/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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" #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 ) END_CLASS /* ================ idWorldspawn::Spawn ================ */ void idWorldspawn::Spawn() { idStr scriptname; idThread* thread; const function_t* func; const idKeyValue* kv; 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 ); } } // 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 ) ) ); // 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" ); }