mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
432 lines
20 KiB
C++
432 lines
20 KiB
C++
//g_vehicleLoad.cpp
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// leave this line at the top for all NPC_xxxx.cpp files...
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#include "g_headers.h"
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#include "../qcommon/q_shared.h"
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#include "anims.h"
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#include "g_vehicles.h"
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extern qboolean G_ParseLiteral( const char **data, const char *string );
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extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum );
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vehicleInfo_t g_vehicleInfo[MAX_VEHICLES];
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int numVehicles = 1;//first one is null/default
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typedef enum {
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VF_INT,
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VF_FLOAT,
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VF_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
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VF_VECTOR,
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VF_BOOL,
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VF_VEHTYPE,
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VF_ANIM
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} vehFieldType_t;
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typedef struct
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{
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char *name;
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int ofs;
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vehFieldType_t type;
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} vehField_t;
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vehField_t vehFields[VEH_PARM_MAX] =
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{
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{"name", VFOFS(name), VF_LSTRING}, //unique name of the vehicle
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//general data
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{"type", VFOFS(type), VF_VEHTYPE}, //what kind of vehicle
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{"numHands", VFOFS(numHands), VF_INT}, //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
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{"lookPitch", VFOFS(lookPitch), VF_FLOAT}, //How far you can look up and down off the forward of the vehicle
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{"lookYaw", VFOFS(lookYaw), VF_FLOAT}, //How far you can look left and right off the forward of the vehicle
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{"length", VFOFS(length), VF_FLOAT}, //how long it is - used for body length traces when turning/moving?
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{"width", VFOFS(width), VF_FLOAT}, //how wide it is - used for body length traces when turning/moving?
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{"height", VFOFS(height), VF_FLOAT}, //how tall it is - used for body length traces when turning/moving?
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{"centerOfGravity", VFOFS(centerOfGravity), VF_VECTOR},//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
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//speed stats
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{"speedMax", VFOFS(speedMax), VF_FLOAT}, //top speed
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{"turboSpeed", VFOFS(turboSpeed), VF_FLOAT}, //turbo speed
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{"speedMin", VFOFS(speedMin), VF_FLOAT}, //if < 0, can go in reverse
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{"speedIdle", VFOFS(speedIdle), VF_FLOAT}, //what speed it drifts to when no accel/decel input is given
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{"accelIdle", VFOFS(accelIdle), VF_FLOAT}, //if speedIdle > 0, how quickly it goes up to that speed
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{"acceleration", VFOFS(acceleration), VF_FLOAT}, //when pressing on accelerator
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{"decelIdle", VFOFS(decelIdle), VF_FLOAT}, //when giving no input, how quickly it drops to speedIdle
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{"strafePerc", VFOFS(strafePerc), VF_FLOAT}, //multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
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//handling stats
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{"bankingSpeed", VFOFS(bankingSpeed), VF_FLOAT}, //how quickly it pitches and rolls (not under player control)
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{"pitchLimit", VFOFS(pitchLimit), VF_FLOAT}, //how far it can roll forward or backward
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{"rollLimit", VFOFS(rollLimit), VF_FLOAT}, //how far it can roll to either side
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{"braking", VFOFS(braking), VF_FLOAT}, //when pressing on decelerator
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{"turningSpeed", VFOFS(turningSpeed), VF_FLOAT}, //how quickly you can turn
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{"turnWhenStopped", VFOFS(turnWhenStopped), VF_BOOL},//whether or not you can turn when not moving
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{"traction", VFOFS(traction), VF_FLOAT}, //how much your command input affects velocity
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{"friction", VFOFS(friction), VF_FLOAT}, //how much velocity is cut on its own
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{"maxSlope", VFOFS(maxSlope), VF_FLOAT}, //the max slope that it can go up with control
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//durability stats
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{"mass", VFOFS(mass), VF_INT}, //for momentum and impact force (player mass is 10)
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{"armor", VFOFS(armor), VF_INT}, //total points of damage it can take
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{"toughness", VFOFS(toughness), VF_FLOAT}, //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
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{"malfunctionArmorLevel", VFOFS(malfunctionArmorLevel), VF_INT},//when armor drops to or below this point, start malfunctioning
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//visuals & sounds
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{"model", VFOFS(model), VF_LSTRING}, //what model to use - if make it an NPC's primary model, don't need this?
