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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== world.cpp ========================================================
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precaches and defs for entities and other data that must always be available.
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "nodes.h"
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#include "soundent.h"
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#include "client.h"
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#include "decals.h"
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#include "skill.h"
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#include "effects.h"
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#include "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "teamplay_gamerules.h"
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#include "physcallback.h"
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extern CGraph WorldGraph;
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extern CSoundEnt *pSoundEnt;
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extern CBaseEntity *g_pLastSpawn;
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DLL_GLOBAL edict_t *g_pBodyQueueHead;
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CGlobalState gGlobalState;
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extern DLL_GLOBAL int gDisplayTitle;
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extern void W_Precache( void );
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//
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// This must match the list in util.h
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//
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DLL_DECALLIST gDecals[] = {
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{ "{shot1", 0 }, // DECAL_GUNSHOT1
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{ "{shot2", 0 }, // DECAL_GUNSHOT2
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{ "{shot3", 0 }, // DECAL_GUNSHOT3
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{ "{shot4", 0 }, // DECAL_GUNSHOT4
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{ "{shot5", 0 }, // DECAL_GUNSHOT5
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{ "{lambda01", 0 }, // DECAL_LAMBDA1
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{ "{lambda02", 0 }, // DECAL_LAMBDA2
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{ "{lambda03", 0 }, // DECAL_LAMBDA3
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{ "{lambda04", 0 }, // DECAL_LAMBDA4
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{ "{lambda05", 0 }, // DECAL_LAMBDA5
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{ "{lambda06", 0 }, // DECAL_LAMBDA6
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{ "{scorch1", 0 }, // DECAL_SCORCH1
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{ "{scorch2", 0 }, // DECAL_SCORCH2
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{ "{blood1", 0 }, // DECAL_BLOOD1
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{ "{blood2", 0 }, // DECAL_BLOOD2
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{ "{blood3", 0 }, // DECAL_BLOOD3
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{ "{blood4", 0 }, // DECAL_BLOOD4
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{ "{blood5", 0 }, // DECAL_BLOOD5
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{ "{blood6", 0 }, // DECAL_BLOOD6
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{ "{yblood1", 0 }, // DECAL_YBLOOD1
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{ "{yblood2", 0 }, // DECAL_YBLOOD2
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{ "{yblood3", 0 }, // DECAL_YBLOOD3
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{ "{yblood4", 0 }, // DECAL_YBLOOD4
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{ "{yblood5", 0 }, // DECAL_YBLOOD5
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{ "{yblood6", 0 }, // DECAL_YBLOOD6
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{ "{break1", 0 }, // DECAL_GLASSBREAK1
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{ "{break2", 0 }, // DECAL_GLASSBREAK2
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{ "{break3", 0 }, // DECAL_GLASSBREAK3
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{ "{bigshot1", 0 }, // DECAL_BIGSHOT1
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{ "{bigshot2", 0 }, // DECAL_BIGSHOT2
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{ "{bigshot3", 0 }, // DECAL_BIGSHOT3
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{ "{bigshot4", 0 }, // DECAL_BIGSHOT4
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{ "{bigshot5", 0 }, // DECAL_BIGSHOT5
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{ "{spit1", 0 }, // DECAL_SPIT1
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{ "{spit2", 0 }, // DECAL_SPIT2
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{ "{bproof1", 0 }, // DECAL_BPROOF1
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{ "{gargstomp", 0 }, // DECAL_GARGSTOMP1, // Gargantua stomp crack
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{ "{smscorch1", 0 }, // DECAL_SMALLSCORCH1, // Small scorch mark
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{ "{smscorch2", 0 }, // DECAL_SMALLSCORCH2, // Small scorch mark
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{ "{smscorch3", 0 }, // DECAL_SMALLSCORCH3, // Small scorch mark
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{ "{mommablob", 0 }, // DECAL_MOMMABIRTH // BM Birth spray
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{ "{mommablob", 0 }, // DECAL_MOMMASPLAT // BM Mortar spray?? need decal
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};
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/*
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==============================================================================
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BODY QUE
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==============================================================================
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*/
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#define SF_DECAL_NOTINDEATHMATCH 2048
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class CDecal : public CBaseEntity
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{
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public:
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void Spawn( void );
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void KeyValue( KeyValueData *pkvd );
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void EXPORT StaticDecal( void );
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void EXPORT TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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};
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LINK_ENTITY_TO_CLASS( infodecal, CDecal )
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// UNDONE: These won't get sent to joining players in multi-player
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void CDecal::Spawn( void )
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{
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if( pev->skin < 0 || ( gpGlobals->deathmatch && FBitSet( pev->spawnflags, SF_DECAL_NOTINDEATHMATCH ) ) )
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{
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REMOVE_ENTITY( ENT( pev ) );
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return;
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}
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if( FStringNull( pev->targetname ) )
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{
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SetThink( &CDecal::StaticDecal );
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// if there's no targetname, the decal will spray itself on as soon as the world is done spawning.
