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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/c_world.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/c_world.cpp')
| -rw-r--r-- | game/client/c_world.cpp | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/game/client/c_world.cpp b/game/client/c_world.cpp new file mode 100644 index 0000000..3ae6bdc --- /dev/null +++ b/game/client/c_world.cpp @@ -0,0 +1,194 @@ +//========= 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; +} + |