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https://github.com/ioquake/jedi-academy.git
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1508 lines
34 KiB
C
1508 lines
34 KiB
C
// Copyright (C) 2000-2002 Raven Software, Inc.
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//
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/*****************************************************************************
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* name: bg_saga.c
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*
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* desc: Siege module, shared for game, cgame, and ui.
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*
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* $Author: osman $
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* $Revision: 1.9 $
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*
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*****************************************************************************/
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#include "q_shared.h"
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#include "bg_saga.h"
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#include "bg_weapons.h"
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#include "bg_public.h"
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#define SIEGECHAR_TAB 9 //perhaps a bit hacky, but I don't think there's any define existing for "tab"
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//Could use strap stuff but I don't particularly care at the moment anyway.
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#include "../namespace_begin.h"
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extern int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
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extern void trap_FS_Read( void *buffer, int len, fileHandle_t f );
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extern void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
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extern void trap_FS_FCloseFile( fileHandle_t f );
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extern int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
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#ifndef QAGAME //cgame, ui
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qhandle_t trap_R_RegisterShaderNoMip( const char *name );
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#endif
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char siege_info[MAX_SIEGE_INFO_SIZE];
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int siege_valid = 0;
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siegeTeam_t *team1Theme = NULL;
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siegeTeam_t *team2Theme = NULL;
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siegeClass_t bgSiegeClasses[MAX_SIEGE_CLASSES];
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int bgNumSiegeClasses = 0;
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siegeTeam_t bgSiegeTeams[MAX_SIEGE_TEAMS];
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int bgNumSiegeTeams = 0;
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//class flags
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stringID_table_t bgSiegeClassFlagNames[] =
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{
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ENUM2STRING(CFL_MORESABERDMG),
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ENUM2STRING(CFL_STRONGAGAINSTPHYSICAL),
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ENUM2STRING(CFL_FASTFORCEREGEN),
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ENUM2STRING(CFL_STATVIEWER),
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ENUM2STRING(CFL_HEAVYMELEE),
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ENUM2STRING(CFL_SINGLE_ROCKET),
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ENUM2STRING(CFL_CUSTOMSKEL),
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ENUM2STRING(CFL_EXTRA_AMMO),
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"", -1
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};
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//saber stances
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stringID_table_t StanceTable[] =
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{
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ENUM2STRING(SS_NONE),
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ENUM2STRING(SS_FAST),
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ENUM2STRING(SS_MEDIUM),
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ENUM2STRING(SS_STRONG),
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ENUM2STRING(SS_DESANN),
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ENUM2STRING(SS_TAVION),
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ENUM2STRING(SS_DUAL),
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ENUM2STRING(SS_STAFF),
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"", 0
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};
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//Weapon and force power tables are also used in NPC parsing code and some other places.
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stringID_table_t WPTable[] =
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{
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"NULL",WP_NONE,
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ENUM2STRING(WP_NONE),
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// Player weapons
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ENUM2STRING(WP_STUN_BATON),
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ENUM2STRING(WP_MELEE),
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ENUM2STRING(WP_SABER),
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ENUM2STRING(WP_BRYAR_PISTOL),
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"WP_BLASTER_PISTOL", WP_BRYAR_PISTOL,
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ENUM2STRING(WP_BLASTER),
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ENUM2STRING(WP_DISRUPTOR),
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ENUM2STRING(WP_BOWCASTER),
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ENUM2STRING(WP_REPEATER),
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ENUM2STRING(WP_DEMP2),
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ENUM2STRING(WP_FLECHETTE),
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ENUM2STRING(WP_ROCKET_LAUNCHER),
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ENUM2STRING(WP_THERMAL),
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ENUM2STRING(WP_TRIP_MINE),
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ENUM2STRING(WP_DET_PACK),
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ENUM2STRING(WP_CONCUSSION),
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ENUM2STRING(WP_BRYAR_OLD),
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ENUM2STRING(WP_EMPLACED_GUN),
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ENUM2STRING(WP_TURRET),
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"", 0
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};
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stringID_table_t FPTable[] =
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{
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ENUM2STRING(FP_HEAL),
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ENUM2STRING(FP_LEVITATION),
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ENUM2STRING(FP_SPEED),
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ENUM2STRING(FP_PUSH),
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ENUM2STRING(FP_PULL),
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ENUM2STRING(FP_TELEPATHY),
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ENUM2STRING(FP_GRIP),
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ENUM2STRING(FP_LIGHTNING),
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ENUM2STRING(FP_RAGE),
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ENUM2STRING(FP_PROTECT),
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ENUM2STRING(FP_ABSORB),
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ENUM2STRING(FP_TEAM_HEAL),
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ENUM2STRING(FP_TEAM_FORCE),
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ENUM2STRING(FP_DRAIN),
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ENUM2STRING(FP_SEE),
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ENUM2STRING(FP_SABER_OFFENSE),
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ENUM2STRING(FP_SABER_DEFENSE),
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ENUM2STRING(FP_SABERTHROW),
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"", -1
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};
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stringID_table_t HoldableTable[] =
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{
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ENUM2STRING(HI_NONE),
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ENUM2STRING(HI_SEEKER),
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ENUM2STRING(HI_SHIELD),
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ENUM2STRING(HI_MEDPAC),
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ENUM2STRING(HI_MEDPAC_BIG),
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ENUM2STRING(HI_BINOCULARS),
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ENUM2STRING(HI_SENTRY_GUN),
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ENUM2STRING(HI_JETPACK),
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ENUM2STRING(HI_HEALTHDISP),
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ENUM2STRING(HI_AMMODISP),
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ENUM2STRING(HI_EWEB),
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ENUM2STRING(HI_CLOAK),
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"", -1
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};
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stringID_table_t PowerupTable[] =
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{
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ENUM2STRING(PW_NONE),
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ENUM2STRING(PW_QUAD),
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ENUM2STRING(PW_BATTLESUIT),
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ENUM2STRING(PW_PULL),
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ENUM2STRING(PW_REDFLAG),
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ENUM2STRING(PW_BLUEFLAG),
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ENUM2STRING(PW_NEUTRALFLAG),
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ENUM2STRING(PW_SHIELDHIT),
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ENUM2STRING(PW_SPEEDBURST),
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ENUM2STRING(PW_DISINT_4),
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ENUM2STRING(PW_SPEED),
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ENUM2STRING(PW_CLOAKED),
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ENUM2STRING(PW_FORCE_ENLIGHTENED_LIGHT),
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ENUM2STRING(PW_FORCE_ENLIGHTENED_DARK),
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ENUM2STRING(PW_FORCE_BOON),
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ENUM2STRING(PW_YSALAMIRI),
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"", -1
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};
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//======================================
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//Parsing functions
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//======================================
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void BG_SiegeStripTabs(char *buf)
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{
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int i = 0;
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int i_r = 0;
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while (buf[i])
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{
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if (buf[i] != SIEGECHAR_TAB)
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{ //not a tab, just stick it in
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buf[i_r] = buf[i];
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}
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else
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{ //If it's a tab, convert it to a space.
