sin-sdk/worldspawn.h

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1998-12-20 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/worldspawn.h $
// $Revision:: 21 $
// $Author:: Jimdose $
// $Date:: 10/27/98 5:43a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/worldspawn.h $
//
// 21 10/27/98 5:43a Jimdose
// World wasn't calling Entity::Archive or Unarchive!
// Added FreeTargetList
//
// 20 10/25/98 11:53p Jimdose
// added EXPORT_TEMPLATE
//
// 19 10/10/98 1:34a Jimdose
// moved LoadAndExecScript to g_utils as G_LoadAndExecScript
//
// 18 9/21/98 4:21p Markd
// Put in archive functions and rewrote all archive routines
//
// 17 9/20/98 8:57p Jimdose
// Instanciated SafePtr for World.
//
// 16 9/02/98 7:49p Aldie
// Added support for multiple global scripts
//
// 15 8/17/98 4:36p Markd
// Added skipthread
//
// 14 8/08/98 7:52p Jimdose
// changed realWorld to world
//
// 13 5/26/98 4:20p Markd
// Added TargetList stuff
//
// 12 5/04/98 8:32p Markd
// Removed Setlightstyle stuff
//
// 11 5/04/98 12:28p Markd
// Moved lightstyles to global.scr
//
// 10 5/01/98 5:06p Jimdose
// Moved definition of world * to g_local.h so that it can be used more
// generally
//
// 9 3/23/98 1:33p Jimdose
// Revamped event and command system
//
// 8 3/02/98 8:49p Jimdose
// Changed CLASS_PROTOTYPE to only take the classname
//
// 7 2/06/98 5:48p Jimdose
// Moved sined header to .cpp file.
// Prepended "maps/" to script file name
//
// 6 2/03/98 10:56a Jimdose
// Updated to work with Quake 2 engine
// Moved initialization to constructor and removed Init function
// Removed precache stuff (it was all out of date anyway).
//
// 4 11/10/97 8:38p Jimdose
// Removed getMapTitle. Map name is now stored in netname.
// Made StartFrame get called indirectly through EVENT_PRETHINK.
// Added event function.
//
// 3 10/27/97 2:59p Jimdose
// Removed dependency on quakedef.h
//
// 2 9/26/97 6:14p Jimdose
// Added standard Ritual headers
//
// DESCRIPTION:
// Base class for worldspawn objects. This should be subclassed whenever
// a DLL has new game behaviour that needs to be initialized before any other
// entities are created, or before any entity thinks each frame. Also controls
// spawning of clients.
//
#ifndef __WORLDSPAWN_H__
#define __WORLDSPAWN_H__
#include "entity.h"
#ifdef EXPORT_TEMPLATE
template class EXPORT_FROM_DLL Container<Entity *>;
#endif
class EXPORT_FROM_DLL TargetList : public Class
{
public:
CLASS_PROTOTYPE( TargetList );
Container<Entity *> list;
str targetname;
TargetList();
TargetList( str &tname );
~TargetList();
void AddEntity( Entity * ent );
void RemoveEntity( Entity * ent );
Entity *GetNextEntity( Entity * ent );
};
#ifdef EXPORT_TEMPLATE
template class EXPORT_FROM_DLL Container<TargetList *>;
#endif
class EXPORT_FROM_DLL World : public Entity
{
private:
Container<TargetList *> targetList;
public:
CLASS_PROTOTYPE( World );
World();
~World();
str skipthread;
void FreeTargetList( void );
TargetList *GetTargetList( str &targetname );
void AddTargetEntity( str &targetname, Entity * ent );
void RemoveTargetEntity( str &targetname, Entity * ent );
Entity *GetNextEntity( str &targetname, Entity * ent );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void World::Archive
(
Archiver &arc
)
{
Entity::Archive( arc );
arc.WriteString( skipthread );
}
inline EXPORT_FROM_DLL void World::Unarchive
(
Archiver &arc
)
{
FreeTargetList();
Entity::Unarchive( arc );
skipthread = arc.ReadString();
}
#ifdef EXPORT_TEMPLATE
template class EXPORT_FROM_DLL SafePtr<World>;
#endif
typedef SafePtr<World> WorldPtr;
extern WorldPtr world;
#endif /* worldspawn.h */