You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
736 lines
18 KiB
736 lines
18 KiB
7 years ago
|
/***
|
||
|
*
|
||
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||
|
*
|
||
|
* This product contains software technology licensed from Id
|
||
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||
|
* All Rights Reserved.
|
||
|
*
|
||
|
* Use, distribution, and modification of this source code and/or resulting
|
||
|
* object code is restricted to non-commercial enhancements to products from
|
||
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
||
|
* without written permission from Valve LLC.
|
||
|
*
|
||
|
****/
|
||
|
/*
|
||
|
|
||
|
===== world.cpp ========================================================
|
||
|
|
||
|
precaches and defs for entities and other data that must always be available.
|
||
|
|
||
|
*/
|
||
|
|
||
|
#include "extdll.h"
|
||
|
#include "util.h"
|
||
|
#include "cbase.h"
|
||
|
#include "nodes.h"
|
||
|
#include "soundent.h"
|
||
|
#include "client.h"
|
||
|
#include "decals.h"
|
||
|
#include "skill.h"
|
||
|
#include "effects.h"
|
||
|
#include "player.h"
|
||
|
#include "weapons.h"
|
||
|
#include "gamerules.h"
|
||
|
#include "teamplay_gamerules.h"
|
||
|
#include "movewith.h" //LRC
|
||
|
|
||
|
extern CGraph WorldGraph;
|
||
|
extern CSoundEnt *pSoundEnt;
|
||
|
|
||
|
extern CBaseEntity *g_pLastSpawn;
|
||
|
DLL_GLOBAL edict_t *g_pBodyQueueHead;
|
||
|
CGlobalState gGlobalState;
|
||
|
extern DLL_GLOBAL int gDisplayTitle;
|
||
|
|
||
|
extern void W_Precache(void);
|
||
|
|
||
|
//
|
||
|
// This must match the list in util.h
|
||
|
//
|
||
|
DLL_DECALLIST gDecals[] = {
|
||
|
{ "{shot1", 0 }, // DECAL_GUNSHOT1
|
||
|
{ "{shot2", 0 }, // DECAL_GUNSHOT2
|
||
|
{ "{shot3",0 }, // DECAL_GUNSHOT3
|
||
|
{ "{shot4", 0 }, // DECAL_GUNSHOT4
|
||
|
{ "{shot5", 0 }, // DECAL_GUNSHOT5
|
||
|
{ "{lambda01", 0 }, // DECAL_LAMBDA1
|
||
|
{ "{lambda02", 0 }, // DECAL_LAMBDA2
|
||
|
{ "{lambda03", 0 }, // DECAL_LAMBDA3
|
||
|
{ "{lambda04", 0 }, // DECAL_LAMBDA4
|
||
|
{ "{lambda05", 0 }, // DECAL_LAMBDA5
|
||
|
{ "{lambda06", 0 }, // DECAL_LAMBDA6
|
||
|
{ "{scorch1", 0 }, // DECAL_SCORCH1
|
||
|
{ "{scorch2", 0 }, // DECAL_SCORCH2
|
||
|
{ "{blood1", 0 }, // DECAL_BLOOD1
|
||
|
{ "{blood2", 0 }, // DECAL_BLOOD2
|
||
|
{ "{blood3", 0 }, // DECAL_BLOOD3
|
||
|
{ "{blood4", 0 }, // DECAL_BLOOD4
|
||
|
{ "{blood5", 0 }, // DECAL_BLOOD5
|
||
|
{ "{blood6", 0 }, // DECAL_BLOOD6
|
||
|
{ "{yblood1", 0 }, // DECAL_YBLOOD1
|
||
|
{ "{yblood2", 0 }, // DECAL_YBLOOD2
|
||
|
{ "{yblood3", 0 }, // DECAL_YBLOOD3
|
||
|
{ "{yblood4", 0 }, // DECAL_YBLOOD4
|
||
|
{ "{yblood5", 0 }, // DECAL_YBLOOD5
|
||
|
{ "{yblood6", 0 }, // DECAL_YBLOOD6
|
||
|
{ "{break1", 0 }, // DECAL_GLASSBREAK1
|
||
|
{ "{break2", 0 }, // DECAL_GLASSBREAK2
|
||
|
{ "{break3", 0 }, // DECAL_GLASSBREAK3
|
||
|
{ "{bigshot1", 0 }, // DECAL_BIGSHOT1
|
||
|
{ "{bigshot2", 0 }, // DECAL_BIGSHOT2
|
||
|
{ "{bigshot3", 0 }, // DECAL_BIGSHOT3
|
||
|
{ "{bigshot4", 0 }, // DECAL_BIGSHOT4
|
||
|
{ "{bigshot5", 0 }, // DECAL_BIGSHOT5
|
||
|
{ "{spit1", 0 }, // DECAL_SPIT1
|
||
|
{ "{spit2", 0 }, // DECAL_SPIT2
|
||
|
{ "{bproof1", 0 }, // DECAL_BPROOF1
|
||
|
