#include "precompiled.h" edict_t *g_pBodyQueueHead; CGlobalState gGlobalState; float g_flWeaponCheat; /* * Globals initialization */ #ifndef HOOK_GAMEDLL DLL_DECALLIST gDecals[] = { DEFINE_DECAL("{shot1"), // DECAL_GUNSHOT1 DEFINE_DECAL("{shot2"), // DECAL_GUNSHOT2 DEFINE_DECAL("{shot3"), // DECAL_GUNSHOT3 DEFINE_DECAL("{shot4"), // DECAL_GUNSHOT4 DEFINE_DECAL("{shot5"), // DECAL_GUNSHOT5 DEFINE_DECAL("{lambda01"), // DECAL_LAMBDA1 DEFINE_DECAL("{lambda02"), // DECAL_LAMBDA2 DEFINE_DECAL("{lambda03"), // DECAL_LAMBDA3 DEFINE_DECAL("{lambda04"), // DECAL_LAMBDA4 DEFINE_DECAL("{lambda05"), // DECAL_LAMBDA5 DEFINE_DECAL("{lambda06"), // DECAL_LAMBDA6 DEFINE_DECAL("{scorch1"), // DECAL_SCORCH1 DEFINE_DECAL("{scorch2"), // DECAL_SCORCH2 DEFINE_DECAL("{blood1"), // DECAL_BLOOD1 DEFINE_DECAL("{blood2"), // DECAL_BLOOD2 DEFINE_DECAL("{blood3"), // DECAL_BLOOD3 DEFINE_DECAL("{blood4"), // DECAL_BLOOD4 DEFINE_DECAL("{blood5"), // DECAL_BLOOD5 DEFINE_DECAL("{blood6"), // DECAL_BLOOD6 DEFINE_DECAL("{yblood1"), // DECAL_YBLOOD1 DEFINE_DECAL("{yblood2"), // DECAL_YBLOOD2 DEFINE_DECAL("{yblood3"), // DECAL_YBLOOD3 DEFINE_DECAL("{yblood4"), // DECAL_YBLOOD4 DEFINE_DECAL("{yblood5"), // DECAL_YBLOOD5 DEFINE_DECAL("{yblood6"), // DECAL_YBLOOD6 DEFINE_DECAL("{break1"), // DECAL_GLASSBREAK1 DEFINE_DECAL("{break2"), // DECAL_GLASSBREAK2 DEFINE_DECAL("{break3"), // DECAL_GLASSBREAK3 DEFINE_DECAL("{bigshot1"), // DECAL_BIGSHOT1 DEFINE_DECAL("{bigshot2"), // DECAL_BIGSHOT2 DEFINE_DECAL("{bigshot3"), // DECAL_BIGSHOT3 DEFINE_DECAL("{bigshot4"), // DECAL_BIGSHOT4 DEFINE_DECAL("{bigshot5"), // DECAL_BIGSHOT5 DEFINE_DECAL("{spit1"), // DECAL_SPIT1 DEFINE_DECAL("{spit2"), // DECAL_SPIT2 DEFINE_DECAL("{bproof1"), // DECAL_BPROOF1 DEFINE_DECAL("{gargstomp"), // DECAL_GARGSTOMP1, // Gargantua stomp crack DEFINE_DECAL("{smscorch1"), // DECAL_SMALLSCORCH1, // Small scorch mark DEFINE_DECAL("{smscorch2"), // DECAL_SMALLSCORCH2, // Small scorch mark DEFINE_DECAL("{smscorch3"), // DECAL_SMALLSCORCH3, // Small scorch mark DEFINE_DECAL("{mommablob"), // DECAL_MOMMABIRTH // BM Birth spray DEFINE_DECAL("{mommablob"), // DECAL_MOMMASPLAT // BM Mortar spray?? need decal*/ }; TYPEDESCRIPTION CGlobalState::m_SaveData[] = { DEFINE_FIELD(CGlobalState, m_listCount, FIELD_INTEGER) }; TYPEDESCRIPTION gGlobalEntitySaveData[] = { DEFINE_ARRAY(globalentity_t, name, FIELD_CHARACTER, 64), DEFINE_ARRAY(globalentity_t, levelName, FIELD_CHARACTER, 32), DEFINE_FIELD(globalentity_t, state, FIELD_INTEGER) }; #endif // HOOK_GAMEDLL char g_szMapBriefingText[512]; #define SF_DECAL_NOTINDEATHMATCH BIT(11) class CDecal: public CBaseEntity { public: virtual void Spawn(); virtual void KeyValue(KeyValueData *pkvd); public: void EXPORT StaticDecal(); void EXPORT TriggerDecal(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); }; LINK_ENTITY_TO_CLASS(infodecal, CDecal, CCSDecal) void CDecal::Spawn() { if (pev->skin < 0 || (gpGlobals->deathmatch != 0.0f && (pev->spawnflags & SF_DECAL_NOTINDEATHMATCH))) { REMOVE_ENTITY(ENT(pev)); return; } if (FStringNull(pev->targetname)) { SetThink(&CDecal::StaticDecal); // if there's no targetname, the decal will spray itself on as soon as the world is done spawning. pev->nextthink = gpGlobals->time; } else { // if there IS a targetname, the decal