openmohaa/code/fgame/playerstart.cpp
2023-07-05 20:52:55 +02:00

210 lines
5.4 KiB
C++

/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA 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.
OpenMoHAA 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// PlayerStart.cpp: Player start location entity declarations
//
#include "g_local.h"
#include "entity.h"
#include "trigger.h"
#include "playerstart.h"
/*****************************************************************************/
/*QUAKED info_player_start (0.75 0.75 0) (-16 -16 0) (16 16 96)
The normal starting point for a level.
"angle" - the direction the player should face
"thread" - the thread that should be called when spawned at this position
******************************************************************************/
Event EV_PlayerStart_EnableSpawn
(
"enablespawn",
EV_DEFAULT,
NULL,
NULL,
"allows spawning from this spawnpoint"
);
Event EV_PlayerStart_DisableSpawn
(
"disablespawn",
EV_DEFAULT,
NULL,
NULL,
"forbids spawning from this spawnpoint"
);
Event EV_PlayerStart_DeleteOnSpawn
(
"deletespawn",
EV_DEFAULT,
NULL,
NULL,
"delete this spawnpoint when spawning from this spawnpoint"
);
Event EV_PlayerStart_KeepOnSpawn
(
"keepspawn",
EV_DEFAULT,
NULL,
NULL,
"keep this spawnpoint when spawning from this spawnpoint"
);
CLASS_DECLARATION( SimpleArchivedEntity, PlayerStart, "info_player_start" )
{
{ &EV_SetAngle, &PlayerStart::SetAngle },
{ &EV_PlayerStart_EnableSpawn, &PlayerStart::EventEnableSpawn },
{ &EV_PlayerStart_DisableSpawn, &PlayerStart::EventDisableSpawn },
{ &EV_PlayerStart_DeleteOnSpawn, &PlayerStart::EventDeleteOnSpawn },
{ &EV_PlayerStart_KeepOnSpawn, &PlayerStart::EventKeepOnSpawn },
{ NULL, NULL }
};
PlayerStart::PlayerStart()
{
m_bForbidSpawns = false;
m_bDeleteOnSpawn = false;
}
void PlayerStart::SetAngle
(
Event *ev
)
{
angles = Vector( 0, ev->GetFloat( 1 ), 0 );
}
void PlayerStart::EventEnableSpawn
(
Event *ev
)
{
m_bForbidSpawns = false;
}
void PlayerStart::EventDisableSpawn
(
Event *ev
)
{
m_bForbidSpawns = true;
}
void PlayerStart::EventDeleteOnSpawn
(
Event *ev
)
{
m_bDeleteOnSpawn = true;
}
void PlayerStart::EventKeepOnSpawn
(
Event *ev
)
{
m_bDeleteOnSpawn = false;
}
/*****************************************************************************/
/* saved out by quaked in region mode
******************************************************************************/
CLASS_DECLARATION( PlayerStart, TestPlayerStart, "testplayerstart" )
{
{ NULL, NULL }
};
/*****************************************************************************/
/*QUAKED info_player_deathmatch (0.75 0.75 1) (-16 -16 0) (16 16 96)
potential spawning position for deathmatch games
"angle" - the direction the player should face
"thread" - the thread that should be called when spawned at this position
"arena" - the arena that this start point is located in
******************************************************************************/
CLASS_DECLARATION( PlayerStart, PlayerDeathmatchStart, "info_player_deathmatch" )
{
{ NULL, NULL }
};
/*****************************************************************************/
/*QUAKED info_player_allied (0.75 0.75 1) (-16 -16 0) (16 16 96)
potential spawning position for an allied player in a team games... ignored for FFA.
"angle" - the direction the player should face
"thread" - the thread that should be called when spawned at this position
"arena" - the arena that this start point is located in
******************************************************************************/
CLASS_DECLARATION( PlayerDeathmatchStart, PlayerAlliedDeathmatchStart, "info_player_allied" )
{
{ NULL, NULL }
};
/*****************************************************************************/
/*QUAKED info_player_axis (0.75 0.75 1) (-16 -16 0) (16 16 96)
potential spawning position for an axis player in a team games... ignored for FFA.
"angle" - the direction the player should face
"thread" - the thread that should be called when spawned at this position
"arena" - the arena that this start point is located in
******************************************************************************/
CLASS_DECLARATION( PlayerDeathmatchStart, PlayerAxisDeathmatchStart, "info_player_axis" )
{
{ NULL, NULL }
};
/*****************************************************************************/
/*QUAKED info_player_intermission (0.75 0.75 0) (-16 -16 0) (16 16 96)
viewing point in between deathmatch levels
******************************************************************************/
CLASS_DECLARATION( Camera, PlayerIntermission, "info_player_intermission" )
{
{ NULL, NULL }
};
PlayerIntermission::PlayerIntermission
(
)
{
currentstate.watch.watchPath = false;
}