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842 lines
21 KiB
842 lines
21 KiB
/*** |
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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 EHANDLE 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 + 0.1; |
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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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if( !g_pBodyQueueHead ) |
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InitBodyQue(); |
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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 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 ) ) ) |
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return 0; |
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pEntity = m_pList; |
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for( i = 0; i < m_listCount && pEntity; i++ ) |
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{ |
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if( !save.WriteFields( "GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE( gGlobalEntitySaveData ) ) ) |
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return 0; |
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pEntity = pEntity->pNext; |
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} |
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return 1; |
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} |
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int CGlobalState::Restore( CRestore &restore ) |
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{ |
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int i, listCount; |
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globalentity_t tmpEntity; |
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ClearStates(); |
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if( !restore.ReadFields( "GLOBAL", this, m_SaveData, ARRAYSIZE( m_SaveData ) ) ) |
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return 0; |
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listCount = m_listCount; // Get new list count |
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m_listCount = 0; // Clear loaded data |
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for( i = 0; i < listCount; i++ ) |
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{ |
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if( !restore.ReadFields( "GENT", &tmpEntity, gGlobalEntitySaveData, ARRAYSIZE( gGlobalEntitySaveData ) ) ) |
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return 0; |
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EntityAdd( MAKE_STRING( tmpEntity.name ), MAKE_STRING( tmpEntity.levelName ), tmpEntity.state ); |
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} |
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return 1; |
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} |
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void CGlobalState::EntityUpdate( string_t globalname, string_t mapname ) |
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{ |
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globalentity_t *pEnt = Find( globalname ); |
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if( pEnt ) |
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strcpy( pEnt->levelName, STRING( mapname ) ); |
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} |
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void CGlobalState::ClearStates( void ) |
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{ |
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globalentity_t *pFree = m_pList; |
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while( pFree ) |
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{ |
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globalentity_t *pNext = pFree->pNext; |
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free( pFree ); |
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pFree = pNext; |
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} |
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Reset(); |
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} |
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void SaveGlobalState( SAVERESTOREDATA *pSaveData ) |
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{ |
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CSave saveHelper( pSaveData ); |
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gGlobalState.Save( saveHelper ); |
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} |
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void RestoreGlobalState( SAVERESTOREDATA *pSaveData ) |
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{ |
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CRestore restoreHelper( pSaveData ); |
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gGlobalState.Restore( restoreHelper ); |
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} |
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void ResetGlobalState( void ) |
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{ |
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gGlobalState.ClearStates(); |
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gInitHUD = TRUE; // Init the HUD on a new game / load game |
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} |
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// moved CWorld class definition to cbase.h |
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//======================= |
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// CWorld |
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// |
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// This spawns first when each level begins. |
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//======================= |
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LINK_ENTITY_TO_CLASS( worldspawn, CWorld ) |
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#define SF_WORLD_DARK 0x0001 // Fade from black at startup |
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#define SF_WORLD_TITLE 0x0002 // Display game title at startup |
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#define SF_WORLD_FORCETEAM 0x0004 // Force teams |
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extern DLL_GLOBAL BOOL g_fGameOver; |
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float g_flWeaponCheat; |
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void CWorld::Spawn( void ) |
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{ |
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g_fGameOver = FALSE; |
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Precache(); |
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} |
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void CWorld::Precache( void ) |
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{ |
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g_pLastSpawn = NULL; |
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#if 1 |
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CVAR_SET_STRING( "sv_gravity", "800" ); // 67ft/sec |
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CVAR_SET_STRING( "sv_stepsize", "18" ); |
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#else |
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CVAR_SET_STRING( "sv_gravity", "384" ); // 32ft/sec |
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CVAR_SET_STRING( "sv_stepsize", "24" ); |
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#endif |
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CVAR_SET_STRING( "room_type", "0" );// clear DSP |
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// Set up game rules |
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if( g_pGameRules ) |
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{ |
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delete g_pGameRules; |
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g_pGameRules = NULL; |
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} |
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g_pGameRules = InstallGameRules(); |
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//!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here |
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///!!!LATER - do we want a sound ent in deathmatch? (sjb) |
