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hl2sdk/game/server/world.cpp

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2013-06-27 06:22:04 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Precaches and defs for entities and other data that must always be available.
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "soundent.h"
#include "client.h"
#include "decals.h"
#include "EnvMessage.h"
#include "player.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "physics.h"
#include "isaverestore.h"
#include "activitylist.h"
#include "eventlist.h"
#include "eventqueue.h"
#include "ai_network.h"
#include "ai_schedule.h"
#include "ai_networkmanager.h"
#include "ai_utils.h"
#include "basetempentity.h"
#include "world.h"
#include "mempool.h"
#include "igamesystem.h"
#include "engine/IEngineSound.h"
#include "globals.h"
#include "engine/IStaticPropMgr.h"
#include "particle_parse.h"
#include "globalstate.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CBaseEntity *g_pLastSpawn;
void InitBodyQue(void);
extern void W_Precache(void);
extern void ActivityList_Free( void );
extern CUtlMemoryPool g_EntityListPool;
#define SF_DECAL_NOTINDEATHMATCH 2048
class CDecal : public CPointEntity
{
public:
DECLARE_CLASS( CDecal, CPointEntity );
void Spawn( void );
bool KeyValue( const char *szKeyName, const char *szValue );
// Need to apply static decals here to get them into the signon buffer for the server appropriately
virtual void Activate();
void TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// Input handlers.
void InputActivate( inputdata_t &inputdata );
DECLARE_DATADESC();
public:
int m_nTexture;
bool m_bLowPriority;
private:
void StaticDecal( void );
};
BEGIN_DATADESC( CDecal )
DEFINE_FIELD( m_nTexture, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_bLowPriority, FIELD_BOOLEAN, "LowPriority" ), // Don't mark as FDECAL_PERMANENT so not save/restored and will be reused on the client preferentially
// Function pointers
DEFINE_FUNCTION( StaticDecal ),
DEFINE_FUNCTION( TriggerDecal ),
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( infodecal, CDecal );
// UNDONE: These won't get sent to joining players in multi-player
void CDecal::Spawn( void )
{
if ( m_nTexture < 0 ||
(gpGlobals->deathmatch && HasSpawnFlags( SF_DECAL_NOTINDEATHMATCH )) )
{
UTIL_Remove( this );
return;
}
}
void CDecal::Activate()
{
BaseClass::Activate();
if ( !GetEntityName() )
{
StaticDecal();
}
else
{
// if there IS a targetname, the decal sprays itself on when it is triggered.
SetThink ( &CDecal::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 info_decals that have targetnames, so that the
// decal doesn't get applied until it is fired. (usually by a scripted sequence)
trace_t trace;
int entityIndex;
UTIL_TraceLine( GetAbsOrigin() - Vector(5,5,5), GetAbsOrigin() + Vector(5,5,5), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace );
entityIndex = trace.m_pEnt ? trace.m_pEnt->entindex() : 0;
CBroadcastRecipientFilter filter;
te->BSPDecal( filter, 0.0,
&GetAbsOrigin(), entityIndex, m_nTexture );
SetThink( &CDecal::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CDecal::InputActivate( inputdata_t &inputdata )
{
TriggerDecal( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 );
}
void CDecal::StaticDecal( void )
{
class CTraceFilterValidForDecal : public CTraceFilterSimple
{
public:
CTraceFilterValidForDecal(const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
static const char *ppszIgnoredClasses[] =
{
"weapon_*",
"item_*",
"prop_ragdoll",
"prop_dynamic",
"prop_static",
"prop_physics",
"npc_bullseye", // Tracker 15335
};
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
// Tracker 15335: Never impact decals against entities which are not rendering, either.
