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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_world.h"
#include "ivmodemanager.h"
#include "activitylist.h"
#include "decals.h"
#include "engine/ivmodelinfo.h"
#include "ivieweffects.h"
#include "shake.h"
#include "eventlist.h"
// NVNT haptic include for notification of world precache
#include "haptics/haptic_utils.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)), 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; ActivityList_Init(); EventList_Init();
return BaseClass::Init( entnum, iSerialNum ); }
void C_World::Release() { ActivityList_Free(); 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; vieweffects->Fade( sf ); }
OcclusionParams_t params; params.m_flMaxOccludeeArea = m_flMaxOccludeeArea; params.m_flMinOccluderArea = m_flMinOccluderArea; engine->SetOcclusionParameters( params );
modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth ); } }
void C_World::RegisterSharedActivities( void ) { ActivityList_RegisterSharedActivities(); EventList_RegisterSharedEvents(); }
// -----------------------------------------
// Sprite Index info
// -----------------------------------------
short g_sModelIndexLaser; // holds the index for the laser beam
const char *g_pModelNameLaser = "sprites/laserbeam.vmt"; short g_sModelIndexLaserDot; // holds the index for the laser beam dot
short g_sModelIndexFireball; // holds the index for the fireball
short g_sModelIndexSmoke; // holds the index for the smoke cloud
short g_sModelIndexWExplosion; // holds the index for the underwater explosion
short g_sModelIndexBubbles; // holds the index for the bubbles model
short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
//-----------------------------------------------------------------------------
// Purpose: Precache global weapon sounds
//-----------------------------------------------------------------------------
void W_Precache(void) { PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
g_sModelIndexFireball = modelinfo->GetModelIndex ("sprites/zerogxplode.vmt");// fireball
g_sModelIndexWExplosion = modelinfo->GetModelIndex ("sprites/WXplo1.vmt");// underwater fireball
g_sModelIndexSmoke = modelinfo->GetModelIndex ("sprites/steam1.vmt");// smoke
g_sModelIndexBubbles = modelinfo->GetModelIndex ("sprites/bubble.vmt");//bubbles
g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood
g_sModelIndexBloodDrop = modelinfo->GetModelIndex ("sprites/blood.vmt"); // splattered blood
g_sModelIndexLaser = modelinfo->GetModelIndex( (char *)g_pModelNameLaser ); g_sModelIndexLaserDot = modelinfo->GetModelIndex("sprites/laserdot.vmt"); }
void C_World::Precache( void ) { // UNDONE: Make most of these things server systems or precache_registers
// =================================================
// Activities
// =================================================
ActivityList_Free(); EventList_Free();
RegisterSharedActivities();
// Get weapon precaches
W_Precache();
// Call all registered precachers.
CPrecacheRegister::Precache(); // NVNT notify system of precache
if (haptics) haptics->WorldPrecache(); }
void C_World::Spawn( void ) { Precache(); }
C_World *GetClientWorldEntity() { Assert( g_pClientWorld != NULL ); return g_pClientWorld; }
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