2012-11-26 18:58:24 +00:00
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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2012-11-28 15:47:07 +00:00
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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2022-09-10 17:52:35 +00:00
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Copyright (C) 2022 Robert Beckebans
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2012-11-26 18:58:24 +00:00
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2012-11-28 15:47:07 +00:00
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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2012-11-26 18:58:24 +00:00
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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/*
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game_worldspawn.cpp
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Worldspawn class. Each map has one worldspawn which handles global spawnargs.
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*/
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2012-12-22 15:18:19 +00:00
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#include "precompiled.h"
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2012-11-26 18:58:24 +00:00
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#pragma hdrstop
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#include "Game_local.h"
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2022-09-10 17:52:35 +00:00
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const idEventDef EV_PlayBackgroundMusic( "<playBackgroundMusic>", NULL );
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2012-11-26 18:58:24 +00:00
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/*
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================
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idWorldspawn
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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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2012-11-28 15:47:07 +00:00
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EVENT( EV_Remove, idWorldspawn::Event_Remove )
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EVENT( EV_SafeRemove, idWorldspawn::Event_Remove )
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2022-09-10 17:52:35 +00:00
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EVENT( EV_PlayBackgroundMusic, idWorldspawn::Event_PlayBackgroundMusic )
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2012-11-26 18:58:24 +00:00
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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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2012-11-28 15:47:07 +00:00
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void idWorldspawn::Spawn()
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{
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2012-11-26 18:58:24 +00:00
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idStr scriptname;
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2012-11-28 15:47:07 +00:00
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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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2019-11-11 19:27:44 +00:00
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2012-11-26 18:58:24 +00:00
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assert( gameLocal.world == NULL );
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gameLocal.world = this;
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2019-11-11 19:27:44 +00:00
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2012-11-26 18:58:24 +00:00
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g_gravity.SetFloat( spawnArgs.GetFloat( "gravity", va( "%f", DEFAULT_GRAVITY ) ) );
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2019-11-11 19:27:44 +00:00
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2022-09-10 17:52:35 +00:00
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// RB: start some background music Quake style
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idStr music = spawnArgs.GetString( "music", "" );
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if( music != "" )
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{
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// play it after a few seconds
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PostEventSec( &EV_PlayBackgroundMusic, 3 );
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}
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else
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{
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// scan for music/track*.ogg files the user installed
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idFileList* soundTracks;
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soundTracks = fileSystem->ListFilesTree( "music", ".ogg", true );
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if( soundTracks->GetList().Num() )
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{
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idStr mapnameShort = gameLocal.GetMapName();
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// make sure that every map has a unique soundtrack
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idStrList mapList;
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mapList.AddUnique( "game/mars_city1" );
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mapList.AddUnique( "game/mc_underground" );
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mapList.AddUnique( "game/mars_city2" );
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mapList.AddUnique( "game/admin" );
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mapList.AddUnique( "game/alphalabs1" );
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mapList.AddUnique( "game/alphalabs2" );
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mapList.AddUnique( "game/alphalabs3" );
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mapList.AddUnique( "game/alphalabs4" );
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mapList.AddUnique( "game/enpro" );
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mapList.AddUnique( "game/commoutside" );
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mapList.AddUnique( "game/comm1" );
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mapList.AddUnique( "game/recycling1" );
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mapList.AddUnique( "game/recycling2" );
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mapList.AddUnique( "game/monorail" );
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mapList.AddUnique( "game/delta1" );
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mapList.AddUnique( "game/delta2a" );
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mapList.AddUnique( "game/delta2b" );
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mapList.AddUnique( "game/delta3" );
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mapList.AddUnique( "game/delta4" );
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mapList.AddUnique( "game/hell1" );
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mapList.AddUnique( "game/delta5" );
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mapList.AddUnique( "game/cpu" );
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mapList.AddUnique( "game/cpuboss" );
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mapList.AddUnique( "game/site3" );
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mapList.AddUnique( "game/caverns1" );
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mapList.AddUnique( "game/caverns2" );
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mapList.AddUnique( "game/hellhole" );
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//mapList.AddUnique(NULL, "-DOOM 3 Expansion-" ) );
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mapList.AddUnique( "game/erebus1" );
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mapList.AddUnique( "game/erebus2" );
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mapList.AddUnique( "game/erebus3" );
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mapList.AddUnique( "game/erebus4" );
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mapList.AddUnique( "game/erebus5" );
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mapList.AddUnique( "game/erebus6" );
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mapList.AddUnique( "game/phobos1" );
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mapList.AddUnique( "game/phobos2" );
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mapList.AddUnique( "game/phobos3" );
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mapList.AddUnique( "game/phobos4" );
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mapList.AddUnique( "game/deltax" );
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mapList.AddUnique( "game/hell" );
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//mapList.AddUnique(NULL, "-Lost Missions-" ) );
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mapList.AddUnique( "game/le_enpro1" );
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mapList.AddUnique( "game/le_enpro2" );
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mapList.AddUnique( "game/le_underground" );
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mapList.AddUnique( "game/le_underground2" );
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mapList.AddUnique( "game/le_exis1" );
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mapList.AddUnique( "game/le_exis2" );
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mapList.AddUnique( "game/le_hell" );
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mapList.AddUnique( "game/le_hell_post" );