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buf[i_r] = ' ';
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}
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i_r++;
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i++;
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}
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buf[i_r] = '\0';
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}
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int BG_SiegeGetValueGroup(char *buf, char *group, char *outbuf)
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{
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int i = 0;
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int j;
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char checkGroup[4096];
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qboolean isGroup;
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int parseGroups = 0;
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while (buf[i])
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{
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if (buf[i] != ' ' && buf[i] != '{' && buf[i] != '}' && buf[i] != '\n' && buf[i] != '\r' && buf[i] != SIEGECHAR_TAB)
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{ //we're on a valid character
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if (buf[i] == '/' &&
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buf[i+1] == '/')
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{ //this is a comment, so skip over it
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while (buf[i] && buf[i] != '\n' && buf[i] != '\r' && buf[i] != SIEGECHAR_TAB)
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{
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i++;
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}
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}
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else
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{ //parse to the next space/endline/eos and check this value against our group value.
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j = 0;
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while (buf[i] != ' ' && buf[i] != '\n' && buf[i] != '\r' && buf[i] != SIEGECHAR_TAB && buf[i] != '{' && buf[i])
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{
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if (buf[i] == '/' && buf[i+1] == '/')
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{ //hit a comment, break out.
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break;
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}
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checkGroup[j] = buf[i];
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j++;
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i++;
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}
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checkGroup[j] = 0;
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//Make sure this is a group as opposed to a globally defined value.
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if (buf[i] == '/' && buf[i+1] == '/')
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{ //stopped on a comment, so first parse to the end of it.
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while (buf[i] && buf[i] != '\n' && buf[i] != '\r')
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{
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i++;
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}
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while (buf[i] == '\n' || buf[i] == '\r')
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{
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i++;
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}
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}
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if (!buf[i])
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{
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Com_Error(ERR_DROP, "Unexpected EOF while looking for group '%s'", group);
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}
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isGroup = qfalse;
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while (buf[i] && buf[i] == ' ' || buf[i] == SIEGECHAR_TAB || buf[i] == '\n' || buf[i] == '\r')
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{ //parse to the next valid character
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i++;
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}
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if (buf[i] == '{')
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{ //if the next valid character is an opening bracket, then this is indeed a group
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isGroup = qtrue;
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}
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//Is this the one we want?
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if (isGroup && !Q_stricmp(checkGroup, group))
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{ //guess so. Parse until we hit the { indicating the beginning of the group.
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while (buf[i] != '{' && buf[i])
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{
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i++;
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}
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if (buf[i])
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{ //We're at the start of the group now, so parse to the closing bracket.
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j = 0;
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parseGroups = 0;
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while ((buf[i] != '}' || parseGroups) && buf[i])
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{
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if (buf[i] == '{')
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{ //increment for the opening bracket.
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parseGroups++;
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}
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else if (buf[i] == '}')
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{ //decrement for the closing bracket
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parseGroups--;
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}
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if (parseGroups < 0)
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{ //Syntax error, I guess.
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Com_Error(ERR_DROP, "Found a closing bracket without an opening bracket while looking for group '%s'", group);
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}
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if ((buf[i] != '{' || parseGroups > 1) &&
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(buf[i] != '}' || parseGroups > 0))
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{ //don't put the start and end brackets for this group into the output buffer
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outbuf[j] = buf[i];
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j++;
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}
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if (buf[i] == '}' && !parseGroups)
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{ //Alright, we can break out now.
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break;
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}
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i++;
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}
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outbuf[j] = 0;
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//Verify that we ended up on the closing bracket.
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if (buf[i] != '}')
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{
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Com_Error(ERR_DROP, "Group '%s' is missing a closing bracket", group);
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}
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//Strip the tabs so we're friendly for value parsing.
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BG_SiegeStripTabs(outbuf);
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return 1; //we got it, so return 1.
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}
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else
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{
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Com_Error(ERR_DROP, "Error parsing group in file, unexpected EOF before opening bracket while looking for group '%s'", group);
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}
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}
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else if (!isGroup)
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{ //if it wasn't a group, parse to the end of the line
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while (buf[i] && buf[i] != '\n' && buf[i] != '\r')
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{
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i++;
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}
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}
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else
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{ //this was a group but we not the one we wanted to find, so parse by it.
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parseGroups = 0;
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while (buf[i] && (buf[i] != '}' || parseGroups))
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{
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if (buf[i] == '{')
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{
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parseGroups++;
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}
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else if (buf[i] == '}')
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{
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parseGroups--;
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}
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if (parseGroups < 0)
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{ //Syntax error, I guess.
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Com_Error(ERR_DROP, "Found a closing bracket without an opening bracket while looking for group '%s'", group);
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}
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if (buf[i] == '}' && !parseGroups)
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{ //Alright, we can break out now.
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break;
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}
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i++;
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}
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if (buf[i] != '}')
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{
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Com_Error(ERR_DROP, "Found an opening bracket without a matching closing bracket while looking for group '%s'", group);
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}
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i++;
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}
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}
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}
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else if (buf[i] == '{')
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{ //we're in a group that isn't the one we want, so parse to the end.
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parseGroups = 0;
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while (buf[i] && (buf[i] != '}' || parseGroups))
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{
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if (buf[i] == '{')
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{
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parseGroups++;
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}
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else if (buf[i] == '}')
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{
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parseGroups--;
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}
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if (parseGroups < 0)
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{ //Syntax error, I guess.
