Example #1
0
void CWorld :: Precache( void )
{
	g_pLastSpawn = NULL;
	
	CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
	CVAR_SET_STRING("sv_stepsize", "18");
	CVAR_SET_STRING("room_type", "0"); // clear DSP

	// Create all the arenas
	for (int i = 0; i < MAX_ARENAS; i++)
	{
		g_pArenaList[i] = GetClassPtr( ( CDiscArena *)NULL );
		g_pArenaList[i]->Spawn();
	}

	// Set up game rules
	if (g_pGameRules)
	{
		delete g_pGameRules;
	}

	g_pGameRules = InstallGameRules( );

	//!!!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 *)NULL );
	pSoundEnt->Spawn();

	if ( !pSoundEnt )
	{
		ALERT ( at_console, "**COULD NOT CREATE SOUNDENT**\n" );
	}

	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     
	W_Precache ();									// get weapon precaches

	ClientPrecache();

// sounds used from C physics code
	PRECACHE_SOUND("common/null.wav");				// clears sound channels

	PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons.
	PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun.

	PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
	PRECACHE_SOUND( "common/bodydrop4.wav" );

	PRECACHE_SOUND( "r_tele1.wav" );	// respawn sound
	PRECACHE_SOUND( "scream1.wav" );	// falling scream sound
	PRECACHE_SOUND( "scream2.wav" );	// falling scream sound
	PRECACHE_SOUND( "scream3.wav" );	// falling scream sound
	PRECACHE_SOUND( "decap.wav" );		// decapitation sound
	PRECACHE_SOUND( "shatter.wav" );	// freeze decapitation sound
	PRECACHE_MODEL( "models/head.mdl" ); // head
	
	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");
//
// 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 ( i = 0; i < ARRAYSIZE(gDecals); i++ )
		gDecals[i].index = DECAL_INDEX( gDecals[i].name );

// init the WorldGraph.
	WorldGraph.InitGraph();

// make sure the .NOD file is newer than the .BSP file.
	if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) )
	{// NOD file is not present, or is older than the BSP file.
		WorldGraph.AllocNodes ();
	}
	else
	{// Load the node graph for this level
		if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) )
		{// couldn't load, so alloc and prepare to build a graph.
			ALERT ( at_console, "*Error opening .NOD file\n" );
			WorldGraph.AllocNodes ();
		}
		else
		{
			ALERT ( at_console, "\n*Graph Loaded!\n" );
		}
	}

	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, NULL );
		if ( pEntity )
		{
			pEntity->SetThink( SUB_CallUseToggle );
			pEntity->pev->message = pev->netname;
			pev->netname = 0;
			pEntity->pev->nextthink = gpGlobals->time + 0.3;
			pEntity->pev->spawnflags = SF_MESSAGE_ONCE;
		}
	}

	if ( pev->spawnflags & SF_WORLD_DARK )
		CVAR_SET_FLOAT( "v_dark", 1.0 );
	else
		CVAR_SET_FLOAT( "v_dark", 0.0 );

	if ( pev->spawnflags & SF_WORLD_TITLE )
		gDisplayTitle = TRUE;		// display the game title if this key is set
	else
		gDisplayTitle = FALSE;

	if ( pev->spawnflags & SF_WORLD_FORCETEAM )
	{
		CVAR_SET_FLOAT( "mp_defaultteam", 1 );
	}
	else
	{
		CVAR_SET_FLOAT( "mp_defaultteam", 0 );
	}

	// Discwar
	if ( g_iPlayersPerTeam < 1 )
		g_iPlayersPerTeam = CVAR_GET_FLOAT("rc_playersperteam");
}
Example #2
0
void CWorld::Precache( void )
{
	g_WorldEntity = this;
	g_fGameOver = false;
	g_pLastSpawn = NULL;

	ConVar *gravity = ( ConVar * )cvar->FindVar( "sv_gravity" );
	if ( gravity )
	{
// UNDONE: Disabled this.  This makes sv_gravity reset of each level.  Is that what we want?
//		gravity->SetValue( 800 );// 67ft/sec^2
	}

	ConVar *stepsize = ( ConVar * )cvar->FindVar( "sv_stepsize" );
	if ( stepsize )
	{
		stepsize->SetValue( 18 );
	}

	ConVar *roomtype = ( ConVar * )cvar->FindVar( "room_type" );
	if ( roomtype )
	{
		roomtype->SetValue( 0 );
	}

	// Set up game rules
	Assert( !g_pGameRules );
	if (g_pGameRules)
	{
		delete g_pGameRules;
	}

	g_pGameRules = InstallGameRules( );
	Assert( g_pGameRules );
	g_pGameRules->LevelInit();

	CSoundEnt::InitSoundEnt();

	IGameSystem::LevelInitPreEntityAllSystems( STRING( GetModelName() ) );

	// UNDONE: Make most of these things server systems or precache_registers
	// =================================================
	//	Activities
	// =================================================
	ActivityList_Free();
	RegisterSharedActivities();

	InitBodyQue();
// init sentence group playback stuff from sentences.txt.
// ok to call this multiple times, calls after first are ignored.