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{"skin", VFOFS(skin), VF_LSTRING}, //what skin to use - if make it an NPC's primary model, don't need this?
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{"riderAnim", VFOFS(riderAnim), VF_ANIM}, //what animation the rider uses
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{"gunswivelBone", VFOFS(gunswivelBone), VF_LSTRING},//gun swivel bones
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{"lFinBone", VFOFS(lFinBone), VF_LSTRING}, //left fin bone
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{"rFinBone", VFOFS(rFinBone), VF_LSTRING}, //right fin bone
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{"lExhaustTag", VFOFS(lExhaustTag), VF_LSTRING}, //left exhaust tag
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{"rExhaustTag", VFOFS(rExhaustTag), VF_LSTRING}, //right exhaust tag
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{"soundOn", VFOFS(soundOn), VF_LSTRING}, //sound to play when get on it
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{"soundLoop", VFOFS(soundLoop), VF_LSTRING}, //sound to loop while riding it
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{"soundOff", VFOFS(soundOff), VF_LSTRING}, //sound to play when get off
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{"exhaustFX", VFOFS(exhaustFX), VF_LSTRING}, //exhaust effect, played from "*exhaust" bolt(s)
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{"trailFX", VFOFS(trailFX), VF_LSTRING}, //trail effect, played from "*trail" bolt(s)
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{"impactFX", VFOFS(impactFX), VF_LSTRING}, //impact effect, for when it bumps into something
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{"explodeFX", VFOFS(explodeFX), VF_LSTRING}, //explosion effect, for when it blows up (should have the sound built into explosion effect)
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{"wakeFX", VFOFS(wakeFX), VF_LSTRING}, //effect it makes when going across water
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//other misc stats
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{"gravity", VFOFS(gravity), VF_INT}, //normal is 800
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{"hoverHeight", VFOFS(hoverHeight), VF_FLOAT}, //if 0, it's a ground vehicle
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{"hoverStrength", VFOFS(hoverStrength), VF_FLOAT}, //how hard it pushes off ground when less than hover height... causes "bounce", like shocks
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{"waterProof", VFOFS(waterProof), VF_BOOL}, //can drive underwater if it has to
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{"bouyancy", VFOFS(bouyancy), VF_FLOAT}, //when in water, how high it floats (1 is neutral bouyancy)
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{"fuelMax", VFOFS(fuelMax), VF_INT}, //how much fuel it can hold (capacity)
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{"fuelRate", VFOFS(fuelRate), VF_INT}, //how quickly is uses up fuel
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{"visibility", VFOFS(visibility), VF_INT}, //for sight alerts
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{"loudness", VFOFS(loudness), VF_INT}, //for sound alerts
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{"explosionRadius", VFOFS(explosionRadius), VF_FLOAT},//range of explosion
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{"explosionDamage", VFOFS(explosionDamage), VF_INT},//damage of explosion
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//new stuff
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{"maxPassengers", VFOFS(maxPassengers), VF_INT}, // The max number of passengers this vehicle may have (Default = 0).