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Com_Error(ERR_DROP, "Found a closing bracket without an opening bracket while looking for group '%s'", group);
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}
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if (buf[i] == '}' && !parseGroups)
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{ //Alright, we can break out now.
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break;
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}
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i++;
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}
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if (buf[i] != '}')
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{
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Com_Error(ERR_DROP, "Found an opening bracket without a matching closing bracket while looking for group '%s'", group);
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}
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}
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if (!buf[i])
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{
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break;
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}
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i++;
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}
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return 0; //guess we never found it.
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}
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int BG_SiegeGetPairedValue(char *buf, char *key, char *outbuf)
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{
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int i = 0;
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int j;
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int k;
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char checkKey[4096];
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while (buf[i])
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{
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if (buf[i] != ' ' && buf[i] != '{' && buf[i] != '}' && buf[i] != '\n' && buf[i] != '\r')
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{ //we're on a valid character
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if (buf[i] == '/' &&
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buf[i+1] == '/')
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{ //this is a comment, so skip over it
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while (buf[i] && buf[i] != '\n' && buf[i] != '\r')
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{
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i++;
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}
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}
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else
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{ //parse to the next space/endline/eos and check this value against our key value.
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j = 0;
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while (buf[i] != ' ' && buf[i] != '\n' && buf[i] != '\r' && buf[i] != SIEGECHAR_TAB && buf[i])
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{
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if (buf[i] == '/' && buf[i+1] == '/')
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{ //hit a comment, break out.
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break;
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}
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checkKey[j] = buf[i];
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j++;
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i++;
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}
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checkKey[j] = 0;
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k = i;
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while (buf[k] && (buf[k] == ' ' || buf[k] == '\n' || buf[k] == '\r'))
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{
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k++;
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}
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if (buf[k] == '{')
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{ //this is not the start of a value but rather of a group. We don't want to look in subgroups so skip over the whole thing.
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int openB = 0;
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while (buf[i] && (buf[i] != '}' || openB))
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{
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if (buf[i] == '{')
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{
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openB++;
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}
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else if (buf[i] == '}')
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{
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openB--;
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}
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if (openB < 0)
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{
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Com_Error(ERR_DROP, "Unexpected closing bracket (too many) while parsing to end of group '%s'", checkKey);
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}
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if (buf[i] == '}' && !openB)
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{ //this is the end of the group
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break;
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}
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i++;
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}
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if (buf[i] == '}')
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{
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i++;
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}
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}
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else
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{
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//Is this the one we want?
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if (buf[i] != '/' || buf[i+1] != '/')
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{ //make sure we didn't stop on a comment, if we did then this is considered an error in the file.
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if (!Q_stricmp(checkKey, key))
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{ //guess so. Parse along to the next valid character, then put that into the output buffer and return 1.
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while ((buf[i] == ' ' || buf[i] == '\n' || buf[i] == '\r' || buf[i] == SIEGECHAR_TAB) && buf[i])
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{
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i++;
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}
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if (buf[i])
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{ //We're at the start of the value now.
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qboolean parseToQuote = qfalse;
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if (buf[i] == '\"')
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{ //if the value is in quotes, then stop at the next quote instead of ' '
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i++;
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parseToQuote = qtrue;
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}
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j = 0;
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while ( ((!parseToQuote && buf[i] != ' ' && buf[i] != '\n' && buf[i] != '\r') || (parseToQuote && buf[i] != '\"')) )
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{
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if (buf[i] == '/' &&
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buf[i+1] == '/')
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{ //hit a comment after the value? This isn't an ideal way to be writing things, but we'll support it anyway.
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break;
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}
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outbuf[j] = buf[i];
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j++;
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i++;
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if (!buf[i])
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{
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if (parseToQuote)
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{
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Com_Error(ERR_DROP, "Unexpected EOF while looking for endquote, error finding paired value for '%s'", key);
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}
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else
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{
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Com_Error(ERR_DROP, "Unexpected EOF while looking for space or endline, error finding paired value for '%s'", key);
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}
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}
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}
|
|
outbuf[j] = 0;
|
|
|
|
return 1; //we got it, so return 1.
|
|
}
|
|
else
|
|
{
|
|
Com_Error(ERR_DROP, "Error parsing file, unexpected EOF while looking for valud '%s'", key);
|
|
}
|
|
}
|
|
else
|
|
{ //if that wasn't the desired key, then make sure we parse to the end of the line, so we don't mistake a value for a key
|
|
while (buf[i] && buf[i] != '\n')
|
|
{
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Com_Error(ERR_DROP, "Error parsing file, found comment, expected value for '%s'", key);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!buf[i])
|
|
{
|
|
break;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
return 0; //guess we never found it.
|
|
}
|
|
//======================================
|
|
//End parsing functions
|
|
//======================================
|
|
|
|
|
|
//======================================
|
|
//Class loading functions
|
|
//======================================
|
|
void BG_SiegeTranslateForcePowers(char *buf, siegeClass_t *siegeClass)
|
|
{
|
|
char checkPower[1024];
|
|
char checkLevel[256];
|
|
int l = 0;
|
|
int k = 0;
|
|
int j = 0;
|
|
int i = 0;
|
|
int parsedLevel = 0;
|
|
qboolean allPowers = qfalse;
|
|
qboolean noPowers = qfalse;
|
|
|
|
if (!Q_stricmp(buf, "FP_ALL"))
|
|
{ //this is a special case, just give us all the powers on level 3
|
|
allPowers = qtrue;
|
|
}
|
|
|
|
if (buf[0] == '0' && !buf[1])
|
|
{ //no powers then
|
|
noPowers = qtrue;
|
|
}
|
|
|
|
//First clear out the powers, or in the allPowers case, give us all level 3.
|
|
while (i < NUM_FORCE_POWERS)
|
|
{
|
|
if (allPowers)
|
|
{
|
|
siegeClass->forcePowerLevels[i] = FORCE_LEVEL_3;
|
|
}
|
|
else
|
|
{
|
|
siegeClass->forcePowerLevels[i] = 0;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
if (allPowers || noPowers)
|
|
{ //we're done now then.
