Files
neo.yt-tremulous/src/game/g_spawn.c
T
2008-01-05 04:20:33 +00:00

699 lines
19 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#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},
{"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},
{"rotatorAngle", FOFS(rotatorAngle), F_FLOAT},
{"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 );
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_door_rotating( gentity_t *ent );
void SP_func_door_model( 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_trigger_stage( gentity_t *ent );
void SP_trigger_win( gentity_t *ent );
void SP_trigger_buildable( gentity_t *ent );
void SP_trigger_class( gentity_t *ent );
void SP_trigger_equipment( gentity_t *ent );
void SP_trigger_gravity( gentity_t *ent );
void SP_trigger_heal( gentity_t *ent );
void SP_trigger_ammo( 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_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_rumble( gentity_t *ent );
void SP_target_alien_win( gentity_t *ent );
void SP_target_human_win( gentity_t *ent );
void SP_target_hurt( gentity_t *ent );
void SP_light( gentity_t *self );
void SP_info_null( gentity_t *self );
void SP_info_notnull( gentity_t *self );
void SP_info_camp( gentity_t *self );
void SP_path_corner( gentity_t *self );
void SP_misc_teleporter_dest( gentity_t *self );
void SP_misc_model( gentity_t *ent );
void SP_misc_portal_camera( gentity_t *ent );
void SP_misc_portal_surface( gentity_t *ent );
void SP_shooter_rocket( gentity_t *ent );
void SP_shooter_plasma( gentity_t *ent );
void SP_shooter_grenade( gentity_t *ent );
void SP_misc_particle_system( 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
{ "func_plat", SP_func_plat },
{ "func_button", SP_func_button },
{ "func_door", SP_func_door },
{ "func_door_rotating", SP_func_door_rotating }, //TA
{ "func_door_model", SP_func_door_model }, //TA
{ "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 },
{ "trigger_stage", SP_trigger_stage },
{ "trigger_win", SP_trigger_win },
{ "trigger_buildable", SP_trigger_buildable },
{ "trigger_class", SP_trigger_class },
{ "trigger_equipment", SP_trigger_equipment },
{ "trigger_gravity", SP_trigger_gravity },
{ "trigger_heal", SP_trigger_heal },
{ "trigger_ammo", SP_trigger_ammo },
// targets perform no action by themselves, but must be triggered
// by another entity
{ "target_delay", SP_target_delay },
{ "target_speaker", SP_target_speaker },
{ "target_print", SP_target_print },
{ "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_rumble", SP_target_rumble },
{ "target_alien_win", SP_target_alien_win },
{ "target_human_win", SP_target_human_win },
{ "target_hurt", SP_target_hurt },
{ "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 },
{ "misc_particle_system", SP_misc_particle_system },
{ "misc_anim_model", SP_misc_anim_model },
{ "misc_light_flare", SP_misc_light_flare },
{ NULL, 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;
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 )
{
// don't spawn built-in buildings if we are using a custom layout
if( level.layout[ 0 ] && Q_stricmp( level.layout, "*BUILTIN*" ) )
return qtrue;
if( buildable == BA_A_SPAWN || buildable == BA_H_SPAWN )
{
ent->s.angles[ YAW ] += 180.0f;
AngleNormalize360( ent->s.angles[ YAW ] );
}
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;
// 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", DEFAULT_HUMAN_BUILDPOINTS, &s );
trap_Cvar_Set( "g_humanBuildPoints", s );
G_SpawnString( "humanMaxStage", DEFAULT_HUMAN_MAX_STAGE, &s );
trap_Cvar_Set( "g_humanMaxStage", s );
G_SpawnString( "humanStage2Threshold", DEFAULT_HUMAN_STAGE2_THRESH, &s );
trap_Cvar_Set( "g_humanStage2Threshold", s );
G_SpawnString( "humanStage3Threshold", DEFAULT_HUMAN_STAGE3_THRESH, &s );
trap_Cvar_Set( "g_humanStage3Threshold", s );
G_SpawnString( "alienBuildPoints", DEFAULT_ALIEN_BUILDPOINTS, &s );
trap_Cvar_Set( "g_alienBuildPoints", s );
G_SpawnString( "alienMaxStage", DEFAULT_ALIEN_MAX_STAGE, &s );
trap_Cvar_Set( "g_alienMaxStage", s );
G_SpawnString( "alienStage2Threshold", DEFAULT_ALIEN_STAGE2_THRESH, &s );
trap_Cvar_Set( "g_alienStage2Threshold", s );
G_SpawnString( "alienStage3Threshold", DEFAULT_ALIEN_STAGE3_THRESH, &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_SpawnString( "disabledEquipment", "", &s );
trap_Cvar_Set( "g_disabledEquipment", s );
G_SpawnString( "disabledClasses", "", &s );
trap_Cvar_Set( "g_disabledClasses", s );
G_SpawnString( "disabledBuildables", "", &s );
trap_Cvar_Set( "g_disabledBuildables", s );
g_entities[ ENTITYNUM_WORLD ].s.number = ENTITYNUM_WORLD;
g_entities[ ENTITYNUM_WORLD ].classname = "worldspawn";
if( g_restarted.integer )
trap_Cvar_Set( "g_restarted", "0" );
}
/*
==============
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
}