#include "GameEntity.h" #include "World.h" id world; integer deathmatch; #define MAX_BODIES 8 @interface BodyQueue: Object { entity[MAX_BODIES] bodies; integer head; } - (id) init; - (void) addEntity: (GameEntity [])ent; @end @implementation BodyQueue - (id) init { local integer i; self = [super init]; head = NIL; for (i = 0; i < MAX_BODIES; i++) { local GameEntity[] ent = NIL; ent = [[GameEntity alloc] init]; bodies[i] = ent.ent; } #if 0 for (i = 0; i < MAX_BODIES; i++) { bodies[i] = [[[GameEntity alloc] init] ent]; } #endif } - (void) addEntity: (GameEntity[])ent { local entity be = bodies[head++]; local entity e = [ent ent]; be.angles = e.angles; be.model = e.model; be.modelindex = e.modelindex; be.frame = e.frame; be.colormap = e.colormap; be.movetype = e.movetype; be.velocity = e.velocity; be.flags = 0; setorigin (be, e.origin); setsize (be, e.mins, e.maxs); } @end @interface World: GameEntity { id bodyque; } - (void) spawn: (entity)ent; - (void) copyToBodyQueue: (GameEntity [])ent; @end @implementation World - (void) spawn: (entity)ent { [self initWithEntity: ent]; bodyque = [[BodyQueue alloc] init]; } - (void) copyToBodyQueue: (GameEntity [])ent { [bodyque addEntity: ent]; } @end void () worldspawn = { world = [[World alloc] initWithEntity: @self]; };