if ( pEntity->IsEffectActive( EF_NODRAW ) )
return false;
for ( int i = 0; i < ARRAYSIZE(ppszIgnoredClasses); i++ )
{
if ( pEntity->ClassMatches( ppszIgnoredClasses[i] ) )
return false;
}
return CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask );
}
};
trace_t trace;
CTraceFilterValidForDecal traceFilter( this, COLLISION_GROUP_NONE );
int entityIndex, modelIndex = 0;
Vector position = GetAbsOrigin();
UTIL_TraceLine( position - Vector(5,5,5), position + Vector(5,5,5), MASK_SOLID, &traceFilter, &trace );
bool canDraw = true;
entityIndex = trace.m_pEnt ? (short)trace.m_pEnt->entindex() : 0;
if ( entityIndex )
{
CBaseEntity *ent = trace.m_pEnt;
if ( ent )
{
modelIndex = ent->GetModelIndex();
VectorITransform( GetAbsOrigin(), ent->EntityToWorldTransform(), position );
canDraw = ( modelIndex != 0 );
if ( !canDraw )
{
Warning( "Suppressed StaticDecal which would have hit entity %i (class:%s, name:%s) with modelindex = 0\n",
ent->entindex(),
ent->GetClassname(),
STRING( ent->GetEntityName() ) );
}
}
}
if ( canDraw )
{
engine->StaticDecal( position, m_nTexture, entityIndex, modelIndex, m_bLowPriority );
}
SUB_Remove();
}
bool CDecal::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "texture"))
{
// FIXME: should decals all be preloaded?
m_nTexture = UTIL_PrecacheDecal( szValue, true );
// Found
if (m_nTexture >= 0 )
return true;
Warning( "Can't find decal %s\n", szValue );
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Projects a decal against a prop
//-----------------------------------------------------------------------------
class CProjectedDecal : public CPointEntity
{
public:
DECLARE_CLASS( CProjectedDecal, CPointEntity );
void Spawn( void );
bool KeyValue( const char *szKeyName, const char *szValue );
// Need to apply static decals here to get them into the signon buffer for the server appropriately
virtual void Activate();
void TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// Input handlers.
void InputActivate( inputdata_t &inputdata );
DECLARE_DATADESC();
public:
int m_nTexture;
float m_flDistance;
private:
void ProjectDecal( CRecipientFilter& filter );
void StaticDecal( void );
};
BEGIN_DATADESC( CProjectedDecal )
DEFINE_FIELD( m_nTexture, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_flDistance, FIELD_FLOAT, "Distance" ),
// Function pointers
DEFINE_FUNCTION( StaticDecal ),
DEFINE_FUNCTION( TriggerDecal ),
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( info_projecteddecal, CProjectedDecal );
// UNDONE: These won't get sent to joining players in multi-player
void CProjectedDecal::Spawn( void )
{
if ( m_nTexture < 0 ||
(gpGlobals->deathmatch && HasSpawnFlags( SF_DECAL_NOTINDEATHMATCH )) )
{
UTIL_Remove( this );
return;
}
}
void CProjectedDecal::Activate()
{
BaseClass::Activate();
if ( !GetEntityName() )
{
StaticDecal();
}
else
{
// if there IS a targetname, the decal sprays itself on when it is triggered.
SetThink ( &CProjectedDecal::SUB_DoNothing );
SetUse(&CProjectedDecal::TriggerDecal);
}
}
void CProjectedDecal::InputActivate( inputdata_t &inputdata )
{
TriggerDecal( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 );
}
void CProjectedDecal::ProjectDecal( CRecipientFilter& filter )
{
te->ProjectDecal( filter, 0.0,
&GetAbsOrigin(), &GetAbsAngles(), m_flDistance, m_nTexture );
}
void CProjectedDecal::TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBroadcastRecipientFilter filter;
ProjectDecal( filter );
SetThink( &CProjectedDecal::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CProjectedDecal::StaticDecal( void )
{
CBroadcastRecipientFilter initFilter;
initFilter.MakeInitMessage();
ProjectDecal( initFilter );
SUB_Remove();
}
bool CProjectedDecal::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "texture"))
{
// FIXME: should decals all be preloaded?
m_nTexture = UTIL_PrecacheDecal( szValue, true );
// Found
if (m_nTexture >= 0 )
return true;
Warning( "Can't find decal %s\n", szValue );
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
//=======================
// CWorld
//
// This spawns first when each level begins.