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{"hideRider", VFOFS(hideRider), VF_BOOL }, // rider (and passengers?) should not be drawn
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{"killRiderOnDeath", VFOFS(killRiderOnDeath), VF_BOOL },//if rider is on vehicle when it dies, they should die
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{"flammable", VFOFS(flammable), VF_BOOL }, //whether or not the vehicle should catch on fire before it explodes
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{"explosionDelay", VFOFS(explosionDelay), VF_INT}, //how long the vehicle should be on fire/dying before it explodes
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//camera stuff
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{"cameraOverride", VFOFS(cameraOverride), VF_BOOL }, //override the third person camera with the below values - normal is 0 (off)
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{"cameraRange", VFOFS(cameraRange), VF_FLOAT}, //how far back the camera should be - normal is 80
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{"cameraVertOffset", VFOFS(cameraVertOffset), VF_FLOAT},//how high over the vehicle origin the camera should be - normal is 16
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{"cameraHorzOffset", VFOFS(cameraHorzOffset), VF_FLOAT},//how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
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{"cameraPitchOffset", VFOFS(cameraPitchOffset), VF_FLOAT},//a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
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{"cameraFOV", VFOFS(cameraFOV), VF_FLOAT}, //third person camera FOV, default is 80
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{"cameraAlpha", VFOFS(cameraAlpha), VF_BOOL }, //fade out the vehicle if it's in the way of the crosshair
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};
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stringID_table_t VehicleTable[VH_NUM_VEHICLES+1] =
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{
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ENUM2STRING(VH_WALKER), //something you ride inside of, it walks like you, like an AT-ST
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ENUM2STRING(VH_FIGHTER), //something you fly inside of, like an X-Wing or TIE fighter
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ENUM2STRING(VH_SPEEDER), //something you ride on that hovers, like a speeder or swoop
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ENUM2STRING(VH_ANIMAL), //animal you ride on top of that walks, like a tauntaun
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ENUM2STRING(VH_FLIER), //animal you ride on top of that flies, like a giant mynoc?
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"", -1
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};
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void G_VehicleSetDefaults( vehicleInfo_t *vehicle )
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{
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vehicle->name = "default"; //unique name of the vehicle
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/*
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//general data
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vehicle->type = VH_SPEEDER; //what kind of vehicle
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//FIXME: no saber or weapons if numHands = 2, should switch to speeder weapon, no attack anim on player
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vehicle->numHands = 2; //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
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vehicle->lookPitch = 35; //How far you can look up and down off the forward of the vehicle
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vehicle->lookYaw = 5; //How far you can look left and right off the forward of the vehicle
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vehicle->length = 0; //how long it is - used for body length traces when turning/moving?
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vehicle->width = 0; //how wide it is - used for body length traces when turning/moving?
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vehicle->height = 0; //how tall it is - used for body length traces when turning/moving?
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VectorClear( vehicle->centerOfGravity );//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
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//speed stats - note: these are DESIRED speed, not actual current speed/velocity
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vehicle->speedMax = VEH_DEFAULT_SPEED_MAX; //top speed
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vehicle->turboSpeed = 0; //turboBoost
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vehicle->speedMin = 0; //if < 0, can go in reverse
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vehicle->speedIdle = 0; //what speed it drifts to when no accel/decel input is given
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vehicle->accelIdle = 0; //if speedIdle > 0, how quickly it goes up to that speed
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vehicle->acceleration = VEH_DEFAULT_ACCEL; //when pressing on accelerator (1/2 this when going in reverse)
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vehicle->decelIdle = VEH_DEFAULT_DECEL; //when giving no input, how quickly it desired speed drops to speedIdle
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vehicle->strafePerc = VEH_DEFAULT_STRAFE_PERC;//multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
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//handling stats
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vehicle->bankingSpeed = VEH_DEFAULT_BANKING_SPEED; //how quickly it pitches and rolls (not under player control)
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vehicle->rollLimit = VEH_DEFAULT_ROLL_LIMIT; //how far it can roll to either side
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vehicle->pitchLimit = VEH_DEFAULT_PITCH_LIMIT; //how far it can pitch forward or backward
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vehicle->braking = VEH_DEFAULT_BRAKING; //when pressing on decelerator (backwards)
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vehicle->turningSpeed = VEH_DEFAULT_TURNING_SPEED; //how quickly you can turn
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vehicle->turnWhenStopped = qfalse; //whether or not you can turn when not moving
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vehicle->traction = VEH_DEFAULT_TRACTION; //how much your command input affects velocity
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vehicle->friction = VEH_DEFAULT_FRICTION; //how much velocity is cut on its own
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vehicle->maxSlope = VEH_DEFAULT_MAX_SLOPE; //the max slope that it can go up with control
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//durability stats
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vehicle->mass = VEH_DEFAULT_MASS; //for momentum and impact force (player mass is 10)
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vehicle->armor = VEH_DEFAULT_MAX_ARMOR; //total points of damage it can take
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vehicle->toughness = VEH_DEFAULT_TOUGHNESS; //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
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vehicle->malfunctionArmorLevel = 0; //when armor drops to or below this point, start malfunctioning
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//visuals & sounds
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vehicle->model = "swoop"; //what model to use - if make it an NPC's primary model, don't need this?
