mirror of
https://github.com/shawns-valve/halflife.git
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782 lines
19 KiB
C++
782 lines
19 KiB
C++
/***
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*
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* Copyright (c) 1999, 2000 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 "disc_arena.h"
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extern CGraph WorldGraph;
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extern CSoundEnt *pSoundEnt;
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extern CBaseEntity *g_pLastSpawn;
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DLL_GLOBAL edict_t *g_pBodyQueueHead;
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CGlobalState gGlobalState;
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extern DLL_GLOBAL int gDisplayTitle;
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extern void W_Precache(void);
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int g_iPlayersPerTeam = 0;
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int g_iMapTurnedOffArena = 0;
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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 ( &CDecal::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( &CDecal::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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// DISCWAR: No corpses
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return;
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if (pev->effects & EF_NODRAW)
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return;
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entvars_t *pevHead = VARS(g_pBodyQueueHead);
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pevHead->angles = pev->angles;
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pevHead->model = pev->model;
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pevHead->modelindex = pev->modelindex;
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pevHead->frame = pev->frame;
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pevHead->colormap = pev->colormap;
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pevHead->movetype = MOVETYPE_TOSS;
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pevHead->velocity = pev->velocity;
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pevHead->flags = 0;
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pevHead->deadflag = pev->deadflag;
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pevHead->renderfx = kRenderFxDeadPlayer;
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pevHead->renderamt = ENTINDEX( ENT( pev ) );
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pevHead->effects = pev->effects | EF_NOINTERP;
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//pevHead->goalstarttime = pev->goalstarttime;
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//pevHead->goalframe = pev->goalframe;
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//pevHead->goalendtime = pev->goalendtime ;
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pevHead->sequence = pev->sequence;
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pevHead->animtime = pev->animtime;
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UTIL_SetOrigin(pevHead, pev->origin);
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UTIL_SetSize(pevHead, pev->mins, pev->maxs);
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g_pBodyQueueHead = pevHead->owner;
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}
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CGlobalState::CGlobalState( void )
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{
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Reset();
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}
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void CGlobalState::Reset( void )
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{
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m_pList = NULL;
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m_listCount = 0;
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}
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globalentity_t *CGlobalState :: Find( string_t globalname )
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{
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if ( !globalname )
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return NULL;
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globalentity_t *pTest;
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const char *pEntityName = STRING(globalname);
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pTest = m_pList;
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while ( pTest )
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{
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if ( FStrEq( pEntityName, pTest->name ) )
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break;
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pTest = pTest->pNext;
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}
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return pTest;
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}
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// This is available all the time now on impulse 104, remove later
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//#ifdef _DEBUG
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void CGlobalState :: DumpGlobals( void )
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{
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static 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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g_iPlayersPerTeam = 0;
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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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g_flWeaponCheat = CVAR_GET_FLOAT( "sv_cheats" ); // Is the impulse 101 command allowed?
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if ( m_iArenaOff )
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g_iMapTurnedOffArena = TRUE;
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else
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g_iMapTurnedOffArena = FALSE;
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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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CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
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CVAR_SET_STRING("sv_stepsize", "18");
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CVAR_SET_STRING("room_type", "0"); // clear DSP
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// Create all the arenas
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int i;
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for ( i = 0; i < MAX_ARENAS; i++)
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{
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g_pArenaList[i] = GetClassPtr( ( CDiscArena *)NULL );
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g_pArenaList[i]->Spawn();
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}
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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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}
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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 );
|
|
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" );
|
|
|
|
PRECACHE_SOUND( "r_tele1.wav" ); // respawn sound
|
|
PRECACHE_SOUND( "scream1.wav" ); // falling scream sound
|
|
PRECACHE_SOUND( "scream2.wav" ); // falling scream sound
|
|
PRECACHE_SOUND( "scream3.wav" ); // falling scream sound
|
|
PRECACHE_SOUND( "decap.wav" ); // decapitation sound
|
|
PRECACHE_SOUND( "shatter.wav" ); // freeze decapitation sound
|
|
PRECACHE_MODEL( "models/head.mdl" ); // head
|
|
|
|
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 ( 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 ( 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 );
|
|
|
|
if ( pev->spawnflags & SF_WORLD_TITLE )
|
|
gDisplayTitle = TRUE; // display the game title if this key is set
|
|
else
|
|
gDisplayTitle = FALSE;
|
|
|
|
if ( pev->spawnflags & SF_WORLD_FORCETEAM )
|
|
{
|
|
CVAR_SET_FLOAT( "mp_defaultteam", 1 );
|
|
}
|
|
else
|
|
{
|
|
CVAR_SET_FLOAT( "mp_defaultteam", 0 );
|
|
}
|
|
|
|
// Discwar
|
|
if ( g_iPlayersPerTeam < 1 )
|
|
g_iPlayersPerTeam = CVAR_GET_FLOAT("rc_playersperteam");
|
|
}
|
|
|
|
|
|
//
|
|
// 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;
|
|
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;
|
|
}
|
|
|
|
// Discwar
|
|
else if ( FStrEq(pkvd->szKeyName, "playersperteam") )
|
|
{
|
|
g_iPlayersPerTeam = atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if ( FStrEq(pkvd->szKeyName, "no_arena") )
|
|
{
|
|
if ( atoi(pkvd->szValue) )
|
|
m_iArenaOff = TRUE;
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
|
|
else
|
|
CBaseEntity::KeyValue( pkvd );
|
|
}
|