{ "{gargstomp", 0 }, // DECAL_GARGSTOMP1, // Gargantua stomp crack
|
||
|
{ "{smscorch1", 0 }, // DECAL_SMALLSCORCH1, // Small scorch mark
|
||
|
{ "{smscorch2", 0 }, // DECAL_SMALLSCORCH2, // Small scorch mark
|
||
|
{ "{smscorch3", 0 }, // DECAL_SMALLSCORCH3, // Small scorch mark
|
||
|
{ "{mommablob", 0 }, // DECAL_MOMMABIRTH // BM Birth spray
|
||
|
{ "{mommablob", 0 }, // DECAL_MOMMASPLAT // BM Mortar spray?? need decal
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
==============================================================================
|
||
|
|
||
|
BODY QUE
|
||
|
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
#define SF_DECAL_NOTINDEATHMATCH 2048
|
||
|
|
||
|
class CDecal : public CBaseEntity
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
void KeyValue( KeyValueData *pkvd );
|
||
|
void EXPORT StaticDecal( void );
|
||
|
void EXPORT TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( infodecal, CDecal );
|
||
|
|
||
|
// UNDONE: These won't get sent to joining players in multi-player
|
||
|
void CDecal :: Spawn( void )
|
||
|
{
|
||
|
if ( pev->skin < 0 || (gpGlobals->deathmatch && FBitSet( pev->spawnflags, SF_DECAL_NOTINDEATHMATCH )) )
|
||
|
{
|
||
|
REMOVE_ENTITY(ENT(pev));
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( FStringNull ( pev->targetname ) )
|
||
|
{
|
||
|
SetThink(&CDecal :: StaticDecal );
|
||
|
// if there's no targetname, the decal will spray itself on as soon as the world is done spawning.
|
||
|
SetNextThink( 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if there IS a targetname, the decal sprays itself on when it is triggered.
|
||
|
SetThink(&CDecal :: SUB_DoNothing );
|
||
|
SetUse(&CDecal ::TriggerDecal);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CDecal :: TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
// this is set up as a USE function for infodecals that have targetnames, so that the
|
||
|
// decal doesn't get applied until it is fired. (usually by a scripted sequence)
|
||
|
TraceResult trace;
|
||
|
int entityIndex;
|
||
|
|
||
|
UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace );
|
||
|
|
||
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY);
|
||
|
WRITE_BYTE( TE_BSPDECAL );
|
||
|
WRITE_COORD( pev->origin.x );
|
||
|
WRITE_COORD( pev->origin.y );
|
||
|
WRITE_COORD( pev->origin.z );
|
||
|
WRITE_SHORT( (int)pev->skin );
|
||
|
entityIndex = (short)ENTINDEX(trace.pHit);
|
||
|
WRITE_SHORT( entityIndex );
|
||
|
if ( entityIndex )
|
||
|
WRITE_SHORT( (int)VARS(trace.pHit)->modelindex );
|
||
|
MESSAGE_END();
|
||
|
|
||
|
SetThink(&CDecal :: SUB_Remove );
|
||
|
SetNextThink( 0.1 );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CDecal :: StaticDecal( void )
|
||
|
{
|
||
|
TraceResult trace;
|
||
|
int entityIndex, modelIndex;
|
||
|
|
||
|
UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace );
|
||
|
|
||
|
entityIndex = (short)ENTINDEX(trace.pHit);
|
||
|
if ( entityIndex )
|
||
|
modelIndex = (int)VARS(trace.pHit)->modelindex;
|
||
|
else
|
||
|
modelIndex = 0;
|
||
|
|
||
|
g_engfuncs.pfnStaticDecal( pev->origin, (int)pev->skin, entityIndex, modelIndex );
|
||
|
|
||
|
SUB_Remove();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CDecal :: KeyValue( KeyValueData *pkvd )
