quakeforge/ruamoko/game/World.r

88 lines
1.3 KiB
R

#include "GameEntity.h"
#include "World.h"
id world;
int deathmatch;
#define MAX_BODIES 8
@interface BodyQueue: Object
{
entity bodies[MAX_BODIES];
int head;
}
- (id) init;
- (void) addEntity: (GameEntity *)ent;
@end
@implementation BodyQueue
- (id) init
{
local int 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
return self;
}
- (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];
};