halflife-photomode/dlls/world.cpp

738 lines
18 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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"
CGlobalState gGlobalState;
extern void W_Precache();
//
// 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() override;
bool KeyValue(KeyValueData* pkvd) override;
void EXPORT StaticDecal();
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()
{
if (pev->skin < 0 || (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.
pev->nextthink = gpGlobals->time;
}
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 (0 != entityIndex)
WRITE_SHORT((int)VARS(trace.pHit)->modelindex);
MESSAGE_END();
SetThink(&CDecal::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1;
}
void CDecal::StaticDecal()
{
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 (0 != entityIndex)
modelIndex = (int)VARS(trace.pHit)->modelindex;
else
modelIndex = 0;
g_engfuncs.pfnStaticDecal(pev->origin, (int)pev->skin, entityIndex, modelIndex);
SUB_Remove();
}
bool CDecal::KeyValue(KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "texture"))
{
pev->skin = DECAL_INDEX(pkvd->szValue);
if (pev->skin < 0)
{
ALERT(at_console, "Can't find decal %s\n", pkvd->szValue);
}
return true;
}
return CBaseEntity::KeyValue(pkvd);
}
// Body queue class here.... It's really just CBaseEntity
class CCorpse : public CBaseEntity
{
int ObjectCaps() override { return FCAP_DONT_SAVE; }
};
LINK_ENTITY_TO_CLASS(bodyque, CCorpse);
static void InitBodyQue()
{
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) != 0)
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_SetOrigin(pevHead, pev->origin);
UTIL_SetSize(pevHead, pev->mins, pev->maxs);
g_pBodyQueueHead = pevHead->owner;
}
CGlobalState::CGlobalState()
{
Reset();
}
void CGlobalState::Reset()
{
m_pList = NULL;
m_listCount = 0;
}
globalentity_t* CGlobalState::Find(string_t globalname)
{
if (FStringNull(globalname))
return NULL;
globalentity_t* pTest;
const char* pEntityName = STRING(globalname);
pTest = m_pList;
while (pTest)
{
if (FStrEq(pEntityName, pTest->name))
break;
pTest = pTest->pNext;
}
return pTest;
}
// This is available all the time now on impulse 104, remove later
//#ifdef _DEBUG
void CGlobalState::DumpGlobals()
{
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),
};
bool CGlobalState::Save(CSave& save)
{
int i;
globalentity_t* pEntity;
if (!save.WriteFields("GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData)))
return false;
pEntity = m_pList;
for (i = 0; i < m_listCount && pEntity; i++)
{
if (!save.WriteFields("GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData)))
return false;
pEntity = pEntity->pNext;
}
return true;
}
bool CGlobalState::Restore(CRestore& restore)
{
int i, listCount;
globalentity_t tmpEntity;
ClearStates();
if (!restore.ReadFields("GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData)))
return false;
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 false;
EntityAdd(MAKE_STRING(tmpEntity.name), MAKE_STRING(tmpEntity.levelName), tmpEntity.state);
}
return true;
}
void CGlobalState::EntityUpdate(string_t globalname, string_t mapname)
{
globalentity_t* pEnt = Find(globalname);
if (pEnt)
strcpy(pEnt->levelName, STRING(mapname));
}
void CGlobalState::ClearStates()
{
globalentity_t* pFree = m_pList;
while (pFree)
{
globalentity_t* pNext = pFree->pNext;
free(pFree);
pFree = pNext;
}
Reset();
}
void SaveGlobalState(SAVERESTOREDATA* pSaveData)
{
if (!CSaveRestoreBuffer::IsValidSaveRestoreData(pSaveData))
{
return;
}
CSave saveHelper(*pSaveData);
gGlobalState.Save(saveHelper);
}
void RestoreGlobalState(SAVERESTOREDATA* pSaveData)
{
if (!CSaveRestoreBuffer::IsValidSaveRestoreData(pSaveData))
{
return;
}
CRestore restoreHelper(*pSaveData);
gGlobalState.Restore(restoreHelper);
}
void ResetGlobalState()
{
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
void CWorld::Spawn()
{
g_fGameOver = false;
Precache();
}
void CWorld::Precache()
{
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
delete g_pGameRules;
g_pGameRules = InstallGameRules();
//!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here
///!!!LATER - do we want a sound ent in deathmatch? (sjb)
//pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() );
pSoundEnt = GetClassPtr((CSoundEnt*)NULL);
pSoundEnt->Spawn();
if (!pSoundEnt)
{
ALERT(at_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();
// init texture type array from materials.txt
TEXTURETYPE_Init();
// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache(); // get weapon precaches
ClientPrecache();
// sounds used from C physics code
PRECACHE_SOUND("common/null.wav"); // clears sound channels
PRECACHE_SOUND("items/suitchargeok1.wav"); //!!! temporary sound for respawning weapons.