|
|
return;
|
|
}
|
|
|
|
i = 0;
|
|
while (buf[i])
|
|
{ //parse through the list which is seperated by |, and add all the weapons into a bitflag
|
|
if (buf[i] != ' ' && buf[i] != '|')
|
|
{
|
|
j = 0;
|
|
|
|
while (buf[i] && buf[i] != ' ' && buf[i] != '|' && buf[i] != ',')
|
|
{
|
|
checkPower[j] = buf[i];
|
|
j++;
|
|
i++;
|
|
}
|
|
checkPower[j] = 0;
|
|
|
|
if (buf[i] == ',')
|
|
{ //parse the power level
|
|
i++;
|
|
l = 0;
|
|
while (buf[i] && buf[i] != ' ' && buf[i] != '|')
|
|
{
|
|
checkLevel[l] = buf[i];
|
|
l++;
|
|
i++;
|
|
}
|
|
checkLevel[l] = 0;
|
|
parsedLevel = atoi(checkLevel);
|
|
|
|
//keep sane limits on the powers
|
|
if (parsedLevel < 0)
|
|
{
|
|
parsedLevel = 0;
|
|
}
|
|
if (parsedLevel > FORCE_LEVEL_5)
|
|
{
|
|
parsedLevel = FORCE_LEVEL_5;
|
|
}
|
|
}
|
|
else
|
|
{ //if it's not there, assume level 3 I guess.
|
|
parsedLevel = 3;
|
|
}
|
|
|
|
if (checkPower[0])
|
|
{ //Got the name, compare it against the weapon table strings.
|
|
k = 0;
|
|
|
|
if (!Q_stricmp(checkPower, "FP_JUMP"))
|
|
{ //haqery
|
|
strcpy(checkPower, "FP_LEVITATION");
|
|
}
|
|
|
|
while (FPTable[k].id != -1 && FPTable[k].name[0])
|
|
{
|
|
if (!Q_stricmp(checkPower, FPTable[k].name))
|
|
{ //found it, add the weapon into the weapons value
|
|
siegeClass->forcePowerLevels[k] = parsedLevel;
|
|
break;
|
|
}
|
|
k++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!buf[i])
|
|
{
|
|
break;
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
//Used for the majority of generic val parsing stuff. buf should be the value string,
|
|
//table should be the appropriate string/id table. If bitflag is qtrue then the
|
|
//values are accumulated into a bitflag. If bitflag is qfalse then the first value
|
|
//is returned as a directly corresponding id and no further parsing is done.
|
|
int BG_SiegeTranslateGenericTable(char *buf, stringID_table_t *table, qboolean bitflag)
|
|
{
|
|
int items = 0;
|
|
char checkItem[1024];
|
|
int i = 0;
|
|
int j = 0;
|
|
int k = 0;
|
|
|
|
if (buf[0] == '0' && !buf[1])
|
|
{ //special case, no items.
|
|
return 0;
|
|
}
|
|
|
|
while (buf[i])
|
|
{ //Using basically the same parsing method as we do for weapons and forcepowers.
|
|
if (buf[i] != ' ' && buf[i] != '|')
|
|
{
|
|
j = 0;
|
|
|
|
while (buf[i] && buf[i] != ' ' && buf[i] != '|')
|
|
{
|
|
checkItem[j] = buf[i];
|
|
j++;
|
|
i++;
|
|
}
|
|
checkItem[j] = 0;
|
|
|
|
if (checkItem[0])
|
|
{
|
|
k = 0;
|
|
|
|
while (table[k].name && table[k].name[0])
|
|
{ //go through the list and check the parsed flag name against the hardcoded names
|
|
if (!Q_stricmp(checkItem, table[k].name))
|
|
{ //Got it, so add the value into our items value.
|
|
if (bitflag)
|
|
{
|
|
items |= (1 << table[k].id);
|
|
}
|
|
else
|
|
{ //return the value directly then.
|
|
return table[k].id;
|
|
}
|
|
break;
|
|
}
|
|
k++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!buf[i])
|
|
{
|
|
break;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
return items;
|
|
}
|
|
|
|
char *classTitles[SPC_MAX] =
|
|
{
|
|
"infantry", // SPC_INFANTRY
|
|
"vanguard", // SPC_VANGUARD
|
|
"support", // SPC_SUPPORT
|
|
"jedi_general", // SPC_JEDI
|
|
"demolitionist", // SPC_DEMOLITIONIST
|
|
"heavy_weapons", // SPC_HEAVY_WEAPONS
|
|
};
|
|
|
|
|
|
void BG_SiegeParseClassFile(const char *filename, siegeClassDesc_t *descBuffer)
|
|
{
|
|
fileHandle_t f;
|
|
int len;
|
|
int i;
|
|
char classInfo[4096];
|
|
char parseBuf[4096];
|
|
|
|
len = trap_FS_FOpenFile(filename, &f, FS_READ);
|
|
|
|
if (!f || len >= 4096)
|
|
{
|
|
return;
|
|
}
|
|
|
|
trap_FS_Read(classInfo, len, f);
|
|
|
|
trap_FS_FCloseFile(f);
|
|
|
|
classInfo[len] = 0;
|
|
|
|
//first get the description if we have a buffer for it
|
|
if (descBuffer)
|
|
{
|
|
if (!BG_SiegeGetPairedValue(classInfo, "description", descBuffer->desc))
|
|
{
|
|
strcpy(descBuffer->desc, "DESCRIPTION UNAVAILABLE");
|
|
}
|
|
|
|
//Hit this assert? Memory has already been trashed. Increase
|
|
//SIEGE_CLASS_DESC_LEN.
|
|
assert(strlen(descBuffer->desc) < SIEGE_CLASS_DESC_LEN);
|
|
}
|
|
|
|
BG_SiegeGetValueGroup(classInfo, "ClassInfo", classInfo);
|
|
|
|
//Parse name
|
|
if (BG_SiegeGetPairedValue(classInfo, "name", parseBuf))
|
|
{
|
|
strcpy(bgSiegeClasses[bgNumSiegeClasses].name, parseBuf);
|
|
}
|
|
else
|
|
{
|
|
Com_Error(ERR_DROP, "Siege class without name entry");
|
|
}
|
|
|
|
//Parse forced model
|
|
if (BG_SiegeGetPairedValue(classInfo, "model", parseBuf))
|
|
{
|
|
strcpy(bgSiegeClasses[bgNumSiegeClasses].forcedModel, parseBuf);
|
|
}
|
|
else
|
|
{ //It's ok if there isn't one, it's optional.
