/*** * * 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( 0.1f ); } 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_console, "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 //#if _DEBUG void CGlobalState::DumpGlobals( void ) { static const char *estates[] = { "Off", "On", "Dead" }; globalentity_t *pTest; ALERT( at_console, "-- Globals --\n" ); pTest = m_pList; while( pTest ) { ALERT( at_console, "%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; BOOL g_startSuit; //LRC void CWorld::Spawn( void ) { g_fGameOver = FALSE; Precache(); } 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 = 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" ); 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 < (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(&CWorld::SUB_CallUseToggle ); pEntity->pev->message = pev->netname; pev->netname = 0; pEntity->SetNextThink( 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 ); } } // // 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; 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 ); }