|
||
|
{
|
||
|
if (FStrEq(pkvd->szKeyName, "texture"))
|
||
|
{
|
||
|
pev->skin = DECAL_INDEX( pkvd->szValue );
|
||
|
|
||
|
// Found
|
||
|
if ( pev->skin >= 0 )
|
||
|
return;
|
||
|
ALERT( at_debug, "Can't find decal %s\n", pkvd->szValue );
|
||
|
}
|
||
|
else
|
||
|
CBaseEntity::KeyValue( pkvd );
|
||
|
}
|
||
|
|
||
|
|
||
|
// Body queue class here.... It's really just CBaseEntity
|
||
|
class CCorpse : public CBaseEntity
|
||
|
{
|
||
|
virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( bodyque, CCorpse );
|
||
|
|
||
|
static void InitBodyQue(void)
|
||
|
{
|
||
|
string_t istrClassname = MAKE_STRING("bodyque");
|
||
|
|
||
|
g_pBodyQueueHead = CREATE_NAMED_ENTITY( istrClassname );
|
||
|
entvars_t *pev = VARS(g_pBodyQueueHead);
|
||
|
|
||
|
// Reserve 3 more slots for dead bodies
|
||
|
for ( int i = 0; i < 3; i++ )
|
||
|
{
|
||
|
pev->owner = CREATE_NAMED_ENTITY( istrClassname );
|
||
|
pev = VARS(pev->owner);
|
||
|
}
|
||
|
|
||
|
pev->owner = g_pBodyQueueHead;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// make a body que entry for the given ent so the ent can be respawned elsewhere
|
||
|
//
|
||
|
// GLOBALS ASSUMED SET: g_eoBodyQueueHead
|
||
|
//
|
||
|
void CopyToBodyQue(entvars_t *pev)
|
||
|
{
|
||
|
if (pev->effects & EF_NODRAW)
|
||
|
return;
|
||
|
|
||
|
entvars_t *pevHead = VARS(g_pBodyQueueHead);
|
||
|
|
||
|
pevHead->angles = pev->angles;
|
||
|
pevHead->model = pev->model;
|
||
|
pevHead->modelindex = pev->modelindex;
|
||
|
pevHead->frame = pev->frame;
|
||
|
pevHead->colormap = pev->colormap;
|
||
|
pevHead->movetype = MOVETYPE_TOSS;
|
||
|
pevHead->velocity = pev->velocity;
|
||
|
pevHead->flags = 0;
|
||
|
pevHead->deadflag = pev->deadflag;
|
||
|
pevHead->renderfx = kRenderFxDeadPlayer;
|
||
|
pevHead->renderamt = ENTINDEX( ENT( pev ) );
|
||
|
|
||
|
pevHead->effects = pev->effects | EF_NOINTERP;
|
||
|
//pevHead->goalstarttime = pev->goalstarttime;
|
||
|
//pevHead->goalframe = pev->goalframe;
|
||
|
//pevHead->goalendtime = pev->goalendtime ;
|
||
|
|
||
|
pevHead->sequence = pev->sequence;
|
||
|
pevHead->animtime = pev->animtime;
|
||
|
|
||
|
UTIL_SetEdictOrigin(g_pBodyQueueHead, pev->origin);
|
||
|
UTIL_SetSize(pevHead, pev->mins, pev->maxs);
|
||
|
g_pBodyQueueHead = pevHead->owner;
|
||
|
}
|
||
|
|
||
|
|
||
|
CGlobalState::CGlobalState( void )
|
||
|
{
|
||
|
Reset();
|
||
|
}
|
||
|
|
||
|
void CGlobalState::Reset( void )
|
||
|
{
|
||
|
m_pList = NULL;
|
||
|
m_listCount = 0;
|
||
|
}
|
||
|
|
||
|
globalentity_t *CGlobalState :: Find( string_t globalname )
|
||
|
{
|
||
|
if ( !globalname )
|
||
|
return NULL;
|
||
|
|
||
|
globalentity_t *pTest;
|
||
|
const char *pEntityName = STRING(globalname);
|
||
|
|
||
|
|
||
|
pTest = m_pList;
|
||
|
while ( pTest )
|
||
|
{
|
||
|
if ( FStrEq( pEntityName, pTest->name ) )
|
||
|
break;
|
||
|
|
||
|
pTest = pTest->pNext;
|
||
|
}
|
||
|
|
||
|
return pTest;
|
||
|
}
|
||
|
|
||
|
|
||
|
// This is available all the time now on impulse 104, remove later
|
||
|
//#ifdef _DEBUG
|
||
|
void CGlobalState :: DumpGlobals( void )
|
||
|
{
|
||
|
static char *estates[] = { "Off", "On", "Dead" };
|
||
|
globalentity_t *pTest;
|
