📄 g_spawn.c
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; 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;
}
//
// 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},
{"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_intermission (gentity_t *ent);
void SP_info_firstplace(gentity_t *ent);
void SP_info_secondplace(gentity_t *ent);
void SP_info_thirdplace(gentity_t *ent);
void SP_info_podium(gentity_t *ent);
void SP_func_plat (gentity_t *ent);
void SP_func_static (gentity_t *ent);
void SP_func_rotating (gentity_t *ent);
void SP_func_bobbing (gentity_t *ent);
void SP_func_pendulum( gentity_t *ent );
void SP_func_button (gentity_t *ent);
void SP_func_door (gentity_t *ent);
void SP_func_train (gentity_t *ent);
void SP_func_timer (gentity_t *self);
void SP_trigger_always (gentity_t *ent);
void SP_trigger_multiple (gentity_t *ent);
void SP_trigger_push (gentity_t *ent);
void SP_trigger_teleport (gentity_t *ent);
void SP_trigger_hurt (gentity_t *ent);
void SP_target_remove_powerups( gentity_t *ent );
void SP_target_give (gentity_t *ent);
void SP_target_delay (gentity_t *ent);
void SP_target_speaker (gentity_t *ent);
void SP_target_print (gentity_t *ent);
void SP_target_laser (gentity_t *self);
void SP_target_character (gentity_t *ent);
void SP_target_score( gentity_t *ent );
void SP_target_teleporter( gentity_t *ent );
void SP_target_relay (gentity_t *ent);
void SP_target_kill (gentity_t *ent);
void SP_target_position (gentity_t *ent);
void SP_target_location (gentity_t *ent);
void SP_target_push (gentity_t *ent);
void SP_light (gentity_t *self);
void SP_info_null (gentity_t *self);
void SP_info_notnull (gentity_t *self);
void SP_info_camp (gentity_t *self);
void SP_path_corner (gentity_t *self);
void SP_misc_teleporter_dest (gentity_t *self);
void SP_misc_model(gentity_t *ent);
void SP_misc_portal_camera(gentity_t *ent);
void SP_misc_portal_surface(gentity_t *ent);
void SP_shooter_rocket( gentity_t *ent );
void SP_shooter_plasma( gentity_t *ent );
void SP_shooter_grenade( gentity_t *ent );
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 );
#ifdef MISSIONPACK
void SP_team_blueobelisk( gentity_t *ent );
void SP_team_redobelisk( gentity_t *ent );
void SP_team_neutralobelisk( gentity_t *ent );
#endif
void SP_item_botroam( 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},
{"info_null", SP_info_null},
{"info_notnull", SP_info_notnull}, // use target_position instead
{"info_camp", SP_info_camp},
{"func_plat", SP_func_plat},
{"func_button", SP_func_button},
{"func_door", SP_func_door},
{"func_static", SP_func_static},
{"func_rotating", SP_func_rotating},
{"func_bobbing", SP_func_bobbing},
{"func_pendulum", SP_func_pendulum},
{"func_train", SP_func_train},
{"func_group", SP_info_null},
{"func_timer", SP_func_timer}, // rename trigger_timer?
// Triggers are brush objects that cause an effect when contacted
// by a living player, usually involving firing targets.
// While almost everything could be done with
// a single trigger class and different targets, triggered effects
// could not be client side predicted (push and teleport).
{"trigger_always", SP_trigger_always},
{"trigger_multiple", SP_trigger_multiple},
{"trigger_push", SP_trigger_push},
{"trigger_teleport", SP_trigger_teleport},
{"trigger_hurt", SP_trigger_hurt},
// targets perform no action by themselves, but must be triggered
// by another entity
{"target_give", SP_target_give},
{"target_remove_powerups", SP_target_remove_powerups},
{"target_delay", SP_target_delay},
{"target_speaker", SP_target_speaker},
{"target_print", SP_target_print},
{"target_laser", SP_target_laser},
{"target_score", SP_target_score},
{"target_teleporter", SP_target_teleporter},
{"target_relay", SP_target_relay},
{"target_kill", SP_target_kill},
{"target_position", SP_target_position},
{"target_location", SP_target_location},
{"target_push", SP_target_push},
{"light", SP_light},
{"path_corner", SP_path_corner},
{"misc_teleporter_dest", SP_misc_teleporter_dest},
{"misc_model", SP_misc_model},
{"misc_portal_surface", SP_misc_portal_surface},
{"misc_portal_camera", SP_misc_portal_camera},
{"shooter_rocket", SP_shooter_rocket},
{"shooter_grenade", SP_shooter_grenade},
{"shooter_plasma", SP_shooter_plasma},
{"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},
#ifdef MISSIONPACK
{"team_redobelisk", SP_team_redobelisk},
{"team_blueobelisk", SP_team_blueobelisk},
{"team_neutralobelisk", SP_team_neutralobelisk},
#endif
{"item_botroam", SP_item_botroam},
{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;
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