quake4-sdk/source/game/WorldSpawn.cpp
2007-06-15 00:00:00 +00:00

107 lines
2.2 KiB
C++

/*
game_worldspawn.cpp
Worldspawn class. Each map has one worldspawn which handles global spawnargs.
*/
#include "../idlib/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
/*
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idWorldspawn::Spawn
================
*/
void idWorldspawn::Spawn( void ) {
idStr scriptname;
idThread *thread;
const function_t *func;
const idKeyValue *kv;
assert( gameLocal.world == NULL );
gameLocal.world = this;
// 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( idRestoreGame *savefile ) {
}
/*
=================
idWorldspawn::Restore
=================
*/
void idWorldspawn::Restore( idRestoreGame *savefile ) {
assert( gameLocal.world == this );
// RAVEN BEGIN
// bdube: gravity change
g_gravity.SetFloat( spawnArgs.GetFloat( "gravity", va( "%f", DEFAULT_GRAVITY) ) );
// RAVEN END
}
/*
================
idWorldspawn::~idWorldspawn
================
*/
idWorldspawn::~idWorldspawn() {
if ( gameLocal.world == this ) {
gameLocal.world = NULL;
}
}
/*
================
idWorldspawn::Event_Remove
================
*/
void idWorldspawn::Event_Remove( void ) {
gameLocal.Error( "Tried to remove world" );
}