//========= 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; }