void World::SetSoundtrack( Event *ev ) { const char *text; text = ev->GetString( 1 ); ChangeSoundtrack( text ); }
World::World() { const char *text; str mapname; int i; assert( this->entnum == ENTITYNUM_WORLD ); world = this; world_dying = false; setMoveType( MOVETYPE_NONE ); setSolidType( SOLID_BSP ); // world model is always index 1 edict->s.modelindex = 1; model = "*1"; turnThinkOn(); UpdateConfigStrings(); groupcoordinator = NULL; // Anything that modifies configstrings, or spawns things is ignored when loading savegames if ( LoadingSavegame ) { return; } // clear out the soundtrack from the last level ChangeSoundtrack( "" ); // set the default farplane parameters farplane_distance = 0; farplane_color = Vector(0, 0, 0); farplane_cull = true; farplane_fog = true; UpdateFog(); terrain_global = false; terrain_global_min = MIN_WORLD_COORD; UpdateTerrain(); entity_fade_dist = DEFAULT_ENTITY_FADE_DIST; UpdateEntityFadeDist(); UpdateDynamicLights(); UpdateWeather(); time_scale = 1.0f; sky_alpha = 1.0f; sky_portal = true; UpdateSky(); // // see if this is a cinematic level // level.cinematic = ( spawnflags & CINEMATIC ) ? true : false; if ( level.cinematic ) gi.cvar_set( "sv_cinematic", "1" ); else gi.cvar_set( "sv_cinematic", "0" ); level.nextmap = ""; level.level_name = level.mapname; // Set up the mapname as the default script mapname = "maps/"; mapname += level.mapname; for( i = mapname.length() - 1; i >= 0; i-- ) { if ( mapname[ i ] == '.' ) { mapname[ i ] = 0; break; } } mapname += ".scr"; text = &mapname[ 5 ]; // If there isn't a script with the same name as the map, then don't try to load script if ( gi.FS_ReadFile( mapname.c_str(), NULL, true ) != -1 ) { gi.DPrintf( "Adding script: '%s'\n", text ); // just set the script, we will start it in G_Spawn level.SetGameScript( mapname.c_str() ); } else { level.SetGameScript( "" ); } level.consoleThread = Director.CreateThread(); SoundMan.Init(); SoundMan.Load(); // Set the color for the blends. level.water_color = Vector( 0.0f, 0.0f, 0.5f ); level.water_alpha = 0.4f; level.slime_color = Vector( 0.2f, 0.4f, 0.2f ); level.slime_alpha = 0.6f; level.lava_color = Vector( 0.5f, 0.15f, 0.0f ); level.lava_alpha = 0.6f; // // set the targetname of the world // SetTargetName( "world" ); groupcoordinator = new GroupCoordinator; // Initialize movement info for ( i = 0 ; i < WORLD_PHYSICS_TOTAL_NUMBER ; i++ ) { _physicsInfo[ i ] = -1.0f; } _canShakeCamera = false; }
void Level::Archive( Archiver &arc ) { int num; int i; Class::Archive( arc ); if ( arc.Saving() ) { SafePtr<Earthquake> ent; num = _earthquakes.NumObjects(); arc.ArchiveInteger( &num ); for ( i = 1 ; i <= num ; i++ ) { ent = _earthquakes.ObjectAt( i ); arc.ArchiveSafePointer( &ent ); } } else { SafePtr<Earthquake> ent; SafePtr<Earthquake> *entityPointer; arc.ArchiveInteger( &num ); _earthquakes.ClearObjectList(); _earthquakes.Resize( num ); for ( i = 1 ; i <= num ; i++ ) { _earthquakes.AddObject( ent ); entityPointer = &_earthquakes.ObjectAt( i ); arc.ArchiveSafePointer( entityPointer ); } } arc.ArchiveInteger( &_totalEnemiesSpawned ); // Don't archive these //const char *current_map; //const char *current_entities; //int spawn_entnum; arc.ArchiveInteger( ¤tInstanceNumber ); //int spawnflags; arc.ArchiveInteger( &framenum ); arc.ArchiveInteger( &inttime ); arc.ArchiveFloat( &time ); arc.ArchiveFloat( &timeInLevel ); arc.ArchiveFloat( &frametime ); arc.ArchiveFloat( &fixedframetime ); arc.ArchiveInteger( &startTime ); arc.ArchiveString( &level_name ); arc.ArchiveString( &mapname ); arc.ArchiveString( &spawnpoint ); arc.ArchiveString( &nextmap ); arc.ArchiveBoolean( &restart ); arc.ArchiveBoolean( &started ); arc.ArchiveBoolean( &playerfrozen ); arc.ArchiveFloat( &intermissiontime ); arc.ArchiveInteger( &exitintermission ); arc.ArchiveFloat( &intermission_advancetime ); arc.ArchiveBool( &_showIntermission ); arc.ArchiveBool( &_saveOrientation ); // Don't archive //gentity_s *next_edict; arc.ArchiveInteger( &total_secrets ); arc.ArchiveInteger( &found_secrets ); arc.ArchiveInteger( &total_specialItems ); arc.ArchiveInteger( &found_specialItems ); arc.ArchiveString( &game_script ); // Don't archive //trace_t impact_trace; arc.ArchiveBoolean( &cinematic ); arc.ArchiveBoolean( &ai_on ); arc.ArchiveBoolean( &mission_failed ); arc.ArchiveBoolean( &died_already ); arc.ArchiveBoolean( &near_exit ); arc.ArchiveVector( &water_color ); arc.ArchiveFloat( &water_alpha ); arc.ArchiveVector( &slime_color ); arc.ArchiveFloat( &slime_alpha ); arc.ArchiveVector( &lava_color ); arc.ArchiveFloat( &lava_alpha ); arc.ArchiveString( ¤t_soundtrack ); arc.ArchiveString( &saved_soundtrack ); arc.ArchiveObjectPointer( ( Class ** )&consoleThread ); arc.ArchiveVector( &m_fade_color ); arc.ArchiveFloat( &m_fade_alpha ); arc.ArchiveFloat( &m_fade_time ); arc.ArchiveFloat( & m_fade_time_start ); ArchiveEnum( m_fade_type, fadetype_t ); ArchiveEnum( m_fade_style, fadestyle_t ); arc.ArchiveFloat( &m_letterbox_fraction ); arc.ArchiveFloat( &m_letterbox_time ); arc.ArchiveFloat( &m_letterbox_time_start ); ArchiveEnum( m_letterbox_dir, letterboxdir_t ); arc.ArchiveBool( &_cleanup ); arc.ArchiveString( &_playerDeathThread ); arc.ArchiveObjectPointer( ( Class ** )&hNodeController ); // Don't archive, will already be setup from camera code // Container<Camera *> automatic_cameras; arc.ArchiveVector( & m_intermission_origin ); arc.ArchiveVector( & m_intermission_angle ); if ( arc.Loading() ) { str temp_soundtrack; // Change the sound track to the one just loaded temp_soundtrack = saved_soundtrack; ChangeSoundtrack( current_soundtrack.c_str() ); saved_soundtrack = temp_soundtrack; // not archived since we can't save mid-frame next_edict = NULL; // not archived since we can't save mid-frame memset( &impact_trace, 0, sizeof( impact_trace ) ); loadLevelStrings(); } }