dhewm3-sdk/game/WorldSpawn.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "framework/FileSystem.h"
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#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
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#include "WorldSpawn.h"
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/*
================
idWorldspawn
Worldspawn class. Each map has one worldspawn which handles global spawnargs.
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Every map should have exactly one worldspawn.
================
*/
CLASS_DECLARATION( idEntity, idWorldspawn )
EVENT( EV_Remove, idWorldspawn::Event_Remove )
EVENT( EV_SafeRemove, idWorldspawn::Event_Remove )
END_CLASS
/*
================
idWorldspawn::Spawn
================
*/
void idWorldspawn::Spawn( void ) {
idStr scriptname;
idThread *thread;
const function_t *func;
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//const idKeyValue *kv; <-- not used in grimm
// grimm -->
gameSoundWorld->SetSlowmo( false );
gameSoundWorld->SetSlowmoSpeed( 0.8f );
// <-- grimm
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assert( gameLocal.world == NULL );
gameLocal.world = this;
g_gravity.SetFloat( spawnArgs.GetFloat( "gravity", va( "%f", DEFAULT_GRAVITY ) ) );
// disable stamina on hell levels
if ( spawnArgs.GetBool( "no_stamina" ) ) {
pm_stamina.SetFloat( 0.0f );
}
// load script
scriptname = gameLocal.GetMapName();
scriptname.SetFileExtension( ".script" );
if ( fileSystem->ReadFile( scriptname, NULL, NULL ) > 0 ) {
gameLocal.program.CompileFile( scriptname );
// call the main function by default
func = gameLocal.program.FindFunction( "main" );
if ( func != NULL ) {
thread = new idThread( func );
thread->DelayedStart( 0 );
}
}
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// grimm --> set the current ambient light levels for this session
SetAmbientLight();
// <-- grimm
/* grimm --> not needed for us. I call everything from main anyway.
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// call any functions specified in worldspawn
kv = spawnArgs.MatchPrefix( "call" );
while( kv != NULL ) {
func = gameLocal.program.FindFunction( kv->GetValue() );
if ( func == NULL ) {
gameLocal.Error( "Function '%s' not found in script for '%s' key on worldspawn", kv->GetValue().c_str(), kv->GetKey().c_str() );
}
thread = new idThread( func );
thread->DelayedStart( 0 );
kv = spawnArgs.MatchPrefix( "call", kv );
}
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*/
// <-- grimm
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}
/*
=================
idWorldspawn::Save
=================
*/
void idWorldspawn::Save( idRestoreGame *savefile ) {
}
/*
=================
idWorldspawn::Restore
=================
*/
void idWorldspawn::Restore( idRestoreGame *savefile ) {
assert( gameLocal.world == this );
g_gravity.SetFloat( spawnArgs.GetFloat( "gravity", va( "%f", DEFAULT_GRAVITY ) ) );
// disable stamina on hell levels
if ( spawnArgs.GetBool( "no_stamina" ) ) {
pm_stamina.SetFloat( 0.0f );
}
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// grimm --> set the current ambient light levels for this session
SetAmbientLight();
// <-- grimm
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}
/*
================
idWorldspawn::~idWorldspawn
================
*/
idWorldspawn::~idWorldspawn() {
if ( gameLocal.world == this ) {
gameLocal.world = NULL;
}
}
/*
================
idWorldspawn::Event_Remove
================
*/
void idWorldspawn::Event_Remove( void ) {
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gameLocal.Error( "Cannot remove the world." );
}
// grimm --> sets the ambient type for the current session, specified in the worldspawn entity (any brush in the map)
/*
================
idWorldspawn::SetAmbientLight
================
*/
void idWorldspawn::SetAmbientLight( void ) {
int AmbientType = spawnArgs.GetInt("AmbientType");
gameLocal.Printf("Ambienttype set to %i.\n", AmbientType);
if ( AmbientType == 0 ) {
cvarSystem->SetCVarString( "g_ambientLightColor", "0.12 0.06 0.04" );
} else if ( AmbientType == 1 ) {
cvarSystem->SetCVarString( "g_ambientLightColor", "0.04 0.07 0.11" );
} else if ( AmbientType == 2 ) {
cvarSystem->SetCVarString( "g_ambientLightColor", "0.08 0.08 0.08");
} else if (AmbientType == 3) {
cvarSystem->SetCVarString( "g_ambientLightColor", "0.04 0.12 0.06");
} else {
cvarSystem->SetCVarString( "g_ambientLightColor", "0.12 0.06 0.04" );
}
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}
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// <-- grimm