/*
===========================================================================

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  

RTCW MP 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 3 of the License, or
(at your option) any later version.

RTCW MP 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 RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

/*
 * name:		cg_spawn.c
 *
 * desc:
 *
*/

#include "cg_local.h"

qboolean    CG_SpawnString( const char *key, const char *defaultString, char **out ) {
	int i;

	if ( !cg.spawning ) {
		*out = (char *)defaultString;
//		CG_Error( "CG_SpawnString() called while not spawning" );
	}

	for ( i = 0 ; i < cg.numSpawnVars ; i++ ) {
		if ( !strcmp( key, cg.spawnVars[i][0] ) ) {
			*out = cg.spawnVars[i][1];
			return qtrue;
		}
	}

	*out = (char *)defaultString;
	return qfalse;
}

qboolean    CG_SpawnFloat( const char *key, const char *defaultString, float *out ) {
	char        *s;
	qboolean present;

	present = CG_SpawnString( key, defaultString, &s );
	*out = atof( s );
	return present;
}

qboolean    CG_SpawnInt( const char *key, const char *defaultString, int *out ) {
	char        *s;
	qboolean present;

	present = CG_SpawnString( key, defaultString, &s );
	*out = atoi( s );
	return present;
}

qboolean    CG_SpawnVector( const char *key, const char *defaultString, float *out ) {
	char        *s;
	qboolean present;

	present = CG_SpawnString( key, defaultString, &s );
	sscanf( s, "%f %f %f", &out[0], &out[1], &out[2] );
	return present;
}

qboolean    CG_SpawnVector2D( const char *key, const char *defaultString, float *out ) {
	char        *s;
	qboolean present;

	present = CG_SpawnString( key, defaultString, &s );
	sscanf( s, "%f %f", &out[0], &out[1] );
	return present;
}

typedef struct {
	char    *name;
	void ( *spawn )( void );
} spawn_t;

spawn_t spawns[] = {
	{0, 0}
};

#define NUMSPAWNS   ( sizeof( spawns ) / sizeof( spawn_t ) )

/*
===================
CG_ParseEntityFromSpawnVars

Spawn an entity and fill in all of the level fields from
cg.spawnVars[], then call the class specfic spawn function
===================
*/
void CG_ParseEntityFromSpawnVars( void ) {
	int i;
	char    *classname;

	// check for "notteam" / "notfree" flags
	CG_SpawnInt( "notteam", "0", &i );
	if ( i ) {
		return;
	}

	if ( CG_SpawnString( "classname", "", &classname ) ) {
		for ( i = 0; i < NUMSPAWNS; i++ ) {
			if ( !Q_stricmp( spawns[i].name, classname ) ) {
				spawns[i].spawn();
				break;
			}
		}
	}

}

/*
====================
CG_AddSpawnVarToken
====================
*/
char *CG_AddSpawnVarToken( const char *string ) {
	int l;
	char    *dest;

	l = strlen( string );
	if ( cg.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) {
		CG_Error( "CG_AddSpawnVarToken: MAX_SPAWN_VARS" );
	}

	dest = cg.spawnVarChars + cg.numSpawnVarChars;
	memcpy( dest, string, l + 1 );

	cg.numSpawnVarChars += l + 1;

	return dest;
}

/*
====================
CG_ParseSpawnVars

Parses a brace bounded set of key / value pairs out of the
level's entity strings into cg.spawnVars[]

This does not actually spawn an entity.
====================
*/
qboolean CG_ParseSpawnVars( void ) {
	char keyname[MAX_TOKEN_CHARS];
	char com_token[MAX_TOKEN_CHARS];

	cg.numSpawnVars = 0;
	cg.numSpawnVarChars = 0;

	// parse the opening brace
	if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
		// end of spawn string
		return qfalse;
	}
	if ( com_token[0] != '{' ) {
		CG_Error( "CG_ParseSpawnVars: found %s when expecting {",com_token );
	}