sprays itself on when it is triggered. SetThink(&CBaseEntity::SUB_DoNothing); SetUse(&CDecal::TriggerDecal); } } void CDecal::TriggerDecal(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { // this is set up as a USE function for infodecals that have targetnames, so that the // decal doesn't get applied until it is fired. (usually by a scripted sequence) TraceResult trace; int entityIndex; UTIL_TraceLine(pev->origin - Vector(5, 5, 5), pev->origin + Vector(5, 5, 5), ignore_monsters, ENT(pev), &trace); MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY); WRITE_BYTE(TE_BSPDECAL); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z); WRITE_SHORT(int(pev->skin)); entityIndex = (short)ENTINDEX(trace.pHit); WRITE_SHORT(entityIndex); if (entityIndex) { WRITE_SHORT(int(VARS(trace.pHit)->modelindex)); } MESSAGE_END(); SetThink(&CDecal::SUB_Remove); pev->nextthink = gpGlobals->time + 0.1f; } void CDecal::StaticDecal() { TraceResult trace; int entityIndex, modelIndex; UTIL_TraceLine(pev->origin - Vector(5, 5, 5), pev->origin + Vector(5, 5, 5), ignore_monsters, ENT(pev), &trace); entityIndex = (short)ENTINDEX(trace.pHit); if (entityIndex) modelIndex = VARS(trace.pHit)->modelindex; else modelIndex = 0; STATIC_DECAL(pev->origin, pev->skin, entityIndex, modelIndex); SUB_Remove(); } void CDecal::KeyValue(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "texture")) { pev->skin = DECAL_INDEX(pkvd->szValue); // Found if (pev->skin >= 0) return; ALERT(at_console, "Can't find decal %s\n", pkvd->szValue); } else { CBaseEntity::KeyValue(pkvd); } } // Body queue class here.... It's really just CBaseEntity class CCorpse: public CBaseEntity { public: virtual int ObjectCaps() { return FCAP_DONT_SAVE; } }; LINK_ENTITY_TO_CLASS(bodyque, CCorpse, CCSCorpse) static void InitBodyQue() { g_pBodyQueueHead = nullptr; } // make a body que entry for the given ent so the ent can be respawned elsewhere // GLOBALS ASSUMED SET: g_eoBodyQueueHeadstion void CopyToBodyQue(entvars_t *pev) { #if 0 if (pev->effects & EF_NODRAW) return; entvars_t *pevHead = VARS(g_pBodyQueueHead); pevHead->angles = pev->angles; pevHead->model = pev->model; pevHead->modelindex = pev->modelindex; pevHead->frame = pev->frame; pevHead->colormap = pev->colormap; pevHead->movetype = MOVETYPE_TOSS; pevHead->velocity = pev->velocity; pevHead->flags = 0; pevHead->deadflag = pev->deadflag; pevHead->renderfx = kRenderFxDeadPlayer; pevHead->renderamt = ENTINDEX(ENT(pev)); pevHead->effects = pev->effects | EF_NOINTERP; pevHead->sequence = pev->sequence; pevHead->animtime = pev->animtime; UTIL_SetOrigin(pevHead, pev->origin); UTIL_SetSize(pevHead, pev->mins, pev->maxs); g_pBodyQueueHead = pevHead->owner; #endif } void ClearBodyQue() { ; } CGlobalState::CGlobalState() { Reset(); } void CGlobalState::Reset() { m_pList = nullptr; m_listCount = 0; } globalentity_t *CGlobalState::Find(string_t globalname) { if (!globalname) return nullptr; globalentity_t *pTest = m_pList; const char *pEntityName = STRING(globalname); while (pTest) { if (!Q_strcmp(pEntityName, pTest->name)) break; pTest = pTest->pNext; } return pTest; } // This is available all the time now on impulse 104, remove later void CGlobalState::DumpGlobals() { static char *estates[] = { "Off", "On", "Dead" }; globalentity_t *pTest; ALERT(at_console, "-- Globals --\n"); pTest = m_pList; while (pTest) { ALERT(at_console, "%s: %s (%s)\n", pTest->name, pTest->levelName, estates[ pTest->state ]); pTest = pTest->pNext; } } void CGlobalState::EntityAdd(string_t globalname, string_t mapName, GLOBALESTATE state) { assert(!Find(globalname)); globalentity_t *pNewEntity = (globalentity_t *)calloc(sizeof(globalentity_t), 1); assert(pNewEntity != nullptr); pNewEntity->pNext = m_pList; m_pList = pNewEntity; Q_strcpy(pNewEntity->name, STRING(globalname)); Q_strcpy(pNewEntity->levelName, STRING(mapName)); pNewEntity->state = state; m_listCount++; } void CGlobalState::EntitySetState(string_t globalname, GLOBALESTATE state) { globalentity_t *pEnt = Find(globalname); if (pEnt) { pEnt->state = state; } } const globalentity_t *CGlobalState::EntityFromTable(string_t globalname) { globalentity_t *pEnt = Find(globalname); return pEnt; } GLOBALESTATE CGlobalState::EntityGetState(string_t globalname) { globalentity_t *pEnt = Find(globalname); if (pEnt) { return pEnt->state; } return GLOBAL_OFF; } int CGlobalState::Save(CSave &save) { int i; globalentity_t *pEntity; if (!save.WriteFields("GLOBAL", this, IMPL(m_SaveData), ARRAYSIZE(IMPL(m_SaveData)))) { return 0; } pEntity = m_pList; for (i = 0; i < m_listCount && pEntity; i++) { if (!save.WriteFields("GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData))) { return 0; } pEntity = pEntity->pNext; } return 1; } int CGlobalState::Restore(CRestore &restore) { int i, listCount; globalentity_t tmpEntity; ClearStates(); if (!restore.ReadFields("GLOBAL", this, IMPL(m_SaveData), ARRAYSIZE(IMPL(m_SaveData)))) { return 0; } // Get new list count listCount = m_listCount; // Clear loaded data m_listCount = 0; for (i = 0; i < listCount; ++i) { if (!restore.ReadFields("GENT", &tmpEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData))) { return 0; } EntityAdd(MAKE_STRING(tmpEntity.name), MAKE_STRING(tmpEntity.levelName), tmpEntity.state); } return 1; } void CGlobalState::EntityUpdate(string_t globalname, string_t mapname) { globalentity_t *pEnt = Find(globalname); if (pEnt) { Q_strcpy(pEnt->levelName, STRING(mapname)); } } void CGlobalState::ClearStates() { globalentity_t *pFree = m_pList; while (pFree) { globalentity_t *pNext = pFree->pNext; free(pFree); pFree = pNext; } Reset(); } void EXT_FUNC SaveGlobalState(SAVERESTOREDATA *pSaveData) { CSave saveHelper(pSaveData); gGlobalState.Save(saveHelper); } void EXT_FUNC RestoreGlobalState(SAVERESTOREDATA *pSaveData) { CRestore restoreHelper(pSaveData); gGlobalState.Restore(restoreHelper); } void EXT_FUNC ResetGlobalState() { gGlobalState.ClearStates(); // Init the HUD on a new game / load game gInitHUD = TRUE; } LINK_ENTITY_TO_CLASS(worldspawn, CWorld, CCSWorld) void CWorld::Spawn() { #ifdef REGAMEDLL_FIXES static char szMapBriefingFile[64] = ""; EmptyEntityHashTable(); Precache(); g_flWeaponCheat = CVAR_GET_FLOAT("sv_cheats"); g_szMapBriefingText[0] = '\0'; Q_sprintf(szMapBriefingFile, "maps/%s.txt", STRING(gpGlobals->mapname)); int flength = 0; char *pFile = (char *)LOAD_FILE_FOR_ME(szMapBriefingFile, &flength); if (pFile && flength) { Q_strncpy(g_szMapBriefingText, pFile, ARRAYSIZE(g_szMapBriefingText) - 2); g_szMapBriefingText[ ARRAYSIZE(g_szMapBriefingText) - 2 ] = '\0'; PRECACHE_GENERIC(szMapBriefingFile); } else { pFile = (char *)LOAD_FILE_FOR_ME("maps/default.txt", &flength); if (pFile && flength) { Q_strncpy(g_szMapBriefingText, pFile, ARRAYSIZE(g_szMapBriefingText) - 2); g_szMapBriefingText[ ARRAYSIZE(g_szMapBriefingText) - 2 ] = '\0'; PRECACHE_GENERIC("maps/default.txt"); } } if (pFile) { FREE_FILE(pFile); } #else EmptyEntityHashTable(); Precache(); g_flWeaponCheat = CVAR_GET_FLOAT("sv_cheats"); g_szMapBriefingText[0] = '\0'; int flength = 0; char *pFile = (char *)LOAD_FILE_FOR_ME(UTIL_VarArgs("maps/%s.txt", STRING(gpGlobals->mapname)), &flength); if (pFile && flength) { Q_strncpy(g_szMapBriefingText, pFile, ARRAYSIZE(g_szMapBriefingText) - 2); PRECACHE_GENERIC(UTIL_VarArgs("maps/%s.txt", STRING(gpGlobals->mapname))); FREE_FILE(pFile); } else { pFile = (char *)LOAD_FILE_FOR_ME(UTIL_VarArgs("maps/default.txt"), &flength); if (pFile && flength) { Q_strncpy(g_szMapBriefingText, pFile, ARRAYSIZE(g_szMapBriefingText) - 2); PRECACHE_GENERIC(UTIL_VarArgs("maps/default.txt")); FREE_FILE(pFile); } } #endif } void CWorld::Precache() { g_pLastSpawn = nullptr; g_pLastCTSpawn = nullptr; g_pLastTerroristSpawn = nullptr; CVAR_SET_STRING("sv_gravity", "800"); CVAR_SET_STRING("sv_maxspeed", "900"); CVAR_SET_STRING("sv_stepsize", "18"); // clear DSP CVAR_SET_STRING("room_type", "0"); // Set up game rules if (g_pGameRules) { delete g_pGameRules; } g_pGameRules = InstallGameRules(); // NOTE: What is the essence of soundent in CS 1.6? I think this is for NPC monsters - s1lent #ifndef REGAMEDLL_FIXES // UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here // LATER - do we want a sound ent in deathmatch? (sjb) //pSoundEnt = CBaseEntity::Create("soundent", g_vecZero, g_vecZero, edict()); pSoundEnt = GetClassPtr((CSoundEnt *)nullptr); if (pSoundEnt == nullptr) { ALERT(at_console, "**COULD NOT CREATE SOUNDENT**\n"); } else { pSoundEnt->Spawn(); } #endif InitBodyQue(); // init sentence group playback stuff from sentences.txt. // ok to call this multiple times, calls after first are ignored. SENTENCEG_Init(); // init texture type array from materials.txt TEXTURETYPE_Init(); // the area based ambient sounds MUST be the first precache_sounds // player precaches // get weapon precaches W_Precache(); ClientPrecache(); BotPrecache(); // sounds used from C physics code // clears sound channels PRECACHE_SOUND("common/null.wav"); // temporary sound for respawning weapons. PRECACHE_SOUND("items/suitchargeok1.wav"); // player picks up a gun. PRECACHE_SOUND("items/gunpickup2.wav"); // dead bodies hitting the ground (animation events) PRECACHE_SOUND("common/bodydrop3.wav"); PRECACHE_SOUND("common/bodydrop4.wav"); g_Language = int(CVAR_GET_FLOAT("sv_language")); if (g_Language == LANGUAGE_GERMAN) { PRECACHE_MODEL("models/germangibs.mdl"); } else { PRECACHE_MODEL("models/hgibs.mdl"); PRECACHE_MODEL("models/agibs.mdl"); } PRECACHE_SOUND("weapons/ric1.wav"); PRECACHE_SOUND("weapons/ric2.wav"); PRECACHE_SOUND("weapons/ric3.wav"); PRECACHE_SOUND("weapons/ric4.wav"); PRECACHE_SOUND("weapons/ric5.wav"); PRECACHE_SOUND("weapons/ric_metal-1.wav"); PRECACHE_SOUND("weapons/ric_metal-2.wav"); PRECACHE_SOUND("weapons/ric_conc-1.wav"); PRECACHE_SOUND("weapons/ric_conc-2.wav"); // Setup light animation tables. 