mirror of
https://github.com/UberGames/RPG-X2.git
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f69ff3a240
Going to open an issue here. Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
892 lines
26 KiB
C
892 lines
26 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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#include "g_spawn.h"
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field_t fields[] = {
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{"classname", FOFS(classname), F_LSTRING},
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{"origin", FOFS(s.origin), F_VECTOR},
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{"model", FOFS(model), F_LSTRING},
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{"model2", FOFS(model2), F_LSTRING},
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{"spawnflags", FOFS(spawnflags), F_INT},
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{"speed", FOFS(speed), F_FLOAT},
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{"target", FOFS(target), F_LSTRING},
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{"paintarget", FOFS(paintarget), F_LSTRING},
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{"targetname", FOFS(targetname), F_LSTRING},
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{"message", FOFS(message), F_LSTRING},
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{"team", FOFS(team), F_LSTRING},
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{"splashDamage", FOFS(splashDamage), F_INT},
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{"splashRadius", FOFS(splashRadius), F_INT},
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{"wait", FOFS(wait), F_FLOAT},
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{"random", FOFS(random), F_FLOAT},
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{"count", FOFS(count), F_INT},
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{"material", FOFS(s.powerups), F_INT},
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{"health", FOFS(health), F_INT},
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{"light", 0, F_IGNORE},
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{"dmg", FOFS(damage), F_INT},
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{"angles", FOFS(s.angles), F_VECTOR},
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{"angle", FOFS(s.angles), F_ANGLEHACK},
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{"pos2", FOFS(pos2), F_VECTOR},
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{"apos1", FOFS(apos1), F_VECTOR},
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{"apos2", FOFS(apos2), F_VECTOR},
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{"swapname", FOFS(swapname), F_LSTRING}, //RPG-X Modification | Phenix | 13/06/2004
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{"truename", FOFS(truename), F_LSTRING},
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{"falsename", FOFS(falsename), F_LSTRING},
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{"truetarget", FOFS(truetarget), F_LSTRING},
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{"falsetarget", FOFS(falsetarget), F_LSTRING},
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{"booleanstate", FOFS(booleanstate), F_INT},
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{"distance", FOFS(distance), F_FLOAT}, // VALKYRIE: for rotating doors
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{"targetname2", FOFS(targetname2), F_LSTRING },
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{"bluename", FOFS(bluename), F_LSTRING},
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{"greensnd", FOFS(greensound), F_LSTRING},
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{"yellowsnd", FOFS(yellowsound), F_LSTRING},
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{"redsnd", FOFS(redsound), F_LSTRING},
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{"bluesnd", FOFS(bluesound), F_LSTRING},
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{"targetShaderName", FOFS(targetShaderName), F_LSTRING},
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{"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
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#ifdef G_LUA
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{"luaThink", FOFS(luaThink), F_LSTRING},
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{"luaTouch", FOFS(luaTouch), F_LSTRING},
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{"luaUse", FOFS(luaUse), F_LSTRING},
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{"luaHurt", FOFS(luaHurt), F_LSTRING},
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{"luaDie", FOFS(luaDie), F_LSTRING},
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{"luaFree", FOFS(luaFree), F_LSTRING},
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{"luaTrigger", FOFS(luaTrigger), F_LSTRING},
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{"luaReached", FOFS(luaReached), F_LSTRING},
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{"luaReachedAngular", FOFS(luaReachedAngular), F_LSTRING},
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{"luaSpawn", FOFS(luaSpawn), F_LSTRING},
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{"luaParm1", FOFS(luaParm1), F_LSTRING},
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{"luaParm2", FOFS(luaParm2), F_LSTRING},
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{"luaParm3", FOFS(luaParm3), F_LSTRING},
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{"luaParm4", FOFS(luaParm4), F_LSTRING},
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{"luaEntity", FOFS(luaEntity), F_INT},
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#endif
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{"startRGBA", FOFS(startRGBA), F_VECTOR4},
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{"finalRGBA", FOFS(finalRGBA), F_VECTOR4},
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{NULL}
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};
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qboolean G_SpawnString( const char *key, const char *defaultString, char **out ) {
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int i;
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if ( !level.spawning ) {
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*out = (char *)defaultString;
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// G_Error( "G_SpawnString() called while not spawning" );
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}
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for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
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if ( !strcmp( key, level.spawnVars[i][0] ) ) {
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*out = level.spawnVars[i][1];
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return qtrue;
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}
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}
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*out = (char *)defaultString;
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return qfalse;
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}
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qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ) {
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char *s;
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qboolean present;
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present = G_SpawnString( key, defaultString, &s );
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*out = atof( s );
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return present;
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}
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qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ) {
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char *s;
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qboolean present;
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present = G_SpawnString( key, defaultString, &s );