||
|
|
||
|
ALERT( at_debug, "-- Globals --\n" );
|
||
|
pTest = m_pList;
|
||
|
while ( pTest )
|
||
|
{
|
||
|
ALERT( at_debug, "%s: %s (%s)\n", pTest->name, pTest->levelName, estates[pTest->state] );
|
||
|
pTest = pTest->pNext;
|
||
|
}
|
||
|
}
|
||
|
//#endif
|
||
|
|
||
|
|
||
|
void CGlobalState :: EntityAdd( string_t globalname, string_t mapName, GLOBALESTATE state )
|
||
|
{
|
||
|
ASSERT( !Find(globalname) );
|
||
|
|
||
|
globalentity_t *pNewEntity = (globalentity_t *)calloc( sizeof( globalentity_t ), 1 );
|
||
|
ASSERT( pNewEntity != NULL );
|
||
|
pNewEntity->pNext = m_pList;
|
||
|
m_pList = pNewEntity;
|
||
|
strcpy( pNewEntity->name, STRING( globalname ) );
|
||
|
strcpy( pNewEntity->levelName, STRING(mapName) );
|
||
|
pNewEntity->state = state;
|
||
|
m_listCount++;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CGlobalState :: EntitySetState( string_t globalname, GLOBALESTATE state )
|
||
|
{
|
||
|
globalentity_t *pEnt = Find( globalname );
|
||
|
|
||
|
if ( pEnt )
|
||
|
pEnt->state = state;
|
||
|
}
|
||
|
|
||
|
|
||
|
const globalentity_t *CGlobalState :: EntityFromTable( string_t globalname )
|
||
|
{
|
||
|
globalentity_t *pEnt = Find( globalname );
|
||
|
|
||
|
return pEnt;
|
||
|
}
|
||
|
|
||
|
|
||
|
GLOBALESTATE CGlobalState :: EntityGetState( string_t globalname )
|
||
|
{
|
||
|
globalentity_t *pEnt = Find( globalname );
|
||
|
if ( pEnt )
|
||
|
return pEnt->state;
|
||
|
|
||
|
return GLOBAL_OFF;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Global Savedata for Delay
|
||
|
TYPEDESCRIPTION CGlobalState::m_SaveData[] =
|
||
|
{
|
||
|
DEFINE_FIELD( CGlobalState, m_listCount, FIELD_INTEGER ),
|
||
|
};
|
||
|
|
||
|
// Global Savedata for Delay
|
||
|
TYPEDESCRIPTION gGlobalEntitySaveData[] =
|
||
|
{
|
||
|
DEFINE_ARRAY( globalentity_t, name, FIELD_CHARACTER, 64 ),
|
||
|
DEFINE_ARRAY( globalentity_t, levelName, FIELD_CHARACTER, 32 ),
|
||
|
DEFINE_FIELD( globalentity_t, state, FIELD_INTEGER ),
|
||
|
};
|
||
|
|
||
|
|
||
|
int CGlobalState::Save( CSave &save )
|
||
|
{
|
||
|
int i;
|
||
|
globalentity_t *pEntity;
|
||
|
|
||
|
if ( !save.WriteFields( "cGLOBAL", "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) )
|
||
|
return 0;
|
||
|
|
||
|
pEntity = m_pList;
|
||
|
for ( i = 0; i < m_listCount && pEntity; i++ )
|
||
|
{
|
||
|
if ( !save.WriteFields( "cGENT", "GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) )
|
||
|
return 0;
|
||
|
|
||
|
pEntity = pEntity->pNext;
|
||
|
}
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
int CGlobalState::Restore( CRestore &restore )
|
||
|
{
|
||
|
int i, listCount;
|
||
|
globalentity_t tmpEntity;
|
||
|
|
||
|
ClearStates();
|
||
|
if ( !restore.ReadFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) )
|
||
|
return 0;
|
||
|
|
||
|
listCount = m_listCount; // Get new list count
|
||
|
m_listCount = 0; // Clear loaded data
|
||
|
|
||
|
for ( i = 0; i < listCount; i++ )
|
||
|
{
|
||
|
if ( !restore.ReadFields( "GENT", &tmpEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) )
|
||
|
return 0;
|
||
|
EntityAdd( MAKE_STRING(tmpEntity.name), MAKE_STRING(tmpEntity.levelName), tmpEntity.state );
|
||
|
}
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