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vehicle->modelIndex = 0; //set internally, not until this vehicle is spawned into the level
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vehicle->skin = NULL; //what skin to use - if make it an NPC's primary model, don't need this?
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vehicle->riderAnim = BOTH_GUNSIT1; //what animation the rider uses
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vehicle->gunswivelBone = NULL; //gun swivel bones
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vehicle->lFinBone = NULL; //left fin bone
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vehicle->rFinBone = NULL; //right fin bone
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vehicle->lExhaustTag = NULL; //left exhaust tag
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vehicle->rExhaustTag = NULL; //right exhaust tag
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vehicle->soundOn = NULL; //sound to play when get on it
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vehicle->soundLoop = NULL; //sound to loop while riding it
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vehicle->soundOff = NULL; //sound to play when get off
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vehicle->exhaustFX = NULL; //exhaust effect, played from "*exhaust" bolt(s)
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vehicle->trailFX = NULL; //trail effect, played from "*trail" bolt(s)
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vehicle->impactFX = NULL; //explosion effect, for when it blows up (should have the sound built into explosion effect)
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vehicle->explodeFX = NULL; //explosion effect, for when it blows up (should have the sound built into explosion effect)
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vehicle->wakeFX = NULL; //effect itmakes when going across water
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//other misc stats
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vehicle->gravity = VEH_DEFAULT_GRAVITY; //normal is 800
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vehicle->hoverHeight = 0; //if 0, it's a ground vehicle
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vehicle->hoverStrength = 0;//how hard it pushes off ground when less than hover height... causes "bounce", like shocks
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vehicle->waterProof = qtrue; //can drive underwater if it has to
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vehicle->bouyancy = 1.0f; //when in water, how high it floats (1 is neutral bouyancy)
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vehicle->fuelMax = 1000; //how much fuel it can hold (capacity)
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vehicle->fuelRate = 1; //how quickly is uses up fuel
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vehicle->visibility = VEH_DEFAULT_VISIBILITY; //radius for sight alerts
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vehicle->loudness = VEH_DEFAULT_LOUDNESS; //radius for sound alerts
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vehicle->explosionRadius = VEH_DEFAULT_EXP_RAD;
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vehicle->explosionDamage = VEH_DEFAULT_EXP_DMG;
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//new stuff
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vehicle->maxPassengers = 0;
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vehicle->hideRider = qfalse; // rider (and passengers?) should not be drawn
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vehicle->killRiderOnDeath = qfalse; //if rider is on vehicle when it dies, they should die
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vehicle->flammable = qfalse; //whether or not the vehicle should catch on fire before it explodes
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vehicle->explosionDelay = 0; //how long the vehicle should be on fire/dying before it explodes
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//camera stuff
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vehicle->cameraOverride = qfalse; //whether or not to use all of the following 3rd person camera override values
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vehicle->cameraRange = 0.0f; //how far back the camera should be - normal is 80
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vehicle->cameraVertOffset = 0.0f; //how high over the vehicle origin the camera should be - normal is 16
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vehicle->cameraHorzOffset = 0.0f; //how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
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vehicle->cameraPitchOffset = 0.0f; //a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
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vehicle->cameraFOV = 0.0f; //third person camera FOV, default is 80
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vehicle->cameraAlpha = qfalse; //fade out the vehicle if it's in the way of the crosshair
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*/
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}
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void G_VehicleClampData( vehicleInfo_t *vehicle )
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{//sanity check and clamp the vehicle's data
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int i;
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for ( i = 0; i < 3; i++ )
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{
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if ( vehicle->centerOfGravity[i] > 1.0f )
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{
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vehicle->centerOfGravity[i] = 1.0f;
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}
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else if ( vehicle->centerOfGravity[i] < -1.0f )
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{
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vehicle->centerOfGravity[i] = -1.0f;
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}
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}
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// Validate passenger max.