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*out = atoi( s );
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return present;
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}
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qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ) {
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char *s;
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qboolean present;
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int i;
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present = G_SpawnString( key, defaultString, &s );
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i = sscanf( s, "%f %f %f", &out[0], &out[1], &out[2] );
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return present;
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}
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typedef struct {
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char *name;
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void (*spawn)(gentity_t *ent);
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} spawn_t;
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void SP_info_player_start (gentity_t *ent);
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void SP_info_player_deathmatch (gentity_t *ent);
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void SP_info_player_intermission (gentity_t *ent);
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void SP_info_firstplace(gentity_t *ent);
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void SP_info_secondplace(gentity_t *ent);
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void SP_info_thirdplace(gentity_t *ent);
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void SP_info_podium(gentity_t *ent);
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void SP_func_plat (gentity_t *ent);
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void SP_func_forcefield (gentity_t *ent);
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void SP_func_static (gentity_t *ent);
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void SP_func_rotating (gentity_t *ent);
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void SP_func_bobbing (gentity_t *ent);
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void SP_func_pendulum( gentity_t *ent );
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void SP_func_button (gentity_t *ent);
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void SP_func_door (gentity_t *ent);
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void SP_func_train (gentity_t *ent);
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void SP_func_timer (gentity_t *self);
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void SP_func_usable (gentity_t *self);
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void SP_func_breakable (gentity_t *self);
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void SP_func_door_rotating (gentity_t *ent);
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//void SP_func_roff_mover (gentity_t *ent);
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void SP_func_brushmodel(gentity_t *ent); // for brushmodel hijacking :D
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void SP_func_lightchange(gentity_t *ent); // "toggling" light
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void SP_func_targetmover(gentity_t *ent);
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void SP_func_stasis_door(gentity_t *ent);
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void SP_trigger_always (gentity_t *ent);
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void SP_trigger_multiple (gentity_t *ent);
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void SP_trigger_push (gentity_t *ent);
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void SP_trigger_teleport (gentity_t *ent);
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void SP_trigger_hurt (gentity_t *ent);
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void SP_trigger_transporter (gentity_t *ent);
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void SP_trigger_radiation( gentity_t *ent );
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void SP_target_remove_powerups( gentity_t *ent );
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void SP_target_give (gentity_t *ent);
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void SP_target_delay (gentity_t *ent);
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void SP_target_speaker (gentity_t *ent);
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void SP_target_print (gentity_t *ent);
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void SP_target_laser (gentity_t *self);
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void SP_target_character (gentity_t *ent);
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void SP_target_score( gentity_t *ent );
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void SP_target_teleporter( gentity_t *ent );
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void SP_target_relay (gentity_t *ent);
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void SP_target_kill (gentity_t *ent);
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void SP_target_position (gentity_t *ent);
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void SP_target_location (gentity_t *ent);
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void SP_target_push (gentity_t *ent);
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void SP_target_counter (gentity_t *self);
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void SP_target_objective (gentity_t *self);
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void SP_target_boolean (gentity_t *ent); //RPG-X | Phenix | 13/06/2004
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void SP_target_gravity (gentity_t *ent); //RPG-X | Phenix | 13/06/2004
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void SP_target_shake (gentity_t *ent); //RPG-X | Phenix | 16/11/2004
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void SP_target_evosuit (gentity_t *ent); //RPG-X | Phenix | 16/11/2004
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void SP_target_turbolift ( gentity_t *ent); //RPG-X | TiM
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void SP_target_doorLock ( gentity_t *ent); //RPG-X | GSIO01 | 08/05/2009
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void SP_target_repair ( gentity_t *ent); //RPG-X | GSIO01 | 09/05/2009
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void SP_target_alert(gentity_t *ent); //RPG-X | GSIO01 | 11/05/2009
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void SP_target_warp(gentity_t *ent); //RPG-X | GSIO01 | 19/05/2009
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void SP_target_deactivate(gentity_t *ent);
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void SP_target_serverchange(gentity_t *ent);
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void SP_target_levelchange(gentity_t *ent);
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#ifdef XTRA
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void SP_target_shaderremap(gentity_t *ent);
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#endif
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void SP_light (gentity_t *self);
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void SP_info_null (gentity_t *self);
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void SP_info_notnull (gentity_t *self);
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void SP_info_camp (gentity_t *self);
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void SP_path_corner (gentity_t *self);
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void SP_misc_teleporter_dest (gentity_t *self);
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void SP_misc_model(gentity_t *ent);
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void SP_misc_model_breakable(gentity_t *ent);
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void SP_misc_portal_camera(gentity_t *ent);
