mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
88 lines
1.3 KiB
R
88 lines
1.3 KiB
R
#include "GameEntity.h"
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#include "World.h"
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id world;
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int deathmatch;
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#define MAX_BODIES 8
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@interface BodyQueue: Object
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{
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entity bodies[MAX_BODIES];
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int head;
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}
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- (id) init;
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- (void) addEntity: (GameEntity *)ent;
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@end
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@implementation BodyQueue
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- (id) init
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{
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local int i;
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self = [super init];
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head = nil;
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for (i = 0; i < MAX_BODIES; i++) {
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local GameEntity* ent = nil;
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ent = [[GameEntity alloc] init];
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bodies[i] = ent.ent;
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}
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#if 0
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for (i = 0; i < MAX_BODIES; i++) {
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bodies[i] = [[[GameEntity alloc] init] ent];
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}
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#endif
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return self;
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}
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- (void) addEntity: (GameEntity*)ent
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{
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local entity be = bodies[head++];
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local entity e = [ent ent];
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be.angles = e.angles;
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be.model = e.model;
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be.modelindex = e.modelindex;
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be.frame = e.frame;
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be.colormap = e.colormap;
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be.movetype = e.movetype;
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be.velocity = e.velocity;
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be.flags = 0;
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setorigin (be, e.origin);
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setsize (be, e.mins, e.maxs);
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}
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@end
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@interface World: GameEntity
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{
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id bodyque;
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}
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- (void) spawn: (entity)ent;
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- (void) copyToBodyQueue: (GameEntity *)ent;
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@end
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@implementation World
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- (void) spawn: (entity)ent
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{
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[self initWithEntity: ent];
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bodyque = [[BodyQueue alloc] init];
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}
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- (void) copyToBodyQueue: (GameEntity *)ent
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{
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[bodyque addEntity: ent];
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}
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@end
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void () worldspawn =
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{
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world = [[World alloc] initWithEntity: @self];
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};
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