sqwarmed/sdk_src/game/client/c_world.cpp

174 lines
4.8 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_world.h"
#include "ivmodemanager.h"
#include "decals.h"
#include "engine/ivmodelinfo.h"
#include "ivieweffects.h"
#include "shake.h"
#include "precache_register.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CWorld
#undef CWorld
#endif
C_GameRules *g_pGameRules = NULL;
static C_World *g_pClientWorld;
void ClientWorldFactoryInit()
{
g_pClientWorld = new C_World;
}
void ClientWorldFactoryShutdown()
{
delete g_pClientWorld;
g_pClientWorld = NULL;
}
static IClientNetworkable* ClientWorldFactory( int entnum, int serialNum )
{
Assert( g_pClientWorld != NULL );
g_pClientWorld->Init( entnum, serialNum );
return g_pClientWorld;
}
IMPLEMENT_CLIENTCLASS_FACTORY( C_World, DT_World, CWorld, ClientWorldFactory );
BEGIN_RECV_TABLE( C_World, DT_World )
RecvPropFloat(RECVINFO(m_flWaveHeight)),
RecvPropVector(RECVINFO(m_WorldMins)),
RecvPropVector(RECVINFO(m_WorldMaxs)),
RecvPropInt(RECVINFO(m_bStartDark)),
RecvPropFloat(RECVINFO(m_flMaxOccludeeArea)),
RecvPropFloat(RECVINFO(m_flMinOccluderArea)),
RecvPropFloat(RECVINFO(m_flMaxPropScreenSpaceWidth)),
RecvPropFloat(RECVINFO(m_flMinPropScreenSpaceWidth)),
RecvPropString(RECVINFO(m_iszDetailSpriteMaterial)),
RecvPropInt(RECVINFO(m_bColdWorld)),
RecvPropInt(RECVINFO(m_iTimeOfDay)),
END_RECV_TABLE()
C_World::C_World( void )
{
}
C_World::~C_World( void )
{
}
bool C_World::Init( int entnum, int iSerialNum )
{
m_flWaveHeight = 0.0f;
return BaseClass::Init( entnum, iSerialNum );
}
void C_World::Release()
{
Term();
}
void C_World::PreDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PreDataUpdate( updateType );
}
void C_World::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// Always force reset to normal mode upon receipt of world in new map
if ( updateType == DATA_UPDATE_CREATED )
{
modemanager->SwitchMode( false, true );
if ( m_bStartDark )
{
ScreenFade_t sf;
memset( &sf, 0, sizeof( sf ) );
sf.a = 255;
sf.r = 0;
sf.g = 0;
sf.b = 0;
sf.duration = (float)(1<<SCREENFADE_FRACBITS) * 5.0f;
sf.holdTime = (float)(1<<SCREENFADE_FRACBITS) * 1.0f;
sf.fadeFlags = FFADE_IN | FFADE_PURGE;
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetViewEffects()->Fade( sf );
}
}
OcclusionParams_t params;
params.m_flMaxOccludeeArea = m_flMaxOccludeeArea;
params.m_flMinOccluderArea = m_flMinOccluderArea;
engine->SetOcclusionParameters( params );
modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth );
}
}
// -----------------------------------------
// Sprite Index info
// -----------------------------------------
int g_sModelIndexLaser; // holds the index for the laser beam
int g_sModelIndexLaserDot; // holds the index for the laser beam dot
int g_sModelIndexFireball; // holds the index for the fireball
int g_sModelIndexSmoke; // holds the index for the smoke cloud
int g_sModelIndexWExplosion; // holds the index for the underwater explosion
int g_sModelIndexBubbles; // holds the index for the bubbles model
int g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
int g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
//-----------------------------------------------------------------------------
// Purpose: Precache global weapon resources
//-----------------------------------------------------------------------------
PRECACHE_REGISTER_BEGIN( GLOBAL, WeaponSprites )
PRECACHE_INDEX( MODEL, "sprites/zerogxplode.vmt", g_sModelIndexFireball )
PRECACHE_INDEX( MODEL, "sprites/WXplo1.vmt", g_sModelIndexWExplosion )
PRECACHE_INDEX( MODEL, "sprites/steam1.vmt", g_sModelIndexSmoke )
PRECACHE_INDEX( MODEL, "sprites/bubble.vmt", g_sModelIndexBubbles )
PRECACHE_INDEX( MODEL, "sprites/bloodspray.vmt", g_sModelIndexBloodSpray )
PRECACHE_INDEX( MODEL, "sprites/blood.vmt", g_sModelIndexBloodDrop )
PRECACHE_INDEX( MODEL, "sprites/laserbeam.vmt", g_sModelIndexLaser )
PRECACHE_INDEX( MODEL, "sprites/laserdot.vmt", g_sModelIndexLaserDot )
PRECACHE_REGISTER_END()
void W_Precache(void)
{
PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
}
void C_World::Precache( void )
{
// Get weapon precaches
W_Precache();
}
void C_World::Spawn( void )
{
Precache();
}
C_World *GetClientWorldEntity()
{
Assert( g_pClientWorld != NULL );
return g_pClientWorld;
}