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pev->nextthink = gpGlobals->time;
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}
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else
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{
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// if there IS a targetname, the decal sprays itself on when it is triggered.
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SetThink( &CBaseEntity::SUB_DoNothing );
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SetUse( &CDecal::TriggerDecal );
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}
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}
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void CDecal::TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// this is set up as a USE function for infodecals that have targetnames, so that the
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// decal doesn't get applied until it is fired. (usually by a scripted sequence)
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TraceResult trace;
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int entityIndex;
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UTIL_TraceLine( pev->origin - Vector( 5, 5, 5 ), pev->origin + Vector( 5, 5, 5 ), ignore_monsters, ENT( pev ), &trace );
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BSPDECAL );
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WRITE_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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WRITE_SHORT( (int)pev->skin );
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entityIndex = (short)ENTINDEX( trace.pHit );
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WRITE_SHORT( entityIndex );
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if( entityIndex )
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WRITE_SHORT( (int)VARS( trace.pHit )->modelindex );
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MESSAGE_END();
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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void CDecal::StaticDecal( void )
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{
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TraceResult trace;
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int entityIndex, modelIndex;
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UTIL_TraceLine( pev->origin - Vector( 5, 5, 5 ), pev->origin + Vector( 5, 5, 5 ), ignore_monsters, ENT( pev ), &trace );
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entityIndex = (short)ENTINDEX( trace.pHit );
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if( entityIndex )
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modelIndex = (int)VARS( trace.pHit )->modelindex;
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else
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modelIndex = 0;
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g_engfuncs.pfnStaticDecal( pev->origin, (int)pev->skin, entityIndex, modelIndex );
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SUB_Remove();
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}
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void CDecal::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "texture" ) )
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{
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pev->skin = DECAL_INDEX( pkvd->szValue );
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// Found
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if( pev->skin >= 0 )
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return;
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ALERT( at_console, "Can't find decal %s\n", pkvd->szValue );
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}
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else
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CBaseEntity::KeyValue( pkvd );
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}
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// Body queue class here.... It's really just CBaseEntity
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class CCorpse : public CBaseEntity
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{
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virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
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};
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LINK_ENTITY_TO_CLASS( bodyque, CCorpse )
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static void InitBodyQue( void )
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{
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string_t istrClassname = MAKE_STRING( "bodyque" );
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g_pBodyQueueHead = CREATE_NAMED_ENTITY( istrClassname );
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entvars_t *pev = VARS( g_pBodyQueueHead );
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// Reserve 3 more slots for dead bodies
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for( int i = 0; i < 3; i++ )
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{
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pev->owner = CREATE_NAMED_ENTITY( istrClassname );
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pev = VARS( pev->owner );
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}
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pev->owner = g_pBodyQueueHead;
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}
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//
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// make a body que entry for the given ent so the ent can be respawned elsewhere
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//
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// GLOBALS ASSUMED SET: g_eoBodyQueueHead
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//
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void CopyToBodyQue( entvars_t *pev )
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{
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if( pev->effects & EF_NODRAW )
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return;
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entvars_t *pevHead = VARS( g_pBodyQueueHead );
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pevHead->angles = pev->angles;
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pevHead->model = pev->model;