	SENTENCEG_Init();

// 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();

	// sounds used from C physics code
	enginesound->PrecacheSound("common/null.wav");				// clears sound channels

	ConVar const *language = cvar->FindVar( "sv_language" );

	g_Language = language ? language->GetInt() : LANGUAGE_ENGLISH;
	if ( g_Language == LANGUAGE_GERMAN )
	{
		engine->PrecacheModel( "models/germangibs.mdl" );
	}
	else
	{
		engine->PrecacheModel( "models/gibs/hgibs.mdl" );
	}

//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
	// 0 normal
	engine->LightStyle(0, "m");
	
	// 1 FLICKER (first variety)
	engine->LightStyle(1, "mmnmmommommnonmmonqnmmo");
	
	// 2 SLOW STRONG PULSE
	engine->LightStyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
	
	// 3 CANDLE (first variety)
	engine->LightStyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
	
	// 4 FAST STROBE
	engine->LightStyle(4, "mamamamamama");
	
	// 5 GENTLE PULSE 1
	engine->LightStyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
	
	// 6 FLICKER (second variety)
	engine->LightStyle(6, "nmonqnmomnmomomno");
	
	// 7 CANDLE (second variety)
	engine->LightStyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
	
	// 8 CANDLE (third variety)
	engine->LightStyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
	
	// 9 SLOW STROBE (fourth variety)
	engine->LightStyle(9, "aaaaaaaazzzzzzzz");
	
	// 10 FLUORESCENT FLICKER
	engine->LightStyle(10, "mmamammmmammamamaaamammma");

	// 11 SLOW PULSE NOT FADE TO BLACK
	engine->LightStyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
	
	// 12 UNDERWATER LIGHT MUTATION
	// this light only distorts the lightmap - no contribution
	// is made to the brightness of affected surfaces
	engine->LightStyle(12, "mmnnmmnnnmmnn");
	
	// 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 0.3 seconds
			pMessage->AddSpawnFlags( SF_MESSAGE_ONCE );
			pMessage->SetThink( &CMessage::SUB_CallUseToggle );
			pMessage->SetNextThink( gpGlobals->curtime + 0.3 );
		}
	}
}
Example #3
0
void CWorld::Precache( void )
{
	COM_TimestampedLog( "CWorld::Precache - Start" );

	g_WorldEntity = this;
	g_fGameOver = false;
	g_pLastSpawn = NULL;
	g_Language.SetValue( LANGUAGE_ENGLISH );	// TODO use VGUI to get current language

#ifndef INFESTED_DLL
	ConVarRef stepsize( "sv_stepsize" );
	stepsize.SetValue( 24 );
#endif

	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();

	// UNDONE: Make most of these things server systems or precache_registers
	// =================================================
	//	Activities
	// =================================================
	ActivityList_Free();
	RegisterSharedActivities();

	EventList_Free();
	RegisterSharedEvents();

	// Only allow precaching between LevelInitPreEntity and PostEntity
	CBaseEntity::SetAllowPrecache( true );

	COM_TimestampedLog( "IGameSystem::LevelInitPreEntityAllSystems" );
	IGameSystem::LevelInitPreEntityAllSystems( STRING( GetModelName() ) );

	COM_TimestampedLog( "g_pGameRules->CreateStandardEntities()" );
	// Create the player resource
	g_pGameRules->CreateStandardEntities();

	COM_TimestampedLog( "InitBodyQue()" );
	InitBodyQue();
	
	COM_TimestampedLog( "SENTENCEG_Init()" );
	// init sentence group playback stuff from sentences.txt.
	// ok to call this multiple times, calls after first are ignored.
	SENTENCEG_Init();

	COM_TimestampedLog( "PrecacheStandardParticleSystems()" );
	// Precache standard particle systems
	PrecacheStandardParticleSystems( );

	// the area based ambient sounds MUST be the first precache_sounds

	COM_TimestampedLog( "W_Precache()" );
	// player precaches     
	W_Precache ();									// get weapon precaches
	COM_TimestampedLog( "ClientPrecache()" );
	ClientPrecache();
	