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void SP_misc_portal_surface(gentity_t *ent);
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void SP_misc_turret(gentity_t *base);
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void SP_misc_ammo_station( gentity_t *ent );
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void SP_shooter_rocket( gentity_t *ent );
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void SP_shooter_plasma( gentity_t *ent );
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void SP_shooter_grenade( gentity_t *ent );
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void SP_shooter_torpedo( gentity_t *ent );
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void SP_team_CTF_redplayer( gentity_t *ent );
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void SP_team_CTF_blueplayer( gentity_t *ent );
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void SP_team_CTF_redspawn( gentity_t *ent );
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void SP_team_CTF_bluespawn( gentity_t *ent );
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//void SP_func_door_rotating( gentity_t *ent ); // VALKYRIE: for rotating doors
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// extra Trek stuff
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void SP_fx_spark ( gentity_t *ent );
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void SP_fx_steam ( gentity_t *ent );
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void SP_fx_bolt ( gentity_t *ent );
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void SP_fx_transporter( gentity_t *ent );
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void SP_fx_drip( gentity_t *ent );
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//RPG-X - TiM: SP ripped visual FX
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void SP_fx_fountain ( gentity_t *ent );
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void SP_fx_surface_explosion ( gentity_t *ent );
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void SP_fx_blow_chunks( gentity_t *ent );
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void SP_fx_smoke( gentity_t *ent );
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void SP_fx_electrical_explosion( gentity_t *ent );
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//RPG-X | RPG-X | 09/05/2009: additional Trek fx
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void SP_fx_phaser(gentity_t *ent);
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void SP_fx_torpedo( gentity_t *ent );
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//RPG-X | RPG-X | 01/07/2009: additional fx
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void SP_fx_particleFire(gentity_t *ent);
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void SP_fx_fire(gentity_t *ent);
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// Additional ports from SP by Harry Young
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//void SP_fx_cooking_steam( gentity_t *ent );
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//void SP_fx_electricfire( gentity_t *ent );
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//void SP_fx_forge_bolt( gentity_t *ent );
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//void SP_fx_plasma( gentity_t *ent );
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//void SP_fx_stream( gentity_t *ent );
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//void SP_fx_transporter_stream( gentity_t *ent );
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//void SP_fx_explosion_trail( gentity_t *ent );
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//void SP_fx_borg_energy_beam( gentity_t *ent );
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//void SP_fx_shimmery_thing( gentity_t *ent );
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//void SP_fx_borg_bolt( gentity_t *ent );
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// new mover
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void SP_func_mover(gentity_t *ent);
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void SP_path_point(gentity_t *ent);
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// ui entities
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void SP_ui_transporter(gentity_t *ent);
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void SP_ui_holodeck(gentity_t *ent);
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// cinematic entities
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void SP_cinematic_camera(gentity_t *ent);
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spawn_t spawns[] = {
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// info entities don't do anything at all, but provide positional
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// information for things controlled by other processes
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{"info_player_start", SP_info_player_start},
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{"NPC_BioHulk", SP_info_player_start},
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{"NPC_starfleet", SP_info_player_start},
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{"NPC_starfleet_random", SP_info_player_start},
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{"NPC_Tuvok", SP_info_player_start},
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{"NPC_Kim", SP_info_player_start},
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{"NPC_Doctor", SP_info_player_start},
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{"NPC_Paris", SP_info_player_start},
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{"NPC_Torres", SP_info_player_start},
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{"NPC_Janeway", SP_info_player_start},
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{"NPC_Seven", SP_info_player_start},
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{"NPC_Chakotay", SP_info_player_start},
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{"NPC_Neelix", SP_info_player_start},
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{"NPC_Vorik", SP_info_player_start},
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{"NPC_Foster", SP_info_player_start},
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{"NPC_Munro", SP_info_player_start},
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{"NPC_MunroScav", SP_info_player_start},
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{"NPC_Telsia", SP_info_player_start},
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{"NPC_Biessman", SP_info_player_start},
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{"NPC_Chang", SP_info_player_start},
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{"NPC_Chell", SP_info_player_start},
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{"NPC_Jurot", SP_info_player_start},
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{"NPC_borg", SP_info_player_start},
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{"NPC_klingon", SP_info_player_start},
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{"NPC_Malon", SP_info_player_start},
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{"NPC_Hirogen", SP_info_player_start},
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{"NPC_Hirogen_Alpha", SP_info_player_start},
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{"NPC_Imperial", SP_info_player_start},
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{"NPC_Imperial_Blue", SP_info_player_start},
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{"NPC_Imperial_Gold", SP_info_player_start},
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{"NPC_Imperial_Raider", SP_info_player_start},
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{"NPC_Stasis", SP_info_player_start},
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{"NPC_Species8472", SP_info_player_start},
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{"NPC_Reaver", SP_info_player_start},
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{"NPC_ReaverGuard", SP_info_player_start},