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pevHead->modelindex = pev->modelindex;
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pevHead->frame = pev->frame;
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pevHead->colormap = pev->colormap;
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pevHead->movetype = MOVETYPE_TOSS;
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pevHead->velocity = pev->velocity;
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pevHead->flags = 0;
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pevHead->deadflag = pev->deadflag;
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pevHead->renderfx = kRenderFxDeadPlayer;
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pevHead->renderamt = ENTINDEX( ENT( pev ) );
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pevHead->effects = pev->effects | EF_NOINTERP;
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//pevHead->goalstarttime = pev->goalstarttime;
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//pevHead->goalframe = pev->goalframe;
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//pevHead->goalendtime = pev->goalendtime ;
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pevHead->sequence = pev->sequence;
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pevHead->animtime = pev->animtime;
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UTIL_SetOrigin( pevHead, pev->origin );
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UTIL_SetSize( pevHead, pev->mins, pev->maxs );
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g_pBodyQueueHead = pevHead->owner;
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}
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CGlobalState::CGlobalState( void )
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{
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Reset();
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}
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void CGlobalState::Reset( void )
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{
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m_pList = NULL;
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m_listCount = 0;
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}
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globalentity_t *CGlobalState::Find( string_t globalname )
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{
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if( !globalname )
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return NULL;
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globalentity_t *pTest;
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const char *pEntityName = STRING( globalname );
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pTest = m_pList;
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while( pTest )
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{
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if( FStrEq( pEntityName, pTest->name ) )
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break;
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pTest = pTest->pNext;
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}
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return pTest;
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}
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// This is available all the time now on impulse 104, remove later
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//#ifdef _DEBUG
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void CGlobalState::DumpGlobals( void )
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{
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static const char *estates[] = { "Off", "On", "Dead" };
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globalentity_t *pTest;
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ALERT( at_console, "-- Globals --\n" );
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pTest = m_pList;
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while( pTest )
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{
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ALERT( at_console, "%s: %s (%s)\n", pTest->name, pTest->levelName, estates[pTest->state] );
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pTest = pTest->pNext;
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}
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}
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//#endif
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void CGlobalState::EntityAdd( string_t globalname, string_t mapName, GLOBALESTATE state )
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{
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ASSERT( !Find( globalname ) );
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globalentity_t *pNewEntity = (globalentity_t *)calloc( sizeof( globalentity_t ), 1 );
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ASSERT( pNewEntity != NULL );
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pNewEntity->pNext = m_pList;
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m_pList = pNewEntity;
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strcpy( pNewEntity->name, STRING( globalname ) );
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strcpy( pNewEntity->levelName, STRING( mapName ) );
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pNewEntity->state = state;
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m_listCount++;
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}
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void CGlobalState::EntitySetState( string_t globalname, GLOBALESTATE state )
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{
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globalentity_t *pEnt = Find( globalname );
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if( pEnt )
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pEnt->state = state;
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}
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const globalentity_t *CGlobalState :: EntityFromTable( string_t globalname )
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{
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globalentity_t *pEnt = Find( globalname );
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return pEnt;
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}