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//pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() ); |
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pSoundEnt = GetClassPtr( ( CSoundEnt *)NULL ); |
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pSoundEnt->Spawn(); |
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if( !pSoundEnt ) |
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{ |
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ALERT ( at_console, "**COULD NOT CREATE SOUNDENT**\n" ); |
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} |
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InitBodyQue(); |
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// init sentence group playback stuff from sentences.txt. |
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// ok to call this multiple times, calls after first are ignored. |
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SENTENCEG_Init(); |
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// init texture type array from materials.txt |
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TEXTURETYPE_Init(); |
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// the area based ambient sounds MUST be the first precache_sounds |
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// player precaches |
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W_Precache(); // get weapon precaches |
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ClientPrecache(); |
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// sounds used from C physics code |
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PRECACHE_SOUND( "common/null.wav" );// clears sound channels |
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PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons. |
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PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun. |
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PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events) |
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PRECACHE_SOUND( "common/bodydrop4.wav" ); |
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g_Language = (int)CVAR_GET_FLOAT( "sv_language" ); |
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if( g_Language == LANGUAGE_GERMAN ) |
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{ |
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PRECACHE_MODEL( "models/germangibs.mdl" ); |
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} |
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else |
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{ |
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PRECACHE_MODEL( "models/hgibs.mdl" ); |
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PRECACHE_MODEL( "models/agibs.mdl" ); |
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} |
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PRECACHE_SOUND( "weapons/ric1.wav" ); |
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PRECACHE_SOUND( "weapons/ric2.wav" ); |
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PRECACHE_SOUND( "weapons/ric3.wav" ); |
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PRECACHE_SOUND( "weapons/ric4.wav" ); |
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PRECACHE_SOUND( "weapons/ric5.wav" ); |
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// |
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// Setup light animation tables. 'a' is total darkness, 'z' is maxbright. |
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// |
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// 0 normal |
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LIGHT_STYLE( 0, "m" ); |
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// 1 FLICKER (first variety) |
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LIGHT_STYLE( 1, "mmnmmommommnonmmonqnmmo" ); |
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// 2 SLOW STRONG PULSE |
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LIGHT_STYLE( 2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" ); |
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// 3 CANDLE (first variety) |
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LIGHT_STYLE( 3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" ); |
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// 4 FAST STROBE |
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LIGHT_STYLE( 4, "mamamamamama" ); |
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// 5 GENTLE PULSE 1 |
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LIGHT_STYLE( 5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj" ); |
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// 6 FLICKER (second variety) |
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LIGHT_STYLE( 6, "nmonqnmomnmomomno" ); |
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|
|
// 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 < 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_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 + 0.3; |
|
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 ); |
|
|
|
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 ); |
|
} |
|
else |
|
{ |
|
CVAR_SET_FLOAT( "mp_defaultteam", 0 ); |
|
} |
|
|
|
// 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 ) * ( 1.0 / 8.0 ); |
|
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 ); |
|
} |
|
|
|
// |
|
// Xash3D physics interface |
|
// |
|
|
|
typedef void (*LINK_ENTITY_FN)( entvars_t *pev ); |
|
|
|
// |
|
// attempt to create custom entity when default method is failed |
|
// 0 - attempt to create, -1 - reject to create |
|
// |
|
int DispatchCreateEntity( edict_t *pent, const char *szName ) |
|
{ |
|
/* |
|
#ifdef CREATE_ENTITY_TEST |
|
// quake armor entities. we just replaced it with item_battery... |
|
if( !strcmp( szName, "item_armor1" ) || !strcmp( szName, "item_armor2" ) ) |
|
{ |
|
LINK_ENTITY_FN SpawnEdict; |
|
|
|
// ugly method to get acess with himself exports |
|
SpawnEdict = (LINK_ENTITY_FN)GetProcAddress( GetModuleHandle( "hl" ), "item_battery" ); |
|
|
|
if( SpawnEdict != NULL ) // found the valid spawn |
|
{ |
|
// BUGBUG: old classname hanging in memory |
|
pent->v.classname = ALLOC_STRING( "item_battery" ); |
|
|
|
//ALERT( at_console, "DispatchCreateEntity: replace %s with %s\n", szName, STRING( pent->v.classname ) ); |
|
|
|
SpawnEdict( &pent->v ); |
|
return 0; // handled |
|
} |
|
} |
|
#endif |
|
*/ |
|
return -1; |
|
} |
|
|
|
// |
|
// run custom physics for each entity |
|
// return 0 to use built-in engine physic |
|
// |
|
int DispatchPhysicsEntity( edict_t *pEdict ) |
|
{ |
|
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pEdict ); |
|
|
|
if( !pEntity ) |
|
{ |
|
//ALERT( at_console, "skip %s [%i] without private data\n", STRING( pEdict->v.classname ), ENTINDEX( pEdict ) ); |
|
return 0; // not initialized |
|
} |
|
|
|
// NOTE: at this point pEntity assume to be valid |
|
/* |
|
#ifdef CUSTOM_PHYSICS_TEST |
|
// test alien controller without physics, thinking only |
|
if( FClassnameIs( pEntity->pev, "monster_alien_controller" ) ) |
|
{ |
|
float thinktime; |
|
|
|
thinktime = pEntity->pev->nextthink; |
|
if( thinktime <= 0.0f || thinktime > PHYSICS_TIME() + gpGlobals->frametime ) |
|
return 1; |
|
|
|
if( thinktime < PHYSICS_TIME() ) |
|
thinktime = PHYSICS_TIME(); // don't let things stay in the past. |
|
// it is possible to start that way |
|
// by a trigger with a local time. |
|
pEntity->pev->nextthink = 0.0f; |
|
gpGlobals->time = thinktime; |
|
|
|
DispatchThink( pEdict ); |
|
|
|
#ifdef GRAVITY_TEST |
|
// stupid fake gravity test |
|
pEntity->pev->origin.z -= 1; |
|
LINK_ENTITY( pEdict, true ); |
|
#endif |
|
return 1; // handled |
|
} |
|
#endif |
|
*/ |
|
return 0; |
|
} |
|
|
|
static physics_interface_t gPhysicsInterface = |
|
{ |
|
SV_PHYSICS_INTERFACE_VERSION, |
|
DispatchCreateEntity, |
|
DispatchPhysicsEntity, |
|
}; |
|
|
|
int Server_GetPhysicsInterface( int iVersion, server_physics_api_t *pfuncsFromEngine, physics_interface_t *pFunctionTable ) |
|
{ |
|
if( !pFunctionTable || !pfuncsFromEngine || iVersion != SV_PHYSICS_INTERFACE_VERSION ) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
// copy new physics interface |
|
memcpy( &g_physfuncs, pfuncsFromEngine, sizeof(server_physics_api_t) ); |
|
|
|
// fill engine callbacks |
|
memcpy( pFunctionTable, &gPhysicsInterface, sizeof(physics_interface_t) ); |
|
|
|
return TRUE; |
|
}
|
|
|