|
|
bgSiegeClasses[bgNumSiegeClasses].forcedModel[0] = 0;
|
|
}
|
|
|
|
//Parse forced skin
|
|
if (BG_SiegeGetPairedValue(classInfo, "skin", parseBuf))
|
|
{
|
|
strcpy(bgSiegeClasses[bgNumSiegeClasses].forcedSkin, parseBuf);
|
|
}
|
|
else
|
|
{ //It's ok if there isn't one, it's optional.
|
|
bgSiegeClasses[bgNumSiegeClasses].forcedSkin[0] = 0;
|
|
}
|
|
|
|
//Parse first saber
|
|
if (BG_SiegeGetPairedValue(classInfo, "saber1", parseBuf))
|
|
{
|
|
strcpy(bgSiegeClasses[bgNumSiegeClasses].saber1, parseBuf);
|
|
}
|
|
else
|
|
{ //It's ok if there isn't one, it's optional.
|
|
bgSiegeClasses[bgNumSiegeClasses].saber1[0] = 0;
|
|
}
|
|
|
|
//Parse second saber
|
|
if (BG_SiegeGetPairedValue(classInfo, "saber2", parseBuf))
|
|
{
|
|
strcpy(bgSiegeClasses[bgNumSiegeClasses].saber2, parseBuf);
|
|
}
|
|
else
|
|
{ //It's ok if there isn't one, it's optional.
|
|
bgSiegeClasses[bgNumSiegeClasses].saber2[0] = 0;
|
|
}
|
|
|
|
//Parse forced saber stance
|
|
if (BG_SiegeGetPairedValue(classInfo, "saberstyle", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].saberStance = BG_SiegeTranslateGenericTable(parseBuf, StanceTable, qtrue);
|
|
}
|
|
else
|
|
{ //It's ok if there isn't one, it's optional.
|
|
bgSiegeClasses[bgNumSiegeClasses].saberStance = 0;
|
|
}
|
|
|
|
//Parse forced saber color
|
|
if (BG_SiegeGetPairedValue(classInfo, "sabercolor", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].forcedSaberColor = atoi(parseBuf);
|
|
bgSiegeClasses[bgNumSiegeClasses].hasForcedSaberColor = qtrue;
|
|
}
|
|
else
|
|
{ //It's ok if there isn't one, it's optional.
|
|
bgSiegeClasses[bgNumSiegeClasses].hasForcedSaberColor = qfalse;
|
|
}
|
|
|
|
//Parse forced saber2 color
|
|
if (BG_SiegeGetPairedValue(classInfo, "saber2color", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].forcedSaber2Color = atoi(parseBuf);
|
|
bgSiegeClasses[bgNumSiegeClasses].hasForcedSaber2Color = qtrue;
|
|
}
|
|
else
|
|
{ //It's ok if there isn't one, it's optional.
|
|
bgSiegeClasses[bgNumSiegeClasses].hasForcedSaber2Color = qfalse;
|
|
}
|
|
|
|
//Parse weapons
|
|
if (BG_SiegeGetPairedValue(classInfo, "weapons", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].weapons = BG_SiegeTranslateGenericTable(parseBuf, WPTable, qtrue);
|
|
}
|
|
else
|
|
{
|
|
Com_Error(ERR_DROP, "Siege class without weapons entry");
|
|
}
|
|
|
|
if (!(bgSiegeClasses[bgNumSiegeClasses].weapons & (1 << WP_SABER)))
|
|
{ //make sure it has melee if there's no saber
|
|
bgSiegeClasses[bgNumSiegeClasses].weapons |= (1 << WP_MELEE);
|
|
|
|
//always give them this too if they are not a saber user
|
|
//bgSiegeClasses[bgNumSiegeClasses].weapons |= (1 << WP_BRYAR_PISTOL);
|
|
}
|
|
|
|
//Parse forcepowers
|
|
if (BG_SiegeGetPairedValue(classInfo, "forcepowers", parseBuf))
|
|
{
|
|
BG_SiegeTranslateForcePowers(parseBuf, &bgSiegeClasses[bgNumSiegeClasses]);
|
|
}
|
|
else
|
|
{ //fine, clear out the powers.
|
|
i = 0;
|
|
while (i < NUM_FORCE_POWERS)
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].forcePowerLevels[i] = 0;
|
|
i++;
|
|
}
|
|
}
|
|
|
|
//Parse classflags
|
|
if (BG_SiegeGetPairedValue(classInfo, "classflags", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].classflags = BG_SiegeTranslateGenericTable(parseBuf, bgSiegeClassFlagNames, qtrue);
|
|
}
|
|
else
|
|
{ //fine, we'll 0 it.
|
|
bgSiegeClasses[bgNumSiegeClasses].classflags = 0;
|
|
}
|
|
|
|
//Parse maxhealth
|
|
if (BG_SiegeGetPairedValue(classInfo, "maxhealth", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].maxhealth = atoi(parseBuf);
|
|
}
|
|
else
|
|
{ //It's alright, just default to 100 then.
|
|
bgSiegeClasses[bgNumSiegeClasses].maxhealth = 100;
|
|
}
|
|
|
|
//Parse starthealth
|
|
if (BG_SiegeGetPairedValue(classInfo, "starthealth", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].starthealth = atoi(parseBuf);
|
|
}
|
|
else
|
|
{ //It's alright, just default to 100 then.
|
|
bgSiegeClasses[bgNumSiegeClasses].starthealth = bgSiegeClasses[bgNumSiegeClasses].maxhealth;
|
|
}
|
|
|
|
|
|
//Parse startarmor
|
|
if (BG_SiegeGetPairedValue(classInfo, "maxarmor", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].maxarmor = atoi(parseBuf);
|
|
}
|
|
else
|
|
{ //It's alright, just default to 0 then.
|
|
bgSiegeClasses[bgNumSiegeClasses].maxarmor = 0;
|
|
}
|
|
|
|
//Parse startarmor
|
|
if (BG_SiegeGetPairedValue(classInfo, "startarmor", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].startarmor = atoi(parseBuf);
|
|
if (!bgSiegeClasses[bgNumSiegeClasses].maxarmor)
|
|
{ //if they didn't specify a damn max armor then use this.
