doom3-bfg/neo/d3xp/WorldSpawn.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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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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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
/*
game_worldspawn.cpp
Worldspawn class. Each map has one worldspawn which handles global spawnargs.
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
/*
================
idWorldspawn
Every map should have exactly one worldspawn.
================
*/
CLASS_DECLARATION( idEntity, idWorldspawn )
EVENT( EV_Remove, idWorldspawn::Event_Remove )
EVENT( EV_SafeRemove, idWorldspawn::Event_Remove )
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END_CLASS
/*
================
idWorldspawn::Spawn
================
*/
void idWorldspawn::Spawn()
{
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idStr scriptname;
idThread* thread;
const function_t* func;
const idKeyValue* kv;
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assert( gameLocal.world == NULL );
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
if( spawnArgs.GetBool( "no_stamina" ) )
{
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pm_stamina.SetFloat( 0.0f );
}
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// load script
scriptname = gameLocal.GetMapName();
scriptname.SetFileExtension( ".script" );
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
func = gameLocal.program.FindFunction( "main" );
if( func != NULL )
{
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thread = new idThread( func );
thread->DelayedStart( 0 );
}
}
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// call any functions specified in worldspawn
kv = spawnArgs.MatchPrefix( "call" );
while( kv != NULL )
{
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func = gameLocal.program.FindFunction( kv->GetValue() );
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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thread = new idThread( func );
thread->DelayedStart( 0 );
kv = spawnArgs.MatchPrefix( "call", kv );
}
}
/*
=================
idWorldspawn::Save
=================
*/
void idWorldspawn::Save( idSaveGame* savefile )
{
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}
/*
=================
idWorldspawn::Restore
=================
*/
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
if( spawnArgs.GetBool( "no_stamina" ) )
{
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pm_stamina.SetFloat( 0.0f );
}
}
/*
================
idWorldspawn::~idWorldspawn
================
*/
idWorldspawn::~idWorldspawn()
{
if( gameLocal.world == this )
{
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gameLocal.world = NULL;
}
}
/*
================
idWorldspawn::Event_Remove
================
*/
void idWorldspawn::Event_Remove()
{
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gameLocal.Error( "Tried to remove world" );
}