PRECACHE_SOUND("items/gunpickup2.wav"); // player picks up a gun.
PRECACHE_SOUND("common/bodydrop3.wav"); // dead bodies hitting the ground (animation events)
PRECACHE_SOUND("common/bodydrop4.wav");
g_Language = (int)CVAR_GET_FLOAT("sv_language");
if (g_Language == LANGUAGE_GERMAN)
{
PRECACHE_MODEL("models/germangibs.mdl");
}
else
{
PRECACHE_MODEL("models/hgibs.mdl");
PRECACHE_MODEL("models/agibs.mdl");
}
PRECACHE_SOUND("weapons/ric1.wav");
PRECACHE_SOUND("weapons/ric2.wav");
PRECACHE_SOUND("weapons/ric3.wav");
PRECACHE_SOUND("weapons/ric4.wav");
PRECACHE_SOUND("weapons/ric5.wav");
//
// 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 < 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);
if (!FStringNull(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) != 0)
CVAR_SET_FLOAT("v_dark", 1.0);
else
CVAR_SET_FLOAT("v_dark", 0.0);
gDisplayTitle = (pev->spawnflags & SF_WORLD_TITLE) != 0;
if ((pev->spawnflags & SF_WORLD_FORCETEAM) != 0)
{
CVAR_SET_FLOAT("mp_defaultteam", 1);
}
else
{
CVAR_SET_FLOAT("mp_defaultteam", 0);
}
}
//
// Just to ignore the "wad" field.
//
bool CWorld::KeyValue(KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "skyname"))
{
// Sent over net now.
CVAR_SET_STRING("sv_skyname", pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "sounds"))
{
gpGlobals->cdAudioTrack = atoi(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "WaveHeight"))
{
// Sent over net now.
pev->scale = atof(pkvd->szValue) * (1.0 / 8.0);
CVAR_SET_FLOAT("sv_wateramp", pev->scale);
return true;
}
else if (FStrEq(pkvd->szKeyName, "MaxRange"))
{
pev->speed = atof(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "chaptertitle"))
{
pev->netname = ALLOC_STRING(pkvd->szValue);
return 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);
if (0 != flag)
pev->spawnflags |= SF_WORLD_DARK;
return true;
}
else if (FStrEq(pkvd->szKeyName, "newunit"))
{
// Single player only. Clear save directory if set
if (0 != atoi(pkvd->szValue))
CVAR_SET_FLOAT("sv_newunit", 1);
return true;
}
else if (FStrEq(pkvd->szKeyName, "gametitle"))
{
if (0 != atoi(pkvd->szValue))
pev->spawnflags |= SF_WORLD_TITLE;
return true;
}
else if (FStrEq(pkvd->szKeyName, "mapteams"))
{
pev->team = ALLOC_STRING(pkvd->szValue);
return true;
}
else if (FStrEq(pkvd->szKeyName, "defaultteam"))
{
if (0 != atoi(pkvd->szValue))
{
pev->spawnflags |= SF_WORLD_FORCETEAM;
}
return true;
}
return CBaseEntity::KeyValue(pkvd);
}