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if ( vehicle->maxPassengers > VEH_MAX_PASSENGERS )
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{
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vehicle->maxPassengers = VEH_MAX_PASSENGERS;
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}
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else if ( vehicle->maxPassengers < 0 )
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{
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vehicle->maxPassengers = 0;
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}
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}
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static void G_ParseVehicleParms( vehicleInfo_t *vehicle, const char **holdBuf )
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{
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const char *token;
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const char *value;
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int i;
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vec3_t vec;
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byte *b = (byte *)vehicle;
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int _iFieldsRead = 0;
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vehicleType_t vehType;
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while ( holdBuf )
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{
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token = COM_ParseExt( holdBuf, qtrue );
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if ( !token[0] )
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{
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gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing vehicles!\n" );
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return;
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}
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if ( !Q_stricmp( token, "}" ) ) // End of data for this vehicle
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{
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break;
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}
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// Loop through possible parameters
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for ( i = 0; i < VEH_PARM_MAX; i++ )
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{
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if ( vehFields[i].name && !Q_stricmp( vehFields[i].name, token ) )
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{
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// found it
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if ( COM_ParseString( holdBuf, &value ) )
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{
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continue;
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}
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switch( vehFields[i].type )
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{
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case VF_INT:
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*(int *)(b+vehFields[i].ofs) = atoi(value);
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break;
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case VF_FLOAT:
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*(float *)(b+vehFields[i].ofs) = atof(value);
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break;
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case VF_LSTRING: // string on disk, pointer in memory, TAG_LEVEL
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*(char **)(b+vehFields[i].ofs) = G_NewString( value );
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break;
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case VF_VECTOR:
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_iFieldsRead = sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
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assert(_iFieldsRead==3 );
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if (_iFieldsRead!=3)
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{
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gi.Printf (S_COLOR_YELLOW"G_ParseVehicleParms: VEC3 sscanf() failed to read 3 floats ('angle' key bug?)\n");
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}
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((float *)(b+vehFields[i].ofs))[0] = vec[0];
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((float *)(b+vehFields[i].ofs))[1] = vec[1];
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((float *)(b+vehFields[i].ofs))[2] = vec[2];
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break;
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case VF_BOOL:
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*(qboolean *)(b+vehFields[i].ofs) = (atof(value)!=0);
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break;
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case VF_VEHTYPE:
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vehType = (vehicleType_t)GetIDForString( VehicleTable, value );
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*(vehicleType_t *)(b+vehFields[i].ofs) = vehType;
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break;
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case VF_ANIM:
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int anim = GetIDForString( animTable, value );
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*(int *)(b+vehFields[i].ofs) = anim;
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break;
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}
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break;
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}
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}
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}
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}
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static void G_VehicleStoreParms( const char *p )
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{//load up all into a table: g_vehicleInfo
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const char *token;
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vehicleInfo_t *vehicle;
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////////////////// HERE //////////////////////
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// The first vehicle just contains all the base level (not 'overridden') function calls.