void CGlobalState::EntityUpdate( string_t globalname, string_t mapname )
|
||
|
{
|
||
|
globalentity_t *pEnt = Find( globalname );
|
||
|
|
||
|
if ( pEnt )
|
||
|
strcpy( pEnt->levelName, STRING(mapname) );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CGlobalState::ClearStates( void )
|
||
|
{
|
||
|
globalentity_t *pFree = m_pList;
|
||
|
while ( pFree )
|
||
|
{
|
||
|
globalentity_t *pNext = pFree->pNext;
|
||
|
free( pFree );
|
||
|
pFree = pNext;
|
||
|
}
|
||
|
Reset();
|
||
|
}
|
||
|
|
||
|
|
||
|
void SaveGlobalState( SAVERESTOREDATA *pSaveData )
|
||
|
{
|
||
|
CSave saveHelper( pSaveData );
|
||
|
gGlobalState.Save( saveHelper );
|
||
|
}
|
||
|
|
||
|
|
||
|
void RestoreGlobalState( SAVERESTOREDATA *pSaveData )
|
||
|
{
|
||
|
CRestore restoreHelper( pSaveData );
|
||
|
gGlobalState.Restore( restoreHelper );
|
||
|
}
|
||
|
|
||
|
|
||
|
void ResetGlobalState( void )
|
||
|
{
|
||
|
gGlobalState.ClearStates();
|
||
|
gInitHUD = TRUE; // Init the HUD on a new game / load game
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// moved CWorld class definition to cbase.h
|
||
|
//=======================
|
||
|
// CWorld
|
||
|
//
|
||
|
// This spawns first when each level begins.
|
||
|
//=======================
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( worldspawn, CWorld );
|
||
|
|
||
|
#define SF_WORLD_DARK 0x0001 // Fade from black at startup
|
||
|
#define SF_WORLD_TITLE 0x0002 // Display game title at startup
|
||
|
#define SF_WORLD_FORCETEAM 0x0004 // Force teams
|
||
|
//#define SF_WORLD_STARTSUIT 0x0008 // LRC- Start this level with an HEV suit!
|
||
|
|
||
|
extern DLL_GLOBAL BOOL g_fGameOver;
|
||
|
float g_flWeaponCheat;
|
||
|
|
||
|
BOOL g_startSuit; //LRC
|
||
|
|
||
|
void CWorld :: Spawn( void )
|
||
|
{
|
||
|
g_fGameOver = FALSE;
|
||
|
Precache( );
|
||
|
g_flWeaponCheat = CVAR_GET_FLOAT( "sv_cheats" ); // Is the impulse 101 command allowed?
|
||
|
}
|
||
|
|
||
|
void CWorld :: Precache( void )
|
||
|
{
|
||
|
//LRC - set up the world lists
|
||
|
g_pWorld = this;
|
||
|
m_pAssistLink = NULL;
|
||
|
m_pFirstAlias = NULL;
|
||
|
// ALERT(at_console, "Clearing AssistList\n");
|
||
|
|
||
|
g_pLastSpawn = NULL;
|
||
|
|
||
|
#if 1
|
||
|
CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
|
||
|
CVAR_SET_STRING("sv_stepsize", "18");
|
||
|
#else
|
||
|
CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec
|
||
|
CVAR_SET_STRING("sv_stepsize", "24");
|
||
|
#endif
|
||
|
|
||
|
CVAR_SET_STRING("room_type", "0");// clear DSP
|
||
|
|
||
|
// Set up game rules
|
||
|
if (g_pGameRules)
|
||
|
{
|
||
|
delete g_pGameRules;
|
||
|
g_pGameRules = 0;
|
||
|
}
|
||
|
|
||
|
g_pGameRules = InstallGameRules( );
|
||
|
|
||
|
//!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here
|
||
|
|
||
|
///!!!LATER - do we want a sound ent in deathmatch? (sjb)
|
||
|
//pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() );
|
||
|
pSoundEnt = GetClassPtr( ( CSoundEnt *)NULL );
|
||
|
pSoundEnt->Spawn();
|
||
|
|
||
|
if ( !pSoundEnt )
|
||
|
{
|
||
|
ALERT ( at_debug, "**COULD NOT CREATE SOUNDENT**\n" );
|
||
|
}
|
||
|
|
||
|
InitBodyQue();
|
||
|
|
||
|
// init sentence group playback stuff from sentences.txt.
