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194 lines
5.3 KiB
194 lines
5.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "c_world.h" |
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#include "ivmodemanager.h" |
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#include "activitylist.h" |
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#include "decals.h" |
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#include "engine/ivmodelinfo.h" |
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#include "ivieweffects.h" |
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#include "shake.h" |
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#include "eventlist.h" |
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// NVNT haptic include for notification of world precache |
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#include "haptics/haptic_utils.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#ifdef CWorld |
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#undef CWorld |
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#endif |
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C_GameRules *g_pGameRules = NULL; |
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static C_World *g_pClientWorld; |
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void ClientWorldFactoryInit() |
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{ |
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g_pClientWorld = new C_World; |
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} |
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void ClientWorldFactoryShutdown() |
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{ |
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delete g_pClientWorld; |
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g_pClientWorld = NULL; |
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} |
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static IClientNetworkable* ClientWorldFactory( int entnum, int serialNum ) |
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{ |
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Assert( g_pClientWorld != NULL ); |
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g_pClientWorld->Init( entnum, serialNum ); |
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return g_pClientWorld; |
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} |
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IMPLEMENT_CLIENTCLASS_FACTORY( C_World, DT_World, CWorld, ClientWorldFactory ); |
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BEGIN_RECV_TABLE( C_World, DT_World ) |
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RecvPropFloat(RECVINFO(m_flWaveHeight)), |
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RecvPropVector(RECVINFO(m_WorldMins)), |
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RecvPropVector(RECVINFO(m_WorldMaxs)), |
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RecvPropInt(RECVINFO(m_bStartDark)), |
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RecvPropFloat(RECVINFO(m_flMaxOccludeeArea)), |
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RecvPropFloat(RECVINFO(m_flMinOccluderArea)), |
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RecvPropFloat(RECVINFO(m_flMaxPropScreenSpaceWidth)), |
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RecvPropFloat(RECVINFO(m_flMinPropScreenSpaceWidth)), |
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RecvPropString(RECVINFO(m_iszDetailSpriteMaterial)), |
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RecvPropInt(RECVINFO(m_bColdWorld)), |
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END_RECV_TABLE() |
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C_World::C_World( void ) |
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{ |
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} |
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C_World::~C_World( void ) |
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{ |
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} |
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bool C_World::Init( int entnum, int iSerialNum ) |
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{ |
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m_flWaveHeight = 0.0f; |
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ActivityList_Init(); |
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EventList_Init(); |
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return BaseClass::Init( entnum, iSerialNum ); |
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} |
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void C_World::Release() |
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{ |
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ActivityList_Free(); |
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Term(); |
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} |
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void C_World::PreDataUpdate( DataUpdateType_t updateType ) |
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{ |
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BaseClass::PreDataUpdate( updateType ); |
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} |
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void C_World::OnDataChanged( DataUpdateType_t updateType ) |
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{ |
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BaseClass::OnDataChanged( updateType ); |
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// Always force reset to normal mode upon receipt of world in new map |
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if ( updateType == DATA_UPDATE_CREATED ) |
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{ |
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modemanager->SwitchMode( false, true ); |
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if ( m_bStartDark ) |
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{ |
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ScreenFade_t sf; |
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memset( &sf, 0, sizeof( sf ) ); |
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sf.a = 255; |
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sf.r = 0; |
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sf.g = 0; |
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sf.b = 0; |
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sf.duration = (float)(1<<SCREENFADE_FRACBITS) * 5.0f; |
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sf.holdTime = (float)(1<<SCREENFADE_FRACBITS) * 1.0f; |
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sf.fadeFlags = FFADE_IN | FFADE_PURGE; |
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vieweffects->Fade( sf ); |
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} |
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OcclusionParams_t params; |
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params.m_flMaxOccludeeArea = m_flMaxOccludeeArea; |
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params.m_flMinOccluderArea = m_flMinOccluderArea; |
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engine->SetOcclusionParameters( params ); |
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modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth ); |
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} |
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} |
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void C_World::RegisterSharedActivities( void ) |
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{ |
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ActivityList_RegisterSharedActivities(); |
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EventList_RegisterSharedEvents(); |
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} |
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// ----------------------------------------- |
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// Sprite Index info |
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// ----------------------------------------- |
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short g_sModelIndexLaser; // holds the index for the laser beam |
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const char *g_pModelNameLaser = "sprites/laserbeam.vmt"; |
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short g_sModelIndexLaserDot; // holds the index for the laser beam dot |
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short g_sModelIndexFireball; // holds the index for the fireball |
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short g_sModelIndexSmoke; // holds the index for the smoke cloud |
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short g_sModelIndexWExplosion; // holds the index for the underwater explosion |
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short g_sModelIndexBubbles; // holds the index for the bubbles model |
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short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood |
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short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood |
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//----------------------------------------------------------------------------- |
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// Purpose: Precache global weapon sounds |
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//----------------------------------------------------------------------------- |
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void W_Precache(void) |
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{ |
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PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() ); |
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g_sModelIndexFireball = modelinfo->GetModelIndex ("sprites/zerogxplode.vmt");// fireball |
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g_sModelIndexWExplosion = modelinfo->GetModelIndex ("sprites/WXplo1.vmt");// underwater fireball |
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g_sModelIndexSmoke = modelinfo->GetModelIndex ("sprites/steam1.vmt");// smoke |
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g_sModelIndexBubbles = modelinfo->GetModelIndex ("sprites/bubble.vmt");//bubbles |
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g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood |
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g_sModelIndexBloodDrop = modelinfo->GetModelIndex ("sprites/blood.vmt"); // splattered blood |
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g_sModelIndexLaser = modelinfo->GetModelIndex( (char *)g_pModelNameLaser ); |
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g_sModelIndexLaserDot = modelinfo->GetModelIndex("sprites/laserdot.vmt"); |
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} |
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void C_World::Precache( void ) |
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{ |
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// UNDONE: Make most of these things server systems or precache_registers |
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// ================================================= |
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// Activities |
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// ================================================= |
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ActivityList_Free(); |
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EventList_Free(); |
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RegisterSharedActivities(); |
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// Get weapon precaches |
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W_Precache(); |
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// Call all registered precachers. |
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CPrecacheRegister::Precache(); |
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// NVNT notify system of precache |
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if (haptics) |
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haptics->WorldPrecache(); |
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} |
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void C_World::Spawn( void ) |
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{ |
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Precache(); |
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} |
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C_World *GetClientWorldEntity() |
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{ |
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Assert( g_pClientWorld != NULL ); |
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return g_pClientWorld; |
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} |
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