|
|
bgSiegeClasses[bgNumSiegeClasses].maxarmor = bgSiegeClasses[bgNumSiegeClasses].startarmor;
|
|
}
|
|
}
|
|
else
|
|
{ //default to maxarmor.
|
|
bgSiegeClasses[bgNumSiegeClasses].startarmor = bgSiegeClasses[bgNumSiegeClasses].maxarmor;
|
|
}
|
|
|
|
//Parse speed (this is a multiplier value)
|
|
if (BG_SiegeGetPairedValue(classInfo, "speed", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].speed = atof(parseBuf);
|
|
}
|
|
else
|
|
{ //It's alright, just default to 1 then.
|
|
bgSiegeClasses[bgNumSiegeClasses].speed = 1.0f;
|
|
}
|
|
|
|
//Parse shader for ui to use
|
|
if (BG_SiegeGetPairedValue(classInfo, "uishader", parseBuf))
|
|
{
|
|
#ifdef QAGAME
|
|
bgSiegeClasses[bgNumSiegeClasses].uiPortraitShader = 0;
|
|
memset(bgSiegeClasses[bgNumSiegeClasses].uiPortrait,0,sizeof(bgSiegeClasses[bgNumSiegeClasses].uiPortrait));
|
|
#elif defined CGAME
|
|
bgSiegeClasses[bgNumSiegeClasses].uiPortraitShader = 0;
|
|
memset(bgSiegeClasses[bgNumSiegeClasses].uiPortrait,0,sizeof(bgSiegeClasses[bgNumSiegeClasses].uiPortrait));
|
|
#else //ui
|
|
bgSiegeClasses[bgNumSiegeClasses].uiPortraitShader = trap_R_RegisterShaderNoMip(parseBuf);
|
|
memcpy(bgSiegeClasses[bgNumSiegeClasses].uiPortrait,parseBuf,sizeof(bgSiegeClasses[bgNumSiegeClasses].uiPortrait));
|
|
#endif
|
|
}
|
|
else
|
|
{ //I guess this is an essential.. we don't want to render bad shaders or anything.
|
|
Com_Error(ERR_DROP, "Siege class without uishader entry");
|
|
}
|
|
|
|
//Parse shader for ui to use
|
|
if (BG_SiegeGetPairedValue(classInfo, "class_shader", parseBuf))
|
|
{
|
|
#ifdef QAGAME
|
|
bgSiegeClasses[bgNumSiegeClasses].classShader = 0;
|
|
#else //cgame, ui
|
|
bgSiegeClasses[bgNumSiegeClasses].classShader = trap_R_RegisterShaderNoMip(parseBuf);
|
|
assert( bgSiegeClasses[bgNumSiegeClasses].classShader );
|
|
if ( !bgSiegeClasses[bgNumSiegeClasses].classShader )
|
|
{
|
|
//Com_Error( ERR_DROP, "ERROR: could not find class_shader %s for class %s\n", parseBuf, bgSiegeClasses[bgNumSiegeClasses].name );
|
|
Com_Printf( "ERROR: could not find class_shader %s for class %s\n", parseBuf, bgSiegeClasses[bgNumSiegeClasses].name );
|
|
}
|
|
// A very hacky way to determine class . . .
|
|
else
|
|
#endif
|
|
{
|
|
// Find the base player class based on the icon name - very bad, I know.
|
|
int titleLength,i,arrayTitleLength;
|
|
char *holdBuf;
|
|
|
|
titleLength = strlen(parseBuf);
|
|
for (i=0;i<SPC_MAX;i++)
|
|
{
|
|
// Back up
|
|
arrayTitleLength = strlen(classTitles[i]);
|
|
if (arrayTitleLength>titleLength) // Too long
|
|
{
|
|
break;
|
|
}
|
|
|
|
holdBuf = parseBuf + ( titleLength - arrayTitleLength);
|
|
if (!strcmp(holdBuf,classTitles[i]))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].playerClass = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// In case the icon name doesn't match up
|
|
if (i>=SPC_MAX)
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].playerClass = SPC_INFANTRY;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ //No entry! Bad bad bad
|
|
//Com_Error( ERR_DROP, "ERROR: no class_shader defined for class %s\n", bgSiegeClasses[bgNumSiegeClasses].name );
|
|
Com_Printf( "ERROR: no class_shader defined for class %s\n", bgSiegeClasses[bgNumSiegeClasses].name );
|
|
}
|
|
|
|
//Parse holdable items to use
|
|
if (BG_SiegeGetPairedValue(classInfo, "holdables", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].invenItems = BG_SiegeTranslateGenericTable(parseBuf, HoldableTable, qtrue);
|
|
}
|
|
else
|
|
{ //Just don't start out with any then.
|
|
bgSiegeClasses[bgNumSiegeClasses].invenItems = 0;
|
|
}
|
|
|
|
//Parse powerups to use
|
|
if (BG_SiegeGetPairedValue(classInfo, "powerups", parseBuf))
|
|
{
|
|
bgSiegeClasses[bgNumSiegeClasses].powerups = BG_SiegeTranslateGenericTable(parseBuf, PowerupTable, qtrue);
|
|
}
|
|
else
|
|
{ //Just don't start out with any then.
|
|
bgSiegeClasses[bgNumSiegeClasses].powerups = 0;
|
|
}
|
|
|
|
//A successful read.
|
|
bgNumSiegeClasses++;
|
|
}
|
|
|
|
// Count the number of like base classes
|
|
int BG_SiegeCountBaseClass(const int team, const short classIndex)
|
|
{
|
|
int count = 0,i;
|
|
siegeTeam_t *stm;
|
|
|
|
stm = BG_SiegeFindThemeForTeam(team);
|
|
if (!stm)
|
|
{
|
|
return(0);
|
|
|
|
}
|
|
|
|
for (i=0;i<stm->numClasses;i++)
|
|
{
|
|
|
|
if (stm->classes[i]->playerClass == classIndex)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
return(count);
|
|
}
|
|
|
|
char *BG_GetUIPortraitFile(const int team, const short classIndex, const short cntIndex)
|
|
{
|
|
int count = 0,i;
|
|
siegeTeam_t *stm;
|
|
|
|
stm = BG_SiegeFindThemeForTeam(team);
|
|
if (!stm)
|
|
{
|
|
return(0);
|
|
|
|
}
|
|
|
|
// Loop through all the classes for this team
|
|
for (i=0;i<stm->numClasses;i++)
|
|
{
|
|
// does it match the base class?