//=======================
LINK_ENTITY_TO_CLASS( worldspawn, CWorld );
BEGIN_DATADESC( CWorld )
DEFINE_FIELD( m_flWaveHeight, FIELD_FLOAT ),
// keyvalues are parsed from map, but not saved/loaded
DEFINE_KEYFIELD( m_iszChapterTitle, FIELD_STRING, "chaptertitle" ),
DEFINE_KEYFIELD( m_bStartDark, FIELD_BOOLEAN, "startdark" ),
DEFINE_KEYFIELD( m_bDisplayTitle, FIELD_BOOLEAN, "gametitle" ),
DEFINE_FIELD( m_WorldMins, FIELD_VECTOR ),
DEFINE_FIELD( m_WorldMaxs, FIELD_VECTOR ),
#ifdef _X360
DEFINE_KEYFIELD( m_flMaxOccludeeArea, FIELD_FLOAT, "maxoccludeearea_x360" ),
DEFINE_KEYFIELD( m_flMinOccluderArea, FIELD_FLOAT, "minoccluderarea_x360" ),
#else
DEFINE_KEYFIELD( m_flMaxOccludeeArea, FIELD_FLOAT, "maxoccludeearea" ),
DEFINE_KEYFIELD( m_flMinOccluderArea, FIELD_FLOAT, "minoccluderarea" ),
#endif
DEFINE_KEYFIELD( m_flMaxPropScreenSpaceWidth, FIELD_FLOAT, "maxpropscreenwidth" ),
DEFINE_KEYFIELD( m_flMinPropScreenSpaceWidth, FIELD_FLOAT, "minpropscreenwidth" ),
DEFINE_KEYFIELD( m_iszDetailSpriteMaterial, FIELD_STRING, "detailmaterial" ),
DEFINE_KEYFIELD( m_bColdWorld, FIELD_BOOLEAN, "coldworld" ),
END_DATADESC()
// SendTable stuff.
IMPLEMENT_SERVERCLASS_ST(CWorld, DT_WORLD)
SendPropFloat (SENDINFO(m_flWaveHeight), 8, SPROP_ROUNDUP, 0.0f, 8.0f),
SendPropVector (SENDINFO(m_WorldMins), -1, SPROP_COORD),
SendPropVector (SENDINFO(m_WorldMaxs), -1, SPROP_COORD),
SendPropInt (SENDINFO(m_bStartDark), 1, SPROP_UNSIGNED ),
SendPropFloat (SENDINFO(m_flMaxOccludeeArea), 0, SPROP_NOSCALE ),
SendPropFloat (SENDINFO(m_flMinOccluderArea), 0, SPROP_NOSCALE ),
SendPropFloat (SENDINFO(m_flMaxPropScreenSpaceWidth), 0, SPROP_NOSCALE ),
SendPropFloat (SENDINFO(m_flMinPropScreenSpaceWidth), 0, SPROP_NOSCALE ),
SendPropStringT (SENDINFO(m_iszDetailSpriteMaterial) ),
SendPropInt (SENDINFO(m_bColdWorld), 1, SPROP_UNSIGNED ),
END_SEND_TABLE()
//
// Just to ignore the "wad" field.
//
bool CWorld::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq(szKeyName, "skyname") )
{
// Sent over net now.