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int mapIndex = -1;
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for( int i = 0; i < mapList.Num(); i++ )
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{
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const char* mapStr = mapList[ i ].c_str();
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if( mapnameShort.Find( mapStr ) != -1 )
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{
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mapIndex = i;
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break;
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}
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}
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if( mapIndex == -1 )
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{
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// unknown map
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mapIndex = idStr::Hash( gameLocal.GetMapName() );
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}
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mapIndex %= soundTracks->GetList().Num();
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// skip it for mars_city1
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if( mapnameShort.Find( "mars_city1" ) == -1 )
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{
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musicTrack = soundTracks->GetList()[ mapIndex ];
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const idSoundShader* soundShader = declManager->FindSound( musicTrack );
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if( soundShader->GetState() == DS_DEFAULTED )
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{
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// this is bad, we have no sound shader found that enables the loop
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// this will only play the music until it ends
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musicTrack = soundTracks->GetList()[ mapIndex ];
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}
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// play it after a few seconds
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PostEventSec( &EV_PlayBackgroundMusic, 3 );
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}
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}
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fileSystem->FreeFileList( soundTracks );
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}
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// RB end
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2012-11-26 18:58:24 +00:00
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// disable stamina on hell levels
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2012-11-28 15:47:07 +00:00
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if( spawnArgs.GetBool( "no_stamina" ) )
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{
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2012-11-26 18:58:24 +00:00
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pm_stamina.SetFloat( 0.0f );
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}
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2019-11-11 19:27:44 +00:00
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2012-11-26 18:58:24 +00:00
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// load script
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scriptname = gameLocal.GetMapName();
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scriptname.SetFileExtension( ".script" );
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2012-11-28 15:47:07 +00:00
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if( fileSystem->ReadFile( scriptname, NULL, NULL ) > 0 )
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{
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2012-11-26 18:58:24 +00:00
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gameLocal.program.CompileFile( scriptname );
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2019-11-11 19:27:44 +00:00
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2012-11-26 18:58:24 +00:00
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// call the main function by default
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func = gameLocal.program.FindFunction( "main" );
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2012-11-28 15:47:07 +00:00
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if( func != NULL )
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{
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2012-11-26 18:58:24 +00:00
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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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2019-11-11 19:27:44 +00:00
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2012-11-26 18:58:24 +00:00
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// call any functions specified in worldspawn
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kv = spawnArgs.MatchPrefix( "call" );
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2012-11-28 15:47:07 +00:00
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while( kv != NULL )
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{
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2012-11-26 18:58:24 +00:00
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func = gameLocal.program.FindFunction( kv->GetValue() );
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2012-11-28 15:47:07 +00:00
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if( func == NULL )
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{
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2012-11-26 18:58:24 +00:00
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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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2019-11-11 19:27:44 +00:00
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2012-11-26 18:58:24 +00:00
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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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2012-11-28 15:47:07 +00:00
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void idWorldspawn::Save( idSaveGame* savefile )
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{
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2012-11-26 18:58:24 +00:00
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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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2012-11-28 15:47:07 +00:00
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void idWorldspawn::Restore( idRestoreGame* savefile )
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{
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2012-11-26 18:58:24 +00:00
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assert( gameLocal.world == this );
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2019-11-11 19:27:44 +00:00
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2012-11-26 18:58:24 +00:00
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g_gravity.SetFloat( spawnArgs.GetFloat( "gravity", va( "%f", DEFAULT_GRAVITY ) ) );
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2019-11-11 19:27:44 +00:00
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2012-11-26 18:58:24 +00:00
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// disable stamina on hell levels
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2012-11-28 15:47:07 +00:00
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if( spawnArgs.GetBool( "no_stamina" ) )
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{
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2012-11-26 18:58:24 +00:00
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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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2012-11-28 15:47:07 +00:00
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idWorldspawn::~idWorldspawn()
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{
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if( gameLocal.world == this )
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{
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2012-11-26 18:58:24 +00:00
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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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2012-11-28 15:47:07 +00:00
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void idWorldspawn::Event_Remove()
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{
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2012-11-26 18:58:24 +00:00
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gameLocal.Error( "Tried to remove world" );
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}
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2022-09-10 17:52:35 +00:00
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// RB begin
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void idWorldspawn::Event_PlayBackgroundMusic()
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{
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if( !musicTrack.IsEmpty() )
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{
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gameSoundWorld->PlayShaderDirectly( musicTrack, SND_CHANNEL_MUSIC );
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}
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}
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// RB end
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