'a' is total darkness, 'z' is maxbright. // 0 normal LIGHT_STYLE(0, "m"); // 1 FLICKER (first variety) LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo"); // 2 SLOW STRONG PULSE LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 3 CANDLE (first variety) LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 4 FAST STROBE LIGHT_STYLE(4, "mamamamamama"); // 5 GENTLE PULSE 1 LIGHT_STYLE(5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 6 FLICKER (second variety) LIGHT_STYLE(6, "nmonqnmomnmomomno"); // 7 CANDLE (second variety) LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 8 CANDLE (third variety) LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 9 SLOW STROBE (fourth variety) LIGHT_STYLE(9, "aaaaaaaazzzzzzzz"); // 10 FLUORESCENT FLICKER LIGHT_STYLE(10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // 12 UNDERWATER LIGHT MUTATION // this light only distorts the lightmap - no contribution // is made to the brightness of affected surfaces LIGHT_STYLE(12, "mmnnmmnnnmmnn"); // styles 32-62 are assigned by the light program for switchable lights // 63 testing LIGHT_STYLE(63, "a"); for (int i = 0; i < ARRAYSIZE(gDecals); i++) gDecals[i].index = DECAL_INDEX(gDecals[i].name); if (pev->speed > 0) CVAR_SET_FLOAT("sv_zmax", pev->speed); else CVAR_SET_FLOAT("sv_zmax", 4096); if (pev->netname) { ALERT(at_aiconsole, "Chapter title: %s\n", STRING(pev->netname)); CBaseEntity *pEntity = CBaseEntity::Create("env_message", g_vecZero, g_vecZero, nullptr); if (pEntity) { pEntity->SetThink(&CBaseEntity::SUB_CallUseToggle); pEntity->pev->message = pev->netname; pev->netname = 0; pEntity->pev->nextthink = gpGlobals->time + 0.3f; pEntity->pev->spawnflags = SF_MESSAGE_ONCE; } } #ifdef REGAMEDLL_FIXES if (!IS_DEDICATED_SERVER()) #endif { // NOTE: cvar v_dark refers for the client side if (pev->spawnflags & SF_WORLD_DARK) CVAR_SET_FLOAT("v_dark", 1); else CVAR_SET_FLOAT("v_dark", 0); } if (pev->spawnflags & SF_WORLD_TITLE) { // display the game title if this key is set gDisplayTitle = TRUE; } else gDisplayTitle = FALSE; } void CWorld::KeyValue(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "skyname")) { CVAR_SET_STRING("sv_skyname", pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "sounds")) { gpGlobals->cdAudioTrack = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "WaveHeight")) { pev->scale = Q_atof(pkvd->szValue) * 0.125f; CVAR_SET_FLOAT("sv_wateramp", pev->scale); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "MaxRange")) { pev->speed = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "chaptertitle")) { pev->netname = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "startdark")) { int flag = Q_atoi(pkvd->szValue); if (flag) { pev->spawnflags |= SF_WORLD_DARK; } pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "newunit")) { if (Q_atoi(pkvd->szValue)) CVAR_SET_FLOAT("sv_newunit", 1.0f); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "gametitle")) { if (Q_atoi(pkvd->szValue)) pev->spawnflags |= SF_WORLD_TITLE; pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "mapteams")) { pev->team = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "defaultteam")) { if (Q_atoi(pkvd->szValue)) pev->spawnflags |= SF_WORLD_FORCETEAM; pkvd->fHandled = TRUE; } else { CBaseEntity::KeyValue(pkvd); } }