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GLOBALESTATE CGlobalState::EntityGetState( string_t globalname )
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{
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globalentity_t *pEnt = Find( globalname );
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if( pEnt )
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return pEnt->state;
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return GLOBAL_OFF;
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}
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// Global Savedata for Delay
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TYPEDESCRIPTION CGlobalState::m_SaveData[] =
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{
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DEFINE_FIELD( CGlobalState, m_listCount, FIELD_INTEGER ),
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};
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// Global Savedata for Delay
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TYPEDESCRIPTION gGlobalEntitySaveData[] =
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{
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DEFINE_ARRAY( globalentity_t, name, FIELD_CHARACTER, 64 ),
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DEFINE_ARRAY( globalentity_t, levelName, FIELD_CHARACTER, 32 ),
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DEFINE_FIELD( globalentity_t, state, FIELD_INTEGER ),
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};
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int CGlobalState::Save( CSave &save )
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{
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int i;
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globalentity_t *pEntity;
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|
|
if( !save.WriteFields( "GLOBAL", this, m_SaveData, ARRAYSIZE( m_SaveData ) ) )
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
pEntity = m_pList;
|
|
|
|
for( i = 0; i < m_listCount && pEntity; i++ )
|
|
|
|
{
|
|
|
|
if( !save.WriteFields( "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
|
|
|
|
|
|
|
|
extern DLL_GLOBAL BOOL g_fGameOver;
|
|
|
|
float g_flWeaponCheat;
|
|
|
|
|
|
|
|
void CWorld::Spawn( void )
|
|
|
|
{
|
|
|
|
g_fGameOver = FALSE;
|
|
|
|
Precache();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CWorld::Precache( void )
|
|
|
|
{
|
|
|
|
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 = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
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 );
|
|
|
|
|
|
|
|
if( pSoundEnt )
|
|
|
|
{
|
|
|
|
pSoundEnt->Spawn();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ALERT ( at_console, "**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();
|
|
|
|
|
|
|
|
// 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" );
|
|
|
|
|
|
|
|
//
|
|
|
|
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
|
|
|
//
|
|
|
|
|
|
|
|
// 0 normal
|
|
|
|
LIGHT_STYLE( 0, "m" );
|
|
|
|
|
|
|
|
// 1 FLICKER (first variety)
|
|
|
|
LIGHT_STYLE( 1, "mmnmmommommnonmmonqnmmo" );
|
|
|
|
|
|
|
|
// 2 SLOW STRONG PULSE
|
|
|
|
LIGHT_STYLE( 2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" );
|
|
|
|
|
|
|
|
// 3 CANDLE (first variety)
|
|
|
|
LIGHT_STYLE( 3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" );
|
|
|
|
|
|
|
|
// 4 FAST STROBE
|
|
|
|
LIGHT_STYLE( 4, "mamamamamama" );
|
|
|
|
|
|
|
|
// 5 GENTLE PULSE 1
|
|
|
|
LIGHT_STYLE( 5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj" );
|
|
|
|
|
|
|
|
// 6 FLICKER (second variety)
|
|
|
|
LIGHT_STYLE( 6, "nmonqnmomnmomomno" );
|
|
|
|
|
|
|
|
// 7 CANDLE (second variety)
|
|
|
|
LIGHT_STYLE( 7, "mmmaaaabcdefgmmmmaaaammmaamm" );
|
|
|
|
|
|
|
|
// 8 CANDLE (third variety)
|
|
|
|
LIGHT_STYLE( 8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa" );
|
|
|
|
|
|
|
|
// 9 SLOW STROBE (fourth variety)
|
|
|
|
LIGHT_STYLE( 9, "aaaaaaaazzzzzzzz" );
|
|
|
|
|
|
|
|
// 10 FLUORESCENT FLICKER
|
|
|
|
LIGHT_STYLE( 10, "mmamammmmammamamaaamammma" );
|
|
|
|
|
|
|
|
// 11 SLOW PULSE NOT FADE TO BLACK
|
|
|
|
LIGHT_STYLE( 11, "abcdefghijklmnopqrrqponmlkjihgfedcba" );
|
|
|
|
|
|
|
|
// 12 UNDERWATER LIGHT MUTATION
|
|
|
|
// this light only distorts the lightmap - no contribution
|
|
|
|
// is made to the brightness of affected surfaces
|
|
|
|
LIGHT_STYLE( 12, "mmnnmmnnnmmnn" );
|
|
|
|
|
|
|
|
// styles 32-62 are assigned by the light program for switchable lights
|
|
|
|
|
|
|
|
// 63 testing
|
|
|
|
LIGHT_STYLE( 63, "a" );
|
|
|
|
|
|
|
|
for( int i = 0; i < (int)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( 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( STRING( gpGlobals->mapname ) ) )
|
|
|
|
{
|
|
|
|
// couldn't load, so alloc and prepare to build a graph.
|
|
|
|
ALERT( at_console, "*Error opening .NOD file\n" );
|
|
|
|
WorldGraph.AllocNodes();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ALERT( at_console, "\n*Graph Loaded!\n" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pev->speed > 0 )
|
|
|
|
CVAR_SET_FLOAT( "sv_zmax", pev->speed );
|
|
|
|
else
|
|
|
|
CVAR_SET_FLOAT( "sv_zmax", 4096 );
|
|
|
|
|
|
|
|
// g-cont. moved here to right restore global WaveHeight on save\restore level
|
|
|
|
CVAR_SET_FLOAT( "sv_wateramp", pev->scale );
|
|
|
|
|
|
|
|
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( &CBaseEntity::SUB_CallUseToggle );
|
|
|
|
pEntity->pev->message = pev->netname;
|
|
|
|
pev->netname = 0;
|
|
|
|
pEntity->pev->nextthink = gpGlobals->time + 0.3f;
|
|
|
|
pEntity->pev->spawnflags = SF_MESSAGE_ONCE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pev->spawnflags & SF_WORLD_DARK )
|
|
|
|
CVAR_SET_FLOAT( "v_dark", 1.0f );
|
|
|
|
else
|
|
|
|
CVAR_SET_FLOAT( "v_dark", 0.0f );
|
|
|
|
|
|
|
|
pev->spawnflags &= ~SF_WORLD_DARK; // g-cont. don't apply fade after save\restore
|
|
|
|
|
|
|
|
if( pev->spawnflags & SF_WORLD_TITLE )
|
|
|
|
gDisplayTitle = TRUE; // display the game title if this key is set
|
|
|
|
else
|
|
|
|
gDisplayTitle = FALSE;
|
|
|
|
|
|
|
|
pev->spawnflags &= ~SF_WORLD_TITLE; // g-cont. don't show logo after save\restore
|
|
|
|
|
|
|
|
if( pev->spawnflags & SF_WORLD_FORCETEAM )
|
|
|
|
{
|
|
|
|
CVAR_SET_FLOAT( "mp_defaultteam", 1.0f );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CVAR_SET_FLOAT( "mp_defaultteam", 0.0f );
|
|
|
|
}
|
|
|
|
|
|
|
|
// g-cont. moved here so cheats will working on restore level
|
|
|
|
g_flWeaponCheat = CVAR_GET_FLOAT( "sv_cheats" ); // Is the impulse 101 command allowed?
