174 lines
4.8 KiB
C++
174 lines
4.8 KiB
C++
//========= Copyright © 1996-2005, 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 "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 "precache_register.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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RecvPropInt(RECVINFO(m_iTimeOfDay)),
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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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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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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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FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
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GetViewEffects()->Fade( sf );
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}
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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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// -----------------------------------------
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// Sprite Index info
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// -----------------------------------------
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int g_sModelIndexLaser; // holds the index for the laser beam
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int g_sModelIndexLaserDot; // holds the index for the laser beam dot
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int g_sModelIndexFireball; // holds the index for the fireball
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int g_sModelIndexSmoke; // holds the index for the smoke cloud
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int g_sModelIndexWExplosion; // holds the index for the underwater explosion
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int g_sModelIndexBubbles; // holds the index for the bubbles model
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int g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
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int g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
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//-----------------------------------------------------------------------------
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// Purpose: Precache global weapon resources
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//-----------------------------------------------------------------------------
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PRECACHE_REGISTER_BEGIN( GLOBAL, WeaponSprites )
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PRECACHE_INDEX( MODEL, "sprites/zerogxplode.vmt", g_sModelIndexFireball )
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PRECACHE_INDEX( MODEL, "sprites/WXplo1.vmt", g_sModelIndexWExplosion )
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PRECACHE_INDEX( MODEL, "sprites/steam1.vmt", g_sModelIndexSmoke )
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PRECACHE_INDEX( MODEL, "sprites/bubble.vmt", g_sModelIndexBubbles )
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PRECACHE_INDEX( MODEL, "sprites/bloodspray.vmt", g_sModelIndexBloodSpray )
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PRECACHE_INDEX( MODEL, "sprites/blood.vmt", g_sModelIndexBloodDrop )
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PRECACHE_INDEX( MODEL, "sprites/laserbeam.vmt", g_sModelIndexLaser )
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PRECACHE_INDEX( MODEL, "sprites/laserdot.vmt", g_sModelIndexLaserDot )
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PRECACHE_REGISTER_END()
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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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}
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void C_World::Precache( void )
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{
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// Get weapon precaches
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W_Precache();
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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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