add a builtin (gametype) for detecting the, well, game type (ie, netquake

or quakeworld) which just returns the apprproate string. the single player
menu is now acessable in nq but not qw :)
This commit is contained in:
Bill Currie 2002-01-20 03:09:03 +00:00
parent db7a2264c0
commit 14ac3acc17
6 changed files with 35 additions and 6 deletions

View file

@ -15,6 +15,7 @@ void (integer x, integer y, string name) Draw_Pic = #0;
void (integer x, integer y, string text) Draw_String = #0; void (integer x, integer y, string text) Draw_String = #0;
float () random = #0; float () random = #0;
string () gametype = #0;
float time; float time;
entity self; entity self;
@ -22,6 +23,8 @@ entity self;
.float frame; .float frame;
.void () think; .void () think;
integer do_single_player;
string [6] dot = { string [6] dot = {
"gfx/menudot1.lmp", "gfx/menudot1.lmp",
"gfx/menudot2.lmp", "gfx/menudot2.lmp",
@ -156,22 +159,22 @@ void () quit_draw =
void () single_player_menu = void () single_player_menu =
{ {
Menu_Item (54, 32, "", NIL); Menu_Item (54, 32, "", quit_f);
}; };
void () multi_player_menu = void () multi_player_menu =
{ {
Menu_Item (54, 52, "", NIL); Menu_Item (54, 52, "", quit_f);
}; };
void () options_menu = void () options_menu =
{ {
Menu_Item (54, 72, "", NIL); Menu_Item (54, 72, "", quit_f);
}; };
void () help_menu = void () help_menu =
{ {
Menu_Item (54, 92, "", NIL); Menu_Item (54, 92, "", quit_f);
}; };
void () main_menu = void () main_menu =
@ -181,8 +184,8 @@ void () main_menu =
Menu_CenterPic (160, 4, "gfx/ttl_main.lmp"); Menu_CenterPic (160, 4, "gfx/ttl_main.lmp");
Menu_Pic (71,32, "gfx/mainmenu.lmp"); Menu_Pic (71,32, "gfx/mainmenu.lmp");
Menu_Cursor (spinner); Menu_Cursor (spinner);
//if (do_single_player) if (do_single_player)
// single_player_menu (); single_player_menu ();
multi_player_menu (); multi_player_menu ();
options_menu (); options_menu ();
help_menu (); help_menu ();
@ -200,6 +203,16 @@ void () quit_menu =
void () menu_init = void () menu_init =
{ {
switch (gametype ()) {
case "netquake":
do_single_player = 1;
break;
case "quakeworld":
do_single_player = 0;
break;
default:
break;
}
main_menu (); main_menu ();
quit_menu (); quit_menu ();
Menu_TopMenu ("main"); Menu_TopMenu ("main");

View file

@ -199,6 +199,8 @@ extern struct cvar_s *pr_debug;
extern struct cvar_s *pr_deadbeef_locals; extern struct cvar_s *pr_deadbeef_locals;
extern struct cvar_s *pr_boundscheck; extern struct cvar_s *pr_boundscheck;
extern const char *pr_gametype;
// //
// PR Cmds stuff // PR Cmds stuff
// //

View file

@ -58,6 +58,8 @@ static const char rcsid[] =
#define RETURN_STRING(p, s) ((p)->pr_globals[OFS_RETURN].integer_var = PR_SetString((p), s)) #define RETURN_STRING(p, s) ((p)->pr_globals[OFS_RETURN].integer_var = PR_SetString((p), s))
#define RETURN_VECTOR(p, v) (VectorCopy (v, G_VECTOR (p, OFS_RETURN))) #define RETURN_VECTOR(p, v) (VectorCopy (v, G_VECTOR (p, OFS_RETURN)))
const char *pr_gametype = "";
/* BUILT-IN FUNCTIONS */ /* BUILT-IN FUNCTIONS */
// FIXME: Hunk_TempAlloc, Sys_Printf, Cvar_*, PR_SetString, PR_RunError, ED_PrintEdicts, PF_traceon, PF_traceoff, ED_PrintNum, PR_FindBuiltin isn't threadsafe/reentrant // FIXME: Hunk_TempAlloc, Sys_Printf, Cvar_*, PR_SetString, PR_RunError, ED_PrintEdicts, PF_traceon, PF_traceoff, ED_PrintNum, PR_FindBuiltin isn't threadsafe/reentrant
@ -832,6 +834,12 @@ PF_sprintf (progs_t *pr)
PR_Error (pr, "PF_sprintf: argument limit exceeded\n"); PR_Error (pr, "PF_sprintf: argument limit exceeded\n");
} }
void
PR_gametype (progs_t *pr)
{
RETURN_STRING (pr, pr_gametype);
}
void void
PR_Cmds_Init (progs_t *pr) PR_Cmds_Init (progs_t *pr)
{ {
@ -870,4 +878,5 @@ PR_Cmds_Init (progs_t *pr)
PR_AddBuiltin (pr, "stoi", PF_stoi, 113); // integer (string s) stoi PR_AddBuiltin (pr, "stoi", PF_stoi, 113); // integer (string s) stoi
PR_AddBuiltin (pr, "stov", PF_stov, 114); // vector (string s) stov PR_AddBuiltin (pr, "stov", PF_stov, 114); // vector (string s) stov
PR_AddBuiltin (pr, "vtos", PF_vtos, 27); // string (vector v) vtos PR_AddBuiltin (pr, "vtos", PF_vtos, 27); // string (vector v) vtos
PR_AddBuiltin (pr, "gametype", PR_gametype, 115); // string () gametype
}; };

View file

@ -914,6 +914,8 @@ Host_Init (quakeparms_t *parms)
Memory_Init (parms->membase, parms->memsize); Memory_Init (parms->membase, parms->memsize);
pr_gametype = "netquake";
PI_Init (); PI_Init ();
Chase_Init_Cvars (); Chase_Init_Cvars ();

View file

@ -1652,6 +1652,8 @@ Host_Init (void)
PI_Init (); PI_Init ();
pr_gametype = "quakeworld";
CL_Cam_Init_Cvars (); CL_Cam_Init_Cvars ();
CL_Input_Init_Cvars (); CL_Input_Init_Cvars ();
CL_Skin_Init_Cvars (); CL_Skin_Init_Cvars ();

View file

@ -348,6 +348,7 @@ SV_LoadProgs (void)
void void
SV_Progs_Init (void) SV_Progs_Init (void)
{ {
pr_gametype = "quakeworld";
sv_pr_state.edicts = &sv.edicts; sv_pr_state.edicts = &sv.edicts;
sv_pr_state.num_edicts = &sv.num_edicts; sv_pr_state.num_edicts = &sv.num_edicts;
sv_pr_state.time = &sv.time; sv_pr_state.time = &sv.time;