light},
{"path_corner", SP_path_corner},
{"misc_teleporter_dest", SP_misc_teleporter_dest},
{"misc_model", SP_misc_model},
{"misc_model_breakable", SP_misc_model_breakable},
{"misc_portal_surface", SP_misc_portal_surface},
{"misc_portal_camera", SP_misc_portal_camera},
{"misc_turret", SP_misc_turret},
{"misc_laser", SP_laser_arm},
{"misc_ammo_station", SP_misc_ammo_station},
{"shooter_rocket", SP_shooter_rocket},
{"shooter_grenade", SP_shooter_grenade},
{"shooter_plasma", SP_shooter_plasma},
{"shooter_torpedo", SP_shooter_torpedo},
{"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},
//{"func_door_rotating", SP_func_door_rotating}, // VALKYRIE: for rotating doors
// extra Trek stuff
{"fx_spark", SP_fx_spark},
{"fx_steam", SP_fx_steam},
{"fx_bolt", SP_fx_bolt},
{"fx_transporter", SP_fx_transporter},
{"fx_drip", SP_fx_drip},
{"fx_fountain", SP_fx_fountain},
{"fx_surface_explosion", SP_fx_surface_explosion },
{"fx_blow_chunks", SP_fx_blow_chunks },
{"fx_smoke", SP_fx_smoke },
{"fx_electrical_explosion", SP_fx_electrical_explosion },
{"fx_phaser", SP_fx_phaser},
{"fx_torpedo", SP_fx_torpedo},
{"fx_particle_fire", SP_fx_particleFire},
{"fx_fire", SP_fx_fire},
// Additional ports from SP by Harry Young
{"fx_cooking_steam", SP_fx_cooking_steam},
{"fx_elecfire", SP_fx_electricfire},
{"fx_forge_bolt", SP_fx_forge_bolt},
{"fx_plasma", SP_fx_plasma},
{"fx_energy_stream", SP_fx_stream},
{"fx_transporter_stream", SP_fx_transporter_stream},
{"fx_explosion_trail", SP_fx_explosion_trail},
{"fx_borg_energy_beam", SP_fx_borg_energy_beam},
{"fx_shimmery_thing", SP_fx_shimmery_thing},
{"fx_borg_bolt", SP_fx_borg_bolt},
{"func_mover", SP_func_mover},
{"path_point", SP_path_point},
// ui entities
{"ui_transporter", SP_ui_transporter},
{"ui_holodeck", SP_ui_holodeck},
{"ref_tag", SP_info_notnull},
// cinematic entities
{"cinematic_camera", SP_cinematic_camera},
{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) )
{ // found it
if( item->giType == IT_TEAM && g_gametype.integer != GT_CTF )
{
return qfalse;
}
G_SpawnItem( ent, item );
#ifdef G_LUA
if(ent->luaSpawn)
{
LuaHook_G_EntitySpawn(ent->luaSpawn, ent->s.number);
}
#endif
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;
}
}
if ( Q_stricmp( "item_botroam", ent->classname ) != 0 )
{//suppress error message about botroams as those are actually valid
G_Printf ("%s doesn't have a spawn function\n", ent->classname);
}
#ifdef G_LUA
if(ent->luaSpawn)
{
LuaHook_G_EntitySpawn(ent->luaSpawn, ent->s.number);
}
#endif
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
===============
*/
qboolean G_ParseField( const char *key, const char *value, gentity_t *ent ) {
field_t *f;
byte *b;
float v;
vec3_t vec;
vec4_t vec4;
int i;
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:
i = 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:
i = sscanf (value, "%f %f %f %f", &vec4[0], &vec[1], &vec[2], &vec[3]);
((float *)(b+f->ofs))[0] = vec4[0];
((float *)(b+f->ofs))[0] = vec4[1];
((float *)(b+f->ofs))[0] = vec4[2];
((float *)(b+f->ofs))[0] = 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:
return qfalse;
break;
}
return qtrue;
}
}
return qfalse;
}
/*
===================
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"};
// 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", "", &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 ) ) ) {
Com_Printf( S_COLOR_RED "G_ParseSpawnVars: Keyname - %s\n", keyname );
G_Error( "G_ParseSpawnVars: EOF without closing brace" );
}
if ( keyname[0] == '}' ) {
break;
}
// parse value
if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
Com_Printf( S_COLOR_RED "G_ParseSpawnVars: Token - %s\n", 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" path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3")
"gravity" 800 is default gravity
"message" Text to print during connection process
fraglimit - overrides server's limit
capturelimit - overrides server's capturelimit (use with team AddScores)
timelimit - overrides server's timelimit
timelimitWinningTeam - "red" or "blue" - this team will win when the timelimit runs out
*/
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
trap_SetConfigstring( CS_CON_FAIL, rpg_passMessage.string );
G_SpawnString( "gravity", "800", &s );
trap_Cvar_Set( "g_gravity", s );
//FIXME: in some cases, want to carry over from previous running of this map
G_SpawnString( "fraglimit", "0", &s );
if ( s && atoi(s) != 0 )
{
trap_Cvar_Set( "fraglimit", s );
}
G_SpawnString( "capturelimit", "0", &s );
if ( s && atoi(s) != 0 )
{
trap_Cvar_Set( "capturelimit", s );
}
G_SpawnString( "timelimit", "0", &s );
if ( s && atoi(s) != 0 )
{
trap_Cvar_Set( "timelimit", s );
}
G_SpawnString( "timelimitWinningTeam", "", &s );
if ( s )
{
trap_Cvar_Set( "timelimitWinningTeam", 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 && (g_gametype.integer != GT_SINGLE_PLAYER)) { // Turn it on
//RPG-X: RedTechie - No warm up!
level.warmupTime = 0;
/*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
}