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G_SetSharedVehicleFunctions( &g_vehicleInfo[0] );
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numVehicles = 1;
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//try to parse data out
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COM_BeginParseSession();
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//look for an open brace
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while ( p )
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{
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token = COM_ParseExt( &p, qtrue );
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if ( token[0] == 0 )
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{//barf
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return;
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}
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if ( !Q_stricmp( token, "{" ) )
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{//found one, parse out the goodies
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if ( numVehicles >= MAX_VEHICLES )
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{//sorry, no more vehicle slots!
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gi.Printf( S_COLOR_RED"Too many vehicles in *.veh (limit %d)\n", MAX_VEHICLES );
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break;
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}
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//token = token;
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vehicle = &g_vehicleInfo[numVehicles++];
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G_VehicleSetDefaults( vehicle );
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G_ParseVehicleParms( vehicle, &p );
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//sanity check and clamp the vehicle's data
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G_VehicleClampData( vehicle );
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////////////////// HERE //////////////////////
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|
// Setup the shared function pointers.
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|
G_SetSharedVehicleFunctions( vehicle );
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|
switch( vehicle->type )
|
|
{
|
|
case VH_SPEEDER:
|
|
G_SetSpeederVehicleFunctions( vehicle );
|
|
break;
|
|
case VH_ANIMAL:
|
|
G_SetAnimalVehicleFunctions( vehicle );
|
|
break;
|
|
case VH_FIGHTER:
|
|
G_SetFighterVehicleFunctions( vehicle );
|
|
break;
|
|
case VH_WALKER:
|
|
G_SetAnimalVehicleFunctions( vehicle );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_VehicleLoadParms( void )
|
|
{//HMM... only do this if there's a vehicle on the level?
|
|
int len, totallen, vehExtFNLen, fileCnt, i;
|
|
char *buffer, *holdChar, *marker;
|
|
char vehExtensionListBuf[2048]; // The list of file names read in
|
|
|
|
#define MAX_VEHICLE_DATA_SIZE 0x20000
|
|
char VehicleParms[MAX_VEHICLE_DATA_SIZE]={0};
|
|
|
|
// gi.Printf( "Parsing *.veh vehicle definitions\n" );
|
|
|
|
//set where to store the first one
|
|
totallen = 0;
|
|
marker = VehicleParms;
|
|
|
|
//now load in the .veh vehicle definitions
|
|
fileCnt = gi.FS_GetFileList("ext_data/vehicles", ".veh", vehExtensionListBuf, sizeof(vehExtensionListBuf) );
|
|
|
|
holdChar = vehExtensionListBuf;
|
|
for ( i = 0; i < fileCnt; i++, holdChar += vehExtFNLen + 1 )
|
|
{
|
|
vehExtFNLen = strlen( holdChar );
|
|
|
|
//gi.Printf( "Parsing %s\n", holdChar );
|
|
|
|
len = gi.FS_ReadFile( va( "ext_data/vehicles/%s", holdChar), (void **) &buffer );
|
|
|
|
if ( len == -1 )
|
|
{
|
|
gi.Printf( "G_VehicleLoadParms: error reading file %s\n", holdChar );
|
|
}
|
|
else
|
|
{
|
|
if ( totallen && *(marker-1) == '}' )
|
|
{//don't let it end on a } because that should be a stand-alone token
|
|
strcat( marker, " " );
|
|
totallen++;
|
|
marker++;
|
|
}
|
|
if ( totallen + len >= MAX_VEHICLE_DATA_SIZE ) {
|
|
G_Error( "G_VehicleLoadParms: ran out of space before reading %s\n(you must make the .npc files smaller)", holdChar );
|
|
}
|
|
strcat( marker, buffer );
|
|
gi.FS_FreeFile( buffer );
|
|
|
|
totallen += len;
|
|
marker += len;
|
|
}
|
|
}
|
|
G_VehicleStoreParms(VehicleParms);
|
|
}
|