ReGameDLL_CS/regamedll/dlls/world.cpp
2024-09-13 06:43:27 +07:00

522 lines
13 KiB
C++

#include "precompiled.h"
edict_t *g_pBodyQueueHead;
CGlobalState gGlobalState;
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*/
};
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()
{
;
}
LINK_ENTITY_TO_CLASS(worldspawn, CWorld, CCSWorld)
void CWorld::Spawn()
{
#ifdef REGAMEDLL_FIXES
static char szMapBriefingFile[64] = "";
EmptyEntityHashTable();
Precache();
g_szMapBriefingText[0] = '\0';
Q_snprintf(szMapBriefingFile, sizeof(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_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
FreeGameRules(&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<CCSSoundEnt>((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
WeaponsPrecache();
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);
}
}