ConVarRef skyname( "sv_skyname" );
skyname.SetValue( szValue );
}
else if ( FStrEq(szKeyName, "newunit") )
{
// Single player only. Clear save directory if set
if ( atoi(szValue) )
{
extern void Game_SetOneWayTransition();
Game_SetOneWayTransition();
}
}
else if ( FStrEq(szKeyName, "world_mins") )
{
Vector vec;
sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z );
m_WorldMins = vec;
}
else if ( FStrEq(szKeyName, "world_maxs") )
{
Vector vec;
sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z );
m_WorldMaxs = vec;
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
extern bool g_fGameOver;
static CWorld *g_WorldEntity = NULL;
CWorld* GetWorldEntity()
{
return g_WorldEntity;
}
CWorld::CWorld( )
{
AddEFlags( EFL_NO_AUTO_EDICT_ATTACH | EFL_KEEP_ON_RECREATE_ENTITIES );
NetworkProp()->AttachEdict( INDEXENT(RequiredEdictIndex()) );
ActivityList_Init();
EventList_Init();
SetSolid( SOLID_BSP );
SetMoveType( MOVETYPE_NONE );
m_bColdWorld = false;
}
CWorld::~CWorld( )
{
EventList_Free();
ActivityList_Free();
if ( g_pGameRules )
{
g_pGameRules->LevelShutdown();
delete g_pGameRules;
g_pGameRules = NULL;
}
g_WorldEntity = NULL;
}
//------------------------------------------------------------------------------
// Purpose : Add a decal to the world
// Input :
// Output :
//------------------------------------------------------------------------------
void CWorld::DecalTrace( trace_t *pTrace, char const *decalName)
{
int index = decalsystem->GetDecalIndexForName( decalName );
if ( index < 0 )
return;
CBroadcastRecipientFilter filter;
if ( pTrace->hitbox != 0 )
{
te->Decal( filter, 0.0f, &pTrace->endpos, &pTrace->startpos, 0, pTrace->hitbox, index );
}
else
{
te->WorldDecal( filter, 0.0, &pTrace->endpos, index );
}
}
void CWorld::RegisterSharedActivities( void )
{
ActivityList_RegisterSharedActivities();
}
void CWorld::RegisterSharedEvents( void )
{
EventList_RegisterSharedEvents();
}
void CWorld::Spawn( void )
{
SetLocalOrigin( vec3_origin );
SetLocalAngles( vec3_angle );
// NOTE: SHOULD NEVER BE ANYTHING OTHER THAN 1!!!
SetModelIndex( 1 );
// world model
SetModelName( AllocPooledString( modelinfo->GetModelName( GetModel() ) ) );
AddFlag( FL_WORLDBRUSH );
g_EventQueue.Init();
Precache( );
GlobalEntity_Add( "is_console", STRING(gpGlobals->mapname), ( IsConsole() ) ? GLOBAL_ON : GLOBAL_OFF );
GlobalEntity_Add( "is_pc", STRING(gpGlobals->mapname), ( !IsConsole() ) ? GLOBAL_ON : GLOBAL_OFF );
}
static const char *g_DefaultLightstyles[] =
{
// 0 normal
"m",
// 1 FLICKER (first variety)
"mmnmmommommnonmmonqnmmo",
// 2 SLOW STRONG PULSE
"abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba",
// 3 CANDLE (first variety)
"mmmmmaaaaammmmmaaaaaabcdefgabcdefg",
// 4 FAST STROBE
"mamamamamama",
// 5 GENTLE PULSE 1
"jklmnopqrstuvwxyzyxwvutsrqponmlkj",
// 6 FLICKER (second variety)
"nmonqnmomnmomomno",
// 7 CANDLE (second variety)
"mmmaaaabcdefgmmmmaaaammmaamm",
// 8 CANDLE (third variety)
"mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa",
// 9 SLOW STROBE (fourth variety)
"aaaaaaaazzzzzzzz",
// 10 FLUORESCENT FLICKER
"mmamammmmammamamaaamammma",
// 11 SLOW PULSE NOT FADE TO BLACK
"abcdefghijklmnopqrrqponmlkjihgfedcba",
// 12 UNDERWATER LIGHT MUTATION
// this light only distorts the lightmap - no contribution
// is made to the brightness of affected surfaces
"mmnnmmnnnmmnn",
};
const char *GetDefaultLightstyleString( int styleIndex )
{
if ( styleIndex < ARRAYSIZE(g_DefaultLightstyles) )
{
return g_DefaultLightstyles[styleIndex];
}
return "m";
}
void CWorld::Precache( void )
{
g_WorldEntity = this;