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{"NPC_Avatar", SP_info_player_start},
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{"NPC_Vohrsoth", SP_info_player_start},
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{"NPC_Desperado", SP_info_player_start},
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{"NPC_Paladin", SP_info_player_start},
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{"NPC_ChaoticaGuard", SP_info_player_start},
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{"NPC_Chaotica", SP_info_player_start},
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{"NPC_CaptainProton", SP_info_player_start},
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{"NPC_SatansRobot", SP_info_player_start},
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{"NPC_Buster", SP_info_player_start},
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{"NPC_Goodheart", SP_info_player_start},
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/* {"NPC_Parasite", SP_info_player_start},
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{"NPC_Headbot", SP_info_player_start},
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{"NPC_scoutbot", SP_info_player_start},
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{"NPC_HKbot", SP_info_player_start},
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{"NPC_Harvester", SP_info_player_start},
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{"NPC_HunterSeeker", SP_info_player_start},
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{"NPC_warriorbot", SP_info_player_start},
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{"NPC_spawner", SP_info_player_start},*/
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{"info_player_deathmatch", SP_info_player_deathmatch},
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{"info_player_intermission", SP_info_player_intermission},
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{"info_null", SP_info_null},
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{"info_notnull", SP_info_notnull}, // use target_position instead
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{"info_camp", SP_info_camp},
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{"func_plat", SP_func_plat},
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{"func_button", SP_func_button},
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{"func_door", SP_func_door},
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{"func_forcefield", SP_func_forcefield},
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{"func_static", SP_func_static},
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{"func_rotating", SP_func_rotating},
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{"func_bobbing", SP_func_bobbing},
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{"func_pendulum", SP_func_pendulum},
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{"func_train", SP_func_train},
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{"func_group", SP_info_null},
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{"func_timer", SP_func_timer}, // rename trigger_timer?
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{"func_usable", SP_func_usable},
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{"func_breakable", SP_func_breakable},
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{"func_door_rotating", SP_func_door_rotating},
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//{"func_roff_mover", SP_func_roff_mover},
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{"func_brushmodel", SP_func_brushmodel}, // Hijack me haha
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{"func_lightchange", SP_func_lightchange},
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{"func_targetmover", SP_func_targetmover},
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{"func_stasis_door", SP_func_stasis_door},
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// Triggers are brush objects that cause an effect when contacted
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// by a living player, usually involving firing targets.
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// While almost everything could be done with
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// a single trigger class and different targets, triggered effects
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// could not be client side predicted (push and teleport).
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{"trigger_always", SP_trigger_always},
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{"trigger_multiple", SP_trigger_multiple},
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{"trigger_push", SP_trigger_push},
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{"trigger_teleport", SP_trigger_teleport},
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{"trigger_hurt", SP_trigger_hurt},
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{"trigger_transporter", SP_trigger_transporter},
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{"trigger_radiation", SP_trigger_radiation},
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// targets perform no action by themselves, but must be triggered
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// by another entity
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{"target_give", SP_target_give},
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{"target_remove_powerups", SP_target_remove_powerups},
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{"target_delay", SP_target_delay},
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{"target_speaker", SP_target_speaker},
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{"target_print", SP_target_print},
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{"target_laser", SP_target_laser},
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{"target_score", SP_target_score},
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{"target_teleporter", SP_target_teleporter},
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{"target_relay", SP_target_relay},
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{"target_kill", SP_target_kill},
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{"target_position", SP_target_position},
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{"target_location", SP_target_location},
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{"target_push", SP_target_push},
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{"target_counter", SP_target_counter},
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{"target_objective", SP_target_objective},
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{"target_boolean", SP_target_boolean}, // RPG-X | Phenix | 13/06/2004
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{"target_gravity", SP_target_gravity}, //RPG-X Phenix/J2J 03/08/04
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{"target_shake", SP_target_shake}, //RPG-X Phenix/J2J 16/11/04
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{"target_evosuit", SP_target_evosuit}, //RPG-X Phenix/J2J 16/11/04 - RedTechie: Fixed a typo you have evo suit pointing to shake function
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{"target_turbolift", SP_target_turbolift},
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{"target_doorlock", SP_target_doorLock}, //RPG-X | GSIO01 | 08/05/2009
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{"target_repair", SP_target_repair}, //RPG-X | GSIO01 | 09/05/2009
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{"target_alert", SP_target_alert}, //RPG-X | GSIO01
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{"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_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},
|
|
//{"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] = vec[0];
|
|
((float *)(b+f->ofs))[0] = vec[1];
|
|
((float *)(b+f->ofs))[0] = vec[2];
|
|
((float *)(b+f->ofs))[0] = vec[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
|
|
}
|
|
|