|
|
if (stm->classes[i]->playerClass == classIndex)
|
|
{
|
|
if (count==cntIndex)
|
|
{
|
|
return(stm->classes[i]->uiPortrait);
|
|
}
|
|
++count;
|
|
}
|
|
}
|
|
|
|
return(0);
|
|
}
|
|
|
|
int BG_GetUIPortrait(const int team, const short classIndex, const short cntIndex)
|
|
{
|
|
int count = 0,i;
|
|
siegeTeam_t *stm;
|
|
|
|
stm = BG_SiegeFindThemeForTeam(team);
|
|
if (!stm)
|
|
{
|
|
return(0);
|
|
|
|
}
|
|
|
|
// Loop through all the classes for this team
|
|
for (i=0;i<stm->numClasses;i++)
|
|
{
|
|
// does it match the base class?
|
|
if (stm->classes[i]->playerClass == classIndex)
|
|
{
|
|
if (count==cntIndex)
|
|
{
|
|
return(stm->classes[i]->uiPortraitShader);
|
|
}
|
|
++count;
|
|
}
|
|
}
|
|
|
|
return(0);
|
|
}
|
|
|
|
// This is really getting ugly - looking to get the base class (within a class) based on the index passed in
|
|
siegeClass_t *BG_GetClassOnBaseClass(const int team, const short classIndex, const short cntIndex)
|
|
{
|
|
int count = 0,i;
|
|
siegeTeam_t *stm;
|
|
|
|
stm = BG_SiegeFindThemeForTeam(team);
|
|
if (!stm)
|
|
{
|
|
return(0);
|
|
}
|
|
|
|
// Loop through all the classes for this team
|
|
for (i=0;i<stm->numClasses;i++)
|
|
{
|
|
// does it match the base class?
|
|
if (stm->classes[i]->playerClass == classIndex)
|
|
{
|
|
if (count==cntIndex)
|
|
{
|
|
return(stm->classes[i]);
|
|
}
|
|
++count;
|
|
}
|
|
}
|
|
|
|
return(0);
|
|
}
|
|
|
|
void BG_SiegeLoadClasses(siegeClassDesc_t *descBuffer)
|
|
{
|
|
int numFiles;
|
|
int filelen;
|
|
char filelist[4096];
|
|
char filename[MAX_QPATH];
|
|
char* fileptr;
|
|
int i;
|
|
|
|
bgNumSiegeClasses = 0;
|
|
|
|
numFiles = trap_FS_GetFileList("ext_data/Siege/Classes", ".scl", filelist, 4096 );
|
|
fileptr = filelist;
|
|
|
|
for (i = 0; i < numFiles; i++, fileptr += filelen+1)
|
|
{
|
|
filelen = strlen(fileptr);
|
|
strcpy(filename, "ext_data/Siege/Classes/");
|
|
strcat(filename, fileptr);
|
|
|
|
if (descBuffer)
|
|
{
|
|
BG_SiegeParseClassFile(filename, &descBuffer[i]);
|
|
}
|
|
else
|
|
{
|
|
BG_SiegeParseClassFile(filename, NULL);
|
|
}
|
|
}
|
|
}
|
|
//======================================
|
|
//End class loading functions
|
|
//======================================
|
|
|
|
|
|
//======================================
|
|
//Team loading functions
|
|
//======================================
|
|
siegeClass_t *BG_SiegeFindClassByName(const char *classname)
|
|
{
|
|
int i = 0;
|
|
|
|
while (i < bgNumSiegeClasses)
|
|
{
|
|
if (!Q_stricmp(bgSiegeClasses[i].name, classname))
|
|
{ //found it
|
|
return &bgSiegeClasses[i];
|
|
}
|
|
i++;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void BG_SiegeParseTeamFile(const char *filename)
|
|
{
|
|
fileHandle_t f;
|
|
int len;
|
|
char teamInfo[2048];
|
|
char parseBuf[1024];
|
|
char lookString[256];
|
|
int i = 1;
|
|
qboolean success = qtrue;
|
|
|
|
len = trap_FS_FOpenFile(filename, &f, FS_READ);
|
|
|
|
if (!f || len >= 2048)
|
|
{
|
|
return;
|
|
}
|
|
|
|
trap_FS_Read(teamInfo, len, f);
|
|
|
|
trap_FS_FCloseFile(f);
|
|
|
|
teamInfo[len] = 0;
|
|
|
|
if (BG_SiegeGetPairedValue(teamInfo, "name", parseBuf))
|
|
{
|
|
strcpy(bgSiegeTeams[bgNumSiegeTeams].name, parseBuf);
|
|
}
|
|
else
|
|
{
|
|
Com_Error(ERR_DROP, "Siege team with no name definition");
|
|
}
|
|
|
|
//I don't entirely like doing things this way but it's the easiest way.
|
|
#ifdef CGAME
|
|
if (BG_SiegeGetPairedValue(teamInfo, "FriendlyShader", parseBuf))
|
|
{
|
|
bgSiegeTeams[bgNumSiegeTeams].friendlyShader = trap_R_RegisterShaderNoMip(parseBuf);
|
|
}
|
|
#else
|
|
bgSiegeTeams[bgNumSiegeTeams].friendlyShader = 0;
|
|
#endif
|
|
|
|
bgSiegeTeams[bgNumSiegeTeams].numClasses = 0;
|
|
|
|
if (BG_SiegeGetValueGroup(teamInfo, "Classes", teamInfo))
|
|
{
|
|
while (success && i < MAX_SIEGE_CLASSES)
|
|
{ //keep checking for group values named class# up to MAX_SIEGE_CLASSES until we can't find one.