g_fGameOver = false;
g_pLastSpawn = NULL;
ConVarRef stepsize( "sv_stepsize" );
stepsize.SetValue( 18 );
ConVarRef roomtype( "room_type" );
roomtype.SetValue( 0 );
// Set up game rules
Assert( !g_pGameRules );
if (g_pGameRules)
{
delete g_pGameRules;
}
InstallGameRules();
Assert( g_pGameRules );
g_pGameRules->Init();
CSoundEnt::InitSoundEnt();
// Only allow precaching between LevelInitPreEntity and PostEntity
CBaseEntity::SetAllowPrecache( true );
IGameSystem::LevelInitPreEntityAllSystems( STRING( GetModelName() ) );
// Create the player resource
g_pGameRules->CreateStandardEntities();
// UNDONE: Make most of these things server systems or precache_registers
// =================================================
// Activities
// =================================================
ActivityList_Free();
RegisterSharedActivities();
EventList_Free();
RegisterSharedEvents();
InitBodyQue();
// init sentence group playback stuff from sentences.txt.
// ok to call this multiple times, calls after first are ignored.
SENTENCEG_Init();
// Precache standard particle systems
PrecacheStandardParticleSystems( );
// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache (); // get weapon precaches
ClientPrecache();
g_pGameRules->Precache();
// precache all temp ent stuff
CBaseTempEntity::PrecacheTempEnts();
g_Language.SetValue( LANGUAGE_ENGLISH ); // TODO use VGUI to get current language
if ( g_Language.GetInt() == LANGUAGE_GERMAN )
{
PrecacheModel( "models/germangibs.mdl" );
}
else
{
PrecacheModel( "models/gibs/hgibs.mdl" );
}
PrecacheScriptSound( "BaseEntity.EnterWater" );
PrecacheScriptSound( "BaseEntity.ExitWater" );
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
for ( int i = 0; i < ARRAYSIZE(g_DefaultLightstyles); i++ )
{
engine->LightStyle( i, GetDefaultLightstyleString(i) );
}
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
engine->LightStyle(63, "a");
// =================================================
// Load and Init AI Networks
// =================================================
CAI_NetworkManager::InitializeAINetworks();
// =================================================
// Load and Init AI Schedules
// =================================================
g_AI_SchedulesManager.LoadAllSchedules();
// =================================================
// Initialize NPC Relationships
// =================================================
g_pGameRules->InitDefaultAIRelationships();
CBaseCombatCharacter::InitInteractionSystem();
// Call all registered precachers.
CPrecacheRegister::Precache();
if ( m_iszChapterTitle != NULL_STRING )
{
DevMsg( 2, "Chapter title: %s\n", STRING(m_iszChapterTitle) );
CMessage *pMessage = (CMessage *)CBaseEntity::Create( "env_message", vec3_origin, vec3_angle, NULL );
if ( pMessage )
{
pMessage->SetMessage( m_iszChapterTitle );
m_iszChapterTitle = NULL_STRING;
// send the message entity a play message command, delayed by 1 second
pMessage->AddSpawnFlags( SF_MESSAGE_ONCE );
pMessage->SetThink( &CMessage::SUB_CallUseToggle );
pMessage->SetNextThink( gpGlobals->curtime + 1.0f );
}
}
g_iszFuncBrushClassname = AllocPooledString("func_brush");
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float GetRealTime()
{
return engine->Time();
}
bool CWorld::GetDisplayTitle() const
{
return m_bDisplayTitle;
}
bool CWorld::GetStartDark() const
{
return m_bStartDark;
}
void CWorld::SetDisplayTitle( bool display )
{
m_bDisplayTitle = display;
}
void CWorld::SetStartDark( bool startdark )
{
m_bStartDark = startdark;
}
bool CWorld::IsColdWorld( void )
{
return m_bColdWorld;
}