/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team

This file is part of OpenMoHAA source code.

OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// PlayerStart.cpp: Player start location entity declarations
//

#include "g_local.h"
#include "entity.h"
#include "trigger.h"
#include "playerstart.h"

/*****************************************************************************/
/*QUAKED info_player_start (0.75 0.75 0) (-16 -16 0) (16 16 96)

The normal starting point for a level.

"angle" - the direction the player should face
"thread" - the thread that should be called when spawned at this position

******************************************************************************/

Event EV_PlayerStart_EnableSpawn
(
    "enablespawn",
    EV_DEFAULT,
    NULL,
    NULL,
    "allows spawning from this spawnpoint"
);

Event EV_PlayerStart_DisableSpawn
(
    "disablespawn",
    EV_DEFAULT,
    NULL,
    NULL,
    "forbids spawning from this spawnpoint"
);

Event EV_PlayerStart_DeleteOnSpawn
(
    "deletespawn",
    EV_DEFAULT,
    NULL,
    NULL,
    "delete this spawnpoint when spawning from this spawnpoint"
);

Event EV_PlayerStart_KeepOnSpawn
(
    "keepspawn",
    EV_DEFAULT,
    NULL,
    NULL,
    "keep this spawnpoint when spawning from this spawnpoint"
);

CLASS_DECLARATION(SimpleArchivedEntity, PlayerStart, "info_player_start") {
    {&EV_SetAngle,                  &PlayerStart::SetAngle          },
    {&EV_PlayerStart_EnableSpawn,   &PlayerStart::EventEnableSpawn  },
    {&EV_PlayerStart_DisableSpawn,  &PlayerStart::EventDisableSpawn },
    {&EV_PlayerStart_DeleteOnSpawn, &PlayerStart::EventDeleteOnSpawn},
    {&EV_PlayerStart_KeepOnSpawn,   &PlayerStart::EventKeepOnSpawn  },
    {NULL,                          NULL                            }
};

PlayerStart::PlayerStart()
{
    m_bForbidSpawns  = false;
    m_bDeleteOnSpawn = false;
}

void PlayerStart::SetAngle(Event *ev)
{
    angles = Vector(0, ev->GetFloat(1), 0);
}

void PlayerStart::EventEnableSpawn(Event *ev)
{
    m_bForbidSpawns = false;
}

void PlayerStart::EventDisableSpawn(Event *ev)
{
    m_bForbidSpawns = true;
}

void PlayerStart::EventDeleteOnSpawn(Event *ev)
{
    m_bDeleteOnSpawn = true;
}

void PlayerStart::EventKeepOnSpawn(Event *ev)
{
    m_bDeleteOnSpawn = false;
}

/*****************************************************************************/
/*  saved out by quaked in region mode

******************************************************************************/

CLASS_DECLARATION(PlayerStart, TestPlayerStart, "testplayerstart") {
    {NULL, NULL}
};

/*****************************************************************************/
/*QUAKED info_player_deathmatch (0.75 0.75 1) (-16 -16 0) (16 16 96)

potential spawning position for deathmatch games

"angle" - the direction the player should face
"thread" - the thread that should be called when spawned at this position
"arena" - the arena that this start point is located in

******************************************************************************/

CLASS_DECLARATION(PlayerStart, PlayerDeathmatchStart, "info_player_deathmatch") {
    {NULL, NULL}
};

/*****************************************************************************/
/*QUAKED info_player_allied (0.75 0.75 1) (-16 -16 0) (16 16 96)

potential spawning position for an allied player in a team games... ignored for FFA.

"angle" - the direction the player should face
"thread" - the thread that should be called when spawned at this position
"arena" - the arena that this start point is located in

******************************************************************************/

CLASS_DECLARATION(PlayerDeathmatchStart, PlayerAlliedDeathmatchStart, "info_player_allied") {
    {NULL, NULL}
};

/*****************************************************************************/
/*QUAKED info_player_axis (0.75 0.75 1) (-16 -16 0) (16 16 96)

potential spawning position for an axis player in a team games... ignored for FFA.

"angle" - the direction the player should face
"thread" - the thread that should be called when spawned at this position
"arena" - the arena that this start point is located in

******************************************************************************/

CLASS_DECLARATION(PlayerDeathmatchStart, PlayerAxisDeathmatchStart, "info_player_axis") {
    {NULL, NULL}
};

/*****************************************************************************/
/*QUAKED info_player_intermission (0.75 0.75 0) (-16 -16 0) (16 16 96)

viewing point in between deathmatch levels

******************************************************************************/

CLASS_DECLARATION(Camera, PlayerIntermission, "info_player_intermission") {
    {NULL, NULL}
};

PlayerIntermission::PlayerIntermission()

{
    currentstate.watch.watchPath = false;
}