|
|
strcpy(lookString, va("class%i", i));
|
|
|
|
success = BG_SiegeGetPairedValue(teamInfo, lookString, parseBuf);
|
|
|
|
if (!success)
|
|
{
|
|
break;
|
|
}
|
|
|
|
bgSiegeTeams[bgNumSiegeTeams].classes[bgSiegeTeams[bgNumSiegeTeams].numClasses] = BG_SiegeFindClassByName(parseBuf);
|
|
|
|
if (!bgSiegeTeams[bgNumSiegeTeams].classes[bgSiegeTeams[bgNumSiegeTeams].numClasses])
|
|
{
|
|
Com_Error(ERR_DROP, "Invalid class specified: '%s'", parseBuf);
|
|
}
|
|
|
|
bgSiegeTeams[bgNumSiegeTeams].numClasses++;
|
|
|
|
i++;
|
|
}
|
|
}
|
|
|
|
if (!bgSiegeTeams[bgNumSiegeTeams].numClasses)
|
|
{
|
|
Com_Error(ERR_DROP, "Team defined with no allowable classes\n");
|
|
}
|
|
|
|
//If we get here then it was a success, so increment the team number
|
|
bgNumSiegeTeams++;
|
|
}
|
|
|
|
void BG_SiegeLoadTeams(void)
|
|
{
|
|
int numFiles;
|
|
int filelen;
|
|
char filelist[4096];
|
|
char filename[MAX_QPATH];
|
|
char* fileptr;
|
|
int i;
|
|
|
|
bgNumSiegeTeams = 0;
|
|
|
|
numFiles = trap_FS_GetFileList("ext_data/Siege/Teams", ".team", filelist, 4096 );
|
|
fileptr = filelist;
|
|
|
|
for (i = 0; i < numFiles; i++, fileptr += filelen+1)
|
|
{
|
|
filelen = strlen(fileptr);
|
|
strcpy(filename, "ext_data/Siege/Teams/");
|
|
strcat(filename, fileptr);
|
|
BG_SiegeParseTeamFile(filename);
|
|
}
|
|
}
|
|
//======================================
|
|
//End team loading functions
|
|
//======================================
|
|
|
|
|
|
//======================================
|
|
//Misc/utility functions
|
|
//======================================
|
|
siegeTeam_t *BG_SiegeFindThemeForTeam(int team)
|
|
{
|
|
if (team == SIEGETEAM_TEAM1)
|
|
{
|
|
return team1Theme;
|
|
}
|
|
else if (team == SIEGETEAM_TEAM2)
|
|
{
|
|
return team2Theme;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
#ifndef UI_EXPORTS //only for game/cgame
|
|
//precache all the sabers for the active classes for the team
|
|
extern qboolean WP_SaberParseParms( const char *SaberName, saberInfo_t *saber ); //bg_saberLoad.cpp
|
|
extern int BG_ModelCache(const char *modelName, const char *skinName); //bg_misc.c
|
|
|
|
void BG_PrecacheSabersForSiegeTeam(int team)
|
|
{
|
|
siegeTeam_t *t;
|
|
saberInfo_t saber;
|
|
char *saberName;
|
|
int sNum;
|
|
|
|
t = BG_SiegeFindThemeForTeam(team);
|
|
|
|
if (t)
|
|
{
|
|
int i = 0;
|
|
|
|
while (i < t->numClasses)
|
|
{
|
|
sNum = 0;
|
|
|
|
while (sNum < MAX_SABERS)
|
|
{
|
|
switch (sNum)
|
|
{
|
|
case 0:
|
|
saberName = &t->classes[i]->saber1[0];
|
|
break;
|
|
case 1:
|
|
saberName = &t->classes[i]->saber2[0];
|
|
break;
|
|
default:
|
|
saberName = NULL;
|
|
break;
|
|
}
|
|
|
|
if (saberName && saberName[0])
|
|
{
|
|
WP_SaberParseParms(saberName, &saber);
|
|
if (!Q_stricmp(saberName, saber.name))
|
|
{ //found the matching saber
|
|
if (saber.model[0])
|
|
{
|
|
BG_ModelCache(saber.model, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
sNum++;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
qboolean BG_SiegeCheckClassLegality(int team, char *classname)
|
|
{
|
|
siegeTeam_t **teamPtr = NULL;
|
|
int i = 0;
|
|
|
|
if (team == SIEGETEAM_TEAM1)
|
|
{
|
|
teamPtr = &team1Theme;
|
|
}
|
|
else if (team == SIEGETEAM_TEAM2)
|
|
{
|
|
teamPtr = &team2Theme;
|
|
}
|
|
else
|
|
{ //spectator? Whatever, you're legal then.
|
|
return qtrue;
|
|
}
|
|
|
|
if (!teamPtr || !(*teamPtr))
|
|
{ //Well, guess the class is ok, seeing as there is no team theme to begin with.
|
|
return qtrue;
|
|
}
|
|
|
|
//See if the class is listed on the team
|
|
while (i < (*teamPtr)->numClasses)
|
|
{
|
|
if (!Q_stricmp(classname, (*teamPtr)->classes[i]->name))
|
|
{ //found it, so it's alright
|
|
return qtrue;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
//Didn't find it, so copy the name of the first valid class over it.
|
|
strcpy(classname, (*teamPtr)->classes[0]->name);
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
siegeTeam_t *BG_SiegeFindTeamForTheme(char *themeName)
|
|
{
|
|
int i = 0;
|
|
|
|
while (i < bgNumSiegeTeams)
|
|
{
|
|
if (bgSiegeTeams[i].name &&
|
|
!Q_stricmp(bgSiegeTeams[i].name, themeName))
|
|
{ //this is what we're looking for
|
|
return &bgSiegeTeams[i];
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void BG_SiegeSetTeamTheme(int team, char *themeName)
|
|
{
|
|
siegeTeam_t **teamPtr = NULL;
|
|
|
|
if (team == SIEGETEAM_TEAM1)
|
|
{
|
|
teamPtr = &team1Theme;
|
|
}
|
|
else
|
|
{
|
|
teamPtr = &team2Theme;
|
|
}
|
|
|
|
(*teamPtr) = BG_SiegeFindTeamForTheme(themeName);
|
|
}
|
|
|
|
int BG_SiegeFindClassIndexByName(const char *classname)
|
|
{
|
|
int i = 0;
|
|
|
|
while (i < bgNumSiegeClasses)
|
|
{
|
|
if (!Q_stricmp(bgSiegeClasses[i].name, classname))
|
|
{ //found it
|
|
return i;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
//======================================
|
|
//End misc/utility functions
|
|
//======================================
|
|
|
|
#include "../namespace_end.h"
|