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// 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 ) * ( 1.0f / 8.0f );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseEntity::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
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//
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// Xash3D physics interface
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//
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typedef void (*LINK_ENTITY_FN)( entvars_t *pev );
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//
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// attempt to create custom entity when default method is failed
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// 0 - attempt to create, -1 - reject to create
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//
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int DispatchCreateEntity( edict_t *pent, const char *szName )
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{
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/*
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#ifdef CREATE_ENTITY_TEST
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// quake armor entities. we just replaced it with item_battery...
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if( !strcmp( szName, "item_armor1" ) || !strcmp( szName, "item_armor2" ) )
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{
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LINK_ENTITY_FN SpawnEdict;
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// ugly method to get acess with himself exports
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SpawnEdict = (LINK_ENTITY_FN)GetProcAddress( GetModuleHandle( "hl" ), "item_battery" );
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if( SpawnEdict != NULL ) // found the valid spawn
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{
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// BUGBUG: old classname hanging in memory
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pent->v.classname = ALLOC_STRING( "item_battery" );
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//ALERT( at_console, "DispatchCreateEntity: replace %s with %s\n", szName, STRING( pent->v.classname ) );
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SpawnEdict( &pent->v );
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return 0; // handled
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}
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}
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#endif
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*/
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return -1;
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}
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//
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// run custom physics for each entity
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// return 0 to use built-in engine physic
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//
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int DispatchPhysicsEntity( edict_t *pEdict )
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{
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pEdict );
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if( !pEntity )
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{
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//ALERT( at_console, "skip %s [%i] without private data\n", STRING( pEdict->v.classname ), ENTINDEX( pEdict ) );
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return 0; // not initialized
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}
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// NOTE: at this point pEntity assume to be valid
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/*
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#ifdef CUSTOM_PHYSICS_TEST
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// test alien controller without physics, thinking only
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if( FClassnameIs( pEntity->pev, "monster_alien_controller" ) )
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{
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float thinktime;
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thinktime = pEntity->pev->nextthink;
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if( thinktime <= 0.0f || thinktime > PHYSICS_TIME() + gpGlobals->frametime )
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return 1;
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if( thinktime < PHYSICS_TIME() )
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thinktime = PHYSICS_TIME(); // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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pEntity->pev->nextthink = 0.0f;
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gpGlobals->time = thinktime;
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DispatchThink( pEdict );
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#ifdef GRAVITY_TEST
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// stupid fake gravity test
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pEntity->pev->origin.z -= 1;
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LINK_ENTITY( pEdict, true );
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#endif
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return 1; // handled
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}
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#endif
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*/
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return 0;
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}
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static physics_interface_t gPhysicsInterface =
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{
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SV_PHYSICS_INTERFACE_VERSION,
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DispatchCreateEntity,
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DispatchPhysicsEntity,
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};
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BOOL gPhysicsInterfaceInitialized = FALSE;
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int Server_GetPhysicsInterface( int iVersion, server_physics_api_t *pfuncsFromEngine, physics_interface_t *pFunctionTable )
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{
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if( !pFunctionTable || !pfuncsFromEngine || iVersion != SV_PHYSICS_INTERFACE_VERSION )
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{
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return FALSE;
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}
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// copy new physics interface
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memcpy( &g_physfuncs, pfuncsFromEngine, sizeof(server_physics_api_t) );
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// fill engine callbacks
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memcpy( pFunctionTable, &gPhysicsInterface, sizeof(physics_interface_t) );
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gPhysicsInterfaceInitialized = TRUE;
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return TRUE;
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}
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