|
||
|
// ok to call this multiple times, calls after first are ignored.
|
||
|
|
||
|
SENTENCEG_Init();
|
||
|
|
||
|
// init texture type array from materials.txt
|
||
|
|
||
|
TEXTURETYPE_Init();
|
||
|
|
||
|
|
||
|
// the area based ambient sounds MUST be the first precache_sounds
|
||
|
|
||
|
// player precaches
|
||
|
W_Precache (); // get weapon precaches
|
||
|
|
||
|
ClientPrecache();
|
||
|
|
||
|
// sounds used from C physics code
|
||
|
PRECACHE_SOUND("common/null.wav"); // clears sound channels
|
||
|
|
||
|
PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons.
|
||
|
PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun.
|
||
|
|
||
|
PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
|
||
|
PRECACHE_SOUND( "common/bodydrop4.wav" );
|
||
|
|
||
|
g_Language = (int)CVAR_GET_FLOAT( "sv_language" );
|
||
|
if ( g_Language == LANGUAGE_GERMAN )
|
||
|
{
|
||
|
PRECACHE_MODEL( "models/germangibs.mdl" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PRECACHE_MODEL( "models/hgibs.mdl" );
|
||
|
PRECACHE_MODEL( "models/agibs.mdl" );
|
||
|
}
|
||
|
|
||
|
PRECACHE_SOUND ("weapons/ric1.wav");
|
||
|
PRECACHE_SOUND ("weapons/ric2.wav");
|
||
|
PRECACHE_SOUND ("weapons/ric3.wav");
|
||
|
PRECACHE_SOUND ("weapons/ric4.wav");
|
||
|
PRECACHE_SOUND ("weapons/ric5.wav");
|
||
|
|
||
|
PRECACHE_MODEL( "sprites/null.spr" ); //LRC
|
||
|
|
||
|
//
|
||
|
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
||
|
//
|
||
|
int i;
|
||
|
|
||
|
// 0 normal
|
||
|
for (i = 0; i <= 13; i++)
|
||
|
{
|
||
|
LIGHT_STYLE(i, (char*)STRING(GetStdLightStyle(i)));
|
||
|
}
|
||
|
|
||
|
// styles 32-62 are assigned by the light program for switchable lights
|
||
|
|
||
|
// 63 testing
|
||
|
LIGHT_STYLE(63, "a");
|
||
|
|
||
|
for (i = 0; i < ARRAYSIZE(gDecals); i++ )
|
||
|
gDecals[i].index = DECAL_INDEX( gDecals[i].name );
|
||
|
|
||
|
// init the WorldGraph.
|
||
|
WorldGraph.InitGraph();
|
||
|
|
||
|
// make sure the .NOD file is newer than the .BSP file.
|
||
|
if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) )
|
||
|
{// NOD file is not present, or is older than the BSP file.
|
||
|
WorldGraph.AllocNodes ();
|
||
|
}
|
||
|
else
|
||
|
{// Load the node graph for this level
|
||
|
if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) )
|
||
|
{// couldn't load, so alloc and prepare to build a graph.
