/* =========================================================================== 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; // Added in OPM // Playerstarts have a targetname so they can be modified by scripts SetTargetName(GetDefaultTargetName()); } 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; } const char *PlayerStart::GetDefaultTargetName() { return "playerstart"; } /*****************************************************************************/ /* 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; }