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.
Copyright (C) 2022 Robert Beckebans
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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 "precompiled.h"
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#pragma hdrstop
#include "Game_local.h"
const idEventDef EV_PlayBackgroundMusic( "<playBackgroundMusic>", NULL );
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/*
================
idWorldspawn
Every map should have exactly one worldspawn.
================
*/
CLASS_DECLARATION( idEntity, idWorldspawn )
EVENT( EV_Remove, idWorldspawn::Event_Remove )
EVENT( EV_SafeRemove, idWorldspawn::Event_Remove )
EVENT( EV_PlayBackgroundMusic, idWorldspawn::Event_PlayBackgroundMusic )
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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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// RB: start some background music Quake style
SetMusicTrack();
// 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 );
}
}
// 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 );
}
}
/*
=================
idWorldspawn::Save
=================
*/
void idWorldspawn::Save( idSaveGame* savefile )
{
}
/*
=================
idWorldspawn::Restore
=================
*/
void idWorldspawn::Restore( idRestoreGame* savefile )
{
assert( gameLocal.world == this );
g_gravity.SetFloat( spawnArgs.GetFloat( "gravity", va( "%f", DEFAULT_GRAVITY ) ) );
// RB: start some background music Quake style
SetMusicTrack();
// disable stamina on hell levels
if( spawnArgs.GetBool( "no_stamina" ) )
{
pm_stamina.SetFloat( 0.0f );
}
}
/*
================
idWorldspawn::~idWorldspawn
================
*/
idWorldspawn::~idWorldspawn()
{
if( gameLocal.world == this )
{
gameLocal.world = NULL;
}
}
/*
================
idWorldspawn::Event_Remove
================
*/
void idWorldspawn::Event_Remove()
{
gameLocal.Error( "Tried to remove world" );
}
// RB begin
void idWorldspawn::SetMusicTrack()
{
idStr music = spawnArgs.GetString( "music", "" );
if( music != "" )
{
musicTrack = music;
// play it after a few seconds
PostEventSec( &EV_PlayBackgroundMusic, 3 );
}
else
{
// scan for music/track*.ogg files the user installed
idFileList* soundTracks;
soundTracks = fileSystem->ListFilesTree( "music", ".ogg", true );
if( soundTracks->GetList().Num() )
{
idStr mapnameShort = gameLocal.GetMapName();
// make sure that every map has a unique soundtrack
idStrList mapList;
mapList.AddUnique( "game/mars_city1" );
mapList.AddUnique( "game/mc_underground" );
mapList.AddUnique( "game/mars_city2" );
mapList.AddUnique( "game/admin" );
mapList.AddUnique( "game/alphalabs1" );
mapList.AddUnique( "game/alphalabs2" );
mapList.AddUnique( "game/alphalabs3" );
mapList.AddUnique( "game/alphalabs4" );
mapList.AddUnique( "game/enpro" );
mapList.AddUnique( "game/commoutside" );
mapList.AddUnique( "game/comm1" );
mapList.AddUnique( "game/recycling1" );
mapList.AddUnique( "game/recycling2" );
mapList.AddUnique( "game/monorail" );
mapList.AddUnique( "game/delta1" );
mapList.AddUnique( "game/delta2a" );
mapList.AddUnique( "game/delta2b" );
mapList.AddUnique( "game/delta3" );
mapList.AddUnique( "game/delta4" );
mapList.AddUnique( "game/hell1" );
mapList.AddUnique( "game/delta5" );
mapList.AddUnique( "game/cpu" );
mapList.AddUnique( "game/cpuboss" );
mapList.AddUnique( "game/site3" );
mapList.AddUnique( "game/caverns1" );
mapList.AddUnique( "game/caverns2" );
mapList.AddUnique( "game/hellhole" );
//mapList.AddUnique(NULL, "-DOOM 3 Expansion-" ) );
mapList.AddUnique( "game/erebus1" );
mapList.AddUnique( "game/erebus2" );
mapList.AddUnique( "game/erebus3" );
mapList.AddUnique( "game/erebus4" );
mapList.AddUnique( "game/erebus5" );
mapList.AddUnique( "game/erebus6" );
mapList.AddUnique( "game/phobos1" );
mapList.AddUnique( "game/phobos2" );
mapList.AddUnique( "game/phobos3" );
mapList.AddUnique( "game/phobos4" );
mapList.AddUnique( "game/deltax" );
mapList.AddUnique( "game/hell" );
//mapList.AddUnique(NULL, "-Lost Missions-" ) );
mapList.AddUnique( "game/le_enpro1" );
mapList.AddUnique( "game/le_enpro2" );
mapList.AddUnique( "game/le_underground" );
mapList.AddUnique( "game/le_underground2" );
mapList.AddUnique( "game/le_exis1" );
mapList.AddUnique( "game/le_exis2" );
mapList.AddUnique( "game/le_hell" );
mapList.AddUnique( "game/le_hell_post" );
int mapIndex = -1;
for( int i = 0; i < mapList.Num(); i++ )
{
const char* mapStr = mapList[ i ].c_str();
if( mapnameShort.Find( mapStr ) != -1 )
{
mapIndex = i;
break;
}
}
if( mapIndex == -1 )
{
// unknown map
mapIndex = idStr::Hash( gameLocal.GetMapName() );
}
mapIndex %= soundTracks->GetList().Num();
// skip it for mars_city1
if( mapnameShort.Find( "mars_city1" ) == -1 )
{
musicTrack = soundTracks->GetList()[ mapIndex ];
const idSoundShader* soundShader = declManager->FindSound( musicTrack );
if( soundShader->GetState() == DS_DEFAULTED )
{
// this is bad, we have no sound shader found that enables the loop
// this will only play the music until it ends
musicTrack = soundTracks->GetList()[ mapIndex ];
}
// play it after a few seconds
PostEventSec( &EV_PlayBackgroundMusic, 3 );
}
}
fileSystem->FreeFileList( soundTracks );
}
// RB end
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}
void idWorldspawn::Event_PlayBackgroundMusic()
{
if( !musicTrack.IsEmpty() )
{
gameSoundWorld->PlayShaderDirectly( musicTrack, SND_CHANNEL_MUSIC );
}
}
// RB end