2011-11-22 21:28:15 +00:00
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/*
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===========================================================================
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Doom 3 GPL Source Code
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2011-12-06 18:20:15 +00:00
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-11-22 21:28:15 +00:00
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2011-12-06 16:14:59 +00:00
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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2011-11-22 21:28:15 +00:00
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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2011-12-16 22:28:29 +00:00
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#include "sys/platform.h"
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#include "framework/FileSystem.h"
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2011-11-22 21:28:15 +00:00
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2011-12-16 22:28:29 +00:00
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#include "gamesys/SysCvar.h"
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#include "script/Script_Thread.h"
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2011-11-22 21:28:15 +00:00
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2011-12-16 22:28:29 +00:00
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#include "WorldSpawn.h"
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2011-11-22 21:28:15 +00:00
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/*
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================
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idWorldspawn
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2011-12-16 22:28:29 +00:00
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Worldspawn class. Each map has one worldspawn which handles global spawnargs.
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2011-11-22 21:28:15 +00:00
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Every map should have exactly one worldspawn.
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================
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*/
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CLASS_DECLARATION( idEntity, idWorldspawn )
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EVENT( EV_Remove, idWorldspawn::Event_Remove )
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EVENT( EV_SafeRemove, idWorldspawn::Event_Remove )
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END_CLASS
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/*
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================
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idWorldspawn::Spawn
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================
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*/
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void idWorldspawn::Spawn( void ) {
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idStr scriptname;
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idThread *thread;
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const function_t *func;
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const idKeyValue *kv;
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assert( gameLocal.world == NULL );
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gameLocal.world = this;
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g_gravity.SetFloat( spawnArgs.GetFloat( "gravity", va( "%f", DEFAULT_GRAVITY ) ) );
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// disable stamina on hell levels
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if ( spawnArgs.GetBool( "no_stamina" ) ) {
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pm_stamina.SetFloat( 0.0f );
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}
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// load script
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scriptname = gameLocal.GetMapName();
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scriptname.SetFileExtension( ".script" );
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if ( fileSystem->ReadFile( scriptname, NULL, NULL ) > 0 ) {
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gameLocal.program.CompileFile( scriptname );
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// call the main function by default
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func = gameLocal.program.FindFunction( "main" );
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if ( func != NULL ) {
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thread = new idThread( func );
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thread->DelayedStart( 0 );
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}
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}
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// call any functions specified in worldspawn
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kv = spawnArgs.MatchPrefix( "call" );
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while( kv != NULL ) {
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func = gameLocal.program.FindFunction( kv->GetValue() );
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if ( func == NULL ) {
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gameLocal.Error( "Function '%s' not found in script for '%s' key on worldspawn", kv->GetValue().c_str(), kv->GetKey().c_str() );
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}
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thread = new idThread( func );
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thread->DelayedStart( 0 );
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kv = spawnArgs.MatchPrefix( "call", kv );
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}
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}
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/*
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=================
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idWorldspawn::Save
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=================
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*/
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void idWorldspawn::Save( idRestoreGame *savefile ) {
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}
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/*
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=================
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idWorldspawn::Restore
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=================
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*/
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void idWorldspawn::Restore( idRestoreGame *savefile ) {
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assert( gameLocal.world == this );
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g_gravity.SetFloat( spawnArgs.GetFloat( "gravity", va( "%f", DEFAULT_GRAVITY ) ) );
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// disable stamina on hell levels
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if ( spawnArgs.GetBool( "no_stamina" ) ) {
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pm_stamina.SetFloat( 0.0f );
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}
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}
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/*
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================
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idWorldspawn::~idWorldspawn
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================
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*/
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idWorldspawn::~idWorldspawn() {
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if ( gameLocal.world == this ) {
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gameLocal.world = NULL;
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}
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}
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/*
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================
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idWorldspawn::Event_Remove
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================
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*/
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void idWorldspawn::Event_Remove( void ) {
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gameLocal.Error( "Tried to remove world" );
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}
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