	// go through all the key / value pairs
	while ( 1 ) {
		// parse key
		if ( !trap_GetEntityToken( keyname, sizeof( keyname ) ) ) {
			CG_Error( "CG_ParseSpawnVars: EOF without closing brace" );
		}

		if ( keyname[0] == '}' ) {
			break;
		}

		// parse value
		if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
			CG_Error( "CG_ParseSpawnVars: EOF without closing brace" );
		}

		if ( com_token[0] == '}' ) {
			CG_Error( "CG_ParseSpawnVars: closing brace without data" );
		}
		if ( cg.numSpawnVars == MAX_SPAWN_VARS ) {
			CG_Error( "CG_ParseSpawnVars: MAX_SPAWN_VARS" );
		}
		cg.spawnVars[ cg.numSpawnVars ][0] = CG_AddSpawnVarToken( keyname );
		cg.spawnVars[ cg.numSpawnVars ][1] = CG_AddSpawnVarToken( com_token );
		cg.numSpawnVars++;
	}

	return qtrue;
}

void SP_worldspawn( void ) {
	char    *s;

	CG_SpawnString( "classname", "", &s );
	if ( Q_stricmp( s, "worldspawn" ) ) {
		CG_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );
	}

	cg.twoMinuteSound_g[0] = cg.twoMinuteSound_a[0] = cg.thirtySecondSound_g[0] = cg.thirtySecondSound_a[0] = '\0';

	CG_SpawnString( "twoMinuteSound_axis", "sound/multiplayer/axis/g-twominutes1.wav", &s );
	Q_strncpyz( cg.twoMinuteSound_g, s, sizeof( cg.twoMinuteSound_g ) );
	CG_SpawnString( "twoMinuteSound_allied", "sound/multiplayer/allies/a-twominutes1.wav", &s );
	Q_strncpyz( cg.twoMinuteSound_a, s, sizeof( cg.twoMinuteSound_a ) );
	CG_SpawnString( "thirtySecondSound_axis", "sound/multiplayer/axis/g-thirtyseconds1.wav", &s );
	Q_strncpyz( cg.thirtySecondSound_g, s, sizeof( cg.thirtySecondSound_g ) );
	CG_SpawnString( "thirtySecondSound_allied", "sound/multiplayer/allies/a-thirtyseconds1.wav", &s );
	Q_strncpyz( cg.thirtySecondSound_a, s, sizeof( cg.thirtySecondSound_a ) );

	if ( cg.twoMinuteSound_g[0] != '0' ) {
		cgs.media.twoMinuteSound_g = trap_S_RegisterSound( cg.twoMinuteSound_g );
	}
	if ( cg.twoMinuteSound_a[0] != '0' ) {
		cgs.media.twoMinuteSound_a = trap_S_RegisterSound( cg.twoMinuteSound_a );
	}
	if ( cg.thirtySecondSound_g[0] != '0' ) {
		cgs.media.thirtySecondSound_g = trap_S_RegisterSound( cg.thirtySecondSound_g );
	}
	if ( cg.thirtySecondSound_a[0] != '0' ) {
		cgs.media.thirtySecondSound_a = trap_S_RegisterSound( cg.thirtySecondSound_a );
	}
}

/*
==============
CG_ParseEntitiesFromString

Parses textual entity definitions out of an entstring and spawns gentities.
==============
*/
void CG_ParseEntitiesFromString( void ) {
	// allow calls to CG_Spawn*()
	cg.spawning = qtrue;
	cg.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 ( !CG_ParseSpawnVars() ) {
		CG_Error( "ParseEntities: no entities" );
	}
	SP_worldspawn();

	// parse ents
	while ( CG_ParseSpawnVars() ) {
		CG_ParseEntityFromSpawnVars();
	}

	cg.spawning = qfalse;           // any future calls to CG_Spawn*() will be errors
}