|
||
|
ALERT ( at_debug, "*Error opening .NOD file\n" );
|
||
|
WorldGraph.AllocNodes ();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ALERT ( at_debug, "\n*Graph Loaded!\n" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pev->speed > 0 )
|
||
|
CVAR_SET_FLOAT( "sv_zmax", pev->speed );
|
||
|
else
|
||
|
CVAR_SET_FLOAT( "sv_zmax", 4096 );
|
||
|
|
||
|
if ( pev->netname )
|
||
|
{
|
||
|
ALERT( at_aiconsole, "Chapter title: %s\n", STRING(pev->netname) );
|
||
|
CBaseEntity *pEntity = CBaseEntity::Create( "env_message", g_vecZero, g_vecZero, NULL );
|
||
|
if ( pEntity )
|
||
|
{
|
||
|
pEntity->SetThink(&CWorld::SUB_CallUseToggle );
|
||
|
pEntity->pev->message = pev->netname;
|
||
|
pev->netname = 0;
|
||
|
pEntity->SetNextThink( 0.3 );
|
||
|
pEntity->pev->spawnflags = SF_MESSAGE_ONCE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pev->spawnflags & SF_WORLD_DARK )
|
||
|
CVAR_SET_FLOAT( "v_dark", 1.0 );
|
||
|
else
|
||
|
CVAR_SET_FLOAT( "v_dark", 0.0 );
|
||
|
|
||
|
if ( pev->spawnflags & SF_WORLD_TITLE )
|
||
|
gDisplayTitle = TRUE; // display the game title if this key is set
|
||
|
else
|
||
|
gDisplayTitle = FALSE;
|
||
|
|
||
|
if ( pev->spawnflags & SF_WORLD_FORCETEAM )
|
||
|
{
|
||
|
CVAR_SET_FLOAT( "mp_defaultteam", 1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CVAR_SET_FLOAT( "mp_defaultteam", 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// Just to ignore the "wad" field.
|
||
|
//
|
||
|
void CWorld :: KeyValue( KeyValueData *pkvd )
|
||
|
{
|
||
|
if ( FStrEq(pkvd->szKeyName, "skyname") )
|
||
|
{
|
||
|
// Sent over net now.
|
||
|
CVAR_SET_STRING( "sv_skyname", pkvd->szValue );
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "sounds") )
|
||
|
{
|
||
|
gpGlobals->cdAudioTrack = atoi(pkvd->szValue);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "WaveHeight") )
|
||
|
{
|
||
|
// Sent over net now.
|
||
|
pev->scale = atof(pkvd->szValue) * (1.0/8.0);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
CVAR_SET_FLOAT( "sv_wateramp", pev->scale );
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "MaxRange") )
|
||
|
{
|
||
|
pev->speed = atof(pkvd->szValue);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "chaptertitle") )
|
||
|
{
|
||
|
pev->netname = ALLOC_STRING(pkvd->szValue);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "startdark") )
|
||
|
{
|
||
|
// UNDONE: This is a gross hack!!! The CVAR is NOT sent over the client/sever link
|
||
|
// but it will work for single player
|
||
|
int flag = atoi(pkvd->szValue);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
if ( flag )
|
||
|
pev->spawnflags |= SF_WORLD_DARK;
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "newunit") )
|
||
|
{
|
||
|
// Single player only. Clear save directory if set
|
||
|
if ( atoi(pkvd->szValue) )
|
||
|
CVAR_SET_FLOAT( "sv_newunit", 1 );
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "gametitle") )
|
||
|
{
|
||
|
if ( atoi(pkvd->szValue) )
|
||
|
pev->spawnflags |= SF_WORLD_TITLE;
|
||
|
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "mapteams") )
|
||
|
{
|
||
|
pev->team = ALLOC_STRING( pkvd->szValue );
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "defaultteam") )
|
||
|
{
|
||
|
if ( atoi(pkvd->szValue) )
|
||
|
{
|
||
|
pev->spawnflags |= SF_WORLD_FORCETEAM;
|
||
|
}
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
//LRC- let map designers start the player with his suit already on
|
||
|
else if ( FStrEq(pkvd->szKeyName, "startsuit") )
|
||
|
{
|
||
|
g_startSuit = atoi(pkvd->szValue);
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
else if ( FStrEq(pkvd->szKeyName, "allowmonsters") )
|
||
|
{
|
||
|
CVAR_SET_FLOAT( "mp_allowmonsters", atof(pkvd->szValue) );
|
||
|
pkvd->fHandled = TRUE;
|
||
|
}
|
||
|
//LRC- ends
|
||
|
else
|
||
|
CBaseEntity::KeyValue( pkvd );
|
||
|
}
|