	COM_TimestampedLog( "PrecacheTempEnts()" );
	// precache all temp ent stuff
	CBaseTempEntity::PrecacheTempEnts();

	COM_TimestampedLog( "LightStyles" );
	//
	// 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");

	COM_TimestampedLog( "InitializeAINetworks" );
	// =================================================
	//	Load and Init AI Networks
	// =================================================
	CAI_NetworkManager::InitializeAINetworks();
	// =================================================
	//	Load and Init AI Schedules
	// =================================================
	COM_TimestampedLog( "LoadAllSchedules" );
	g_AI_SchedulesManager.LoadAllSchedules();
	// =================================================
	//	Initialize NPC Relationships
	// =================================================
	COM_TimestampedLog( "InitDefaultAIRelationships" );
	g_pGameRules->InitDefaultAIRelationships();
	COM_TimestampedLog( "InitInteractionSystem" );
	CBaseCombatCharacter::InitInteractionSystem();

	COM_TimestampedLog( "g_pGameRules->Precache" );
	// Call the gamerules precache after the AI precache so that games can precache NPCs that are always loaded
	g_pGameRules->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");

	if ( m_iszDetailSpriteMaterial.Get() != NULL_STRING )
	{
		PrecacheMaterial( STRING( m_iszDetailSpriteMaterial.Get() ) );
	}

	COM_TimestampedLog( "CWorld::Precache - Finish" );
}
Example #4
0
void CWorld :: Precache( void )
{
	//LRC - set up the world lists
	g_pWorld = this;
	m_pAssistLink = NULL;
	m_pFirstAlias = NULL;
//	ALERT(at_console, "Clearing AssistList\n");

	g_pLastSpawn = NULL;
	
#if 1
	CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
	CVAR_SET_STRING("sv_stepsize", "18");
#else
	CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec
	CVAR_SET_STRING("sv_stepsize", "24");
#endif

	CVAR_SET_STRING("room_type", "0");// clear DSP

	// Set up game rules
	if (g_pGameRules)
	{
		delete g_pGameRules;
	}

	g_pGameRules = InstallGameRules( );

	//!!!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 *)NULL );
	pSoundEnt->Spawn();

	if ( !pSoundEnt )
	{
		ALERT ( at_debug, "**COULD NOT CREATE SOUNDENT**\n" );
	}

	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     
	W_Precache ();									// get weapon precaches

	ClientPrecache();

// sounds used from C physics code
	PRECACHE_SOUND("common/null.wav");				// clears sound channels

	PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons.
	PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun.

	PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
	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_MODEL( "sprites/null.spr" ); //LRC

//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
	int i;

	// 0 normal
	for (i = 0; i <= 13; i++)
	{
		LIGHT_STYLE(i, (char*)STRING(GetStdLightStyle(i)));
	}
	
	// styles 32-62 are assigned by the light program for switchable lights

	// 63 testing
	LIGHT_STYLE(63, "a");

	for (i = 0; i < ARRAYSIZE(gDecals); i++ )
		gDecals[i].index = DECAL_INDEX( gDecals[i].name );

// init the WorldGraph.
	WorldGraph.InitGraph();

// make sure the .NOD file is newer than the .BSP file.
	if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) )
	{// NOD file is not present, or is older than the BSP file.
		WorldGraph.AllocNodes ();
	}
	else
	{// Load the node graph for this level
		if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) )
		{// couldn't load, so alloc and prepare to build a graph.
			ALERT ( at_debug, "*Error opening .NOD file\n" );
			WorldGraph.AllocNodes ();
		}
		else
		{
			ALERT ( at_debug, "\n*Graph Loaded!\n" );
		}
	}

	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, NULL );
		if ( pEntity )
		{
			pEntity->SetThink(&CWorld::SUB_CallUseToggle );
			pEntity->pev->message = pev->netname;
			pev->netname = 0;
			pEntity->SetNextThink( 0.3 );
			pEntity->pev->spawnflags = SF_MESSAGE_ONCE;
		}
	}

	if ( pev->spawnflags & SF_WORLD_DARK )
		CVAR_SET_FLOAT( "v_dark", 1.0 );
	else
		CVAR_SET_FLOAT( "v_dark", 0.0 );

	if ( pev->spawnflags & SF_WORLD_TITLE )
		gDisplayTitle = TRUE;		// display the game title if this key is set
	else
		gDisplayTitle = FALSE;

	if ( pev->spawnflags & SF_WORLD_FORCETEAM )
	{
		CVAR_SET_FLOAT( "mp_defaultteam", 1 );
	}
	else
	{
		CVAR_SET_FLOAT( "mp_defaultteam", 0 );
	}
}