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Xash3DArchive/bshift/client.cpp

1319 lines
36 KiB
C++

/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to
// have one without a hardcoded player.mdl in tf_client.cpp
/*
===== client.cpp ========================================================
client/server game specific stuff
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "player.h"
#include "spectator.h"
#include "client.h"
#include "soundent.h"
#include "gamerules.h"
#include "game.h"
#include "weapons.h"
#include "usercmd.h"
extern DLL_GLOBAL ULONG g_ulModelIndexPlayer;
extern DLL_GLOBAL BOOL g_fGameOver;
extern DLL_GLOBAL int g_iSkillLevel;
extern DLL_GLOBAL ULONG g_ulFrameCount;
extern void CopyToBodyQue(entvars_t* pev);
extern int giPrecacheGrunt;
extern int gmsgSayText;
extern int g_teamplay;
void LinkUserMessages( void );
/*
* used by kill command and disconnect command
* ROBIN: Moved here from player.cpp, to allow multiple player models
*/
void set_suicide_frame(entvars_t* pev)
{
if (!FStrEq(STRING(pev->model), "models/player.mdl"))
return; // allready gibbed
// pev->frame = $deatha11;
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_TOSS;
pev->deadflag = DEAD_DEAD;
pev->nextthink = -1;
}
/*
===========
ClientConnect
called when a player connects to a server
============
*/
BOOL ClientConnect( edict_t *pEntity, const char *userinfo )
{
return g_pGameRules->ClientConnected( pEntity, userinfo );
// a client connecting during an intermission can cause problems
// if (intermission_running)
// ExitIntermission ();
}
/*
===========
ClientDisconnect
called when a player disconnects from a server
GLOBALS ASSUMED SET: g_fGameOver
============
*/
void ClientDisconnect( edict_t *pEntity )
{
if (g_fGameOver)
return;
char text[256];
sprintf( text, "- %s has left the game\n", STRING(pEntity->v.netname) );
MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL );
WRITE_BYTE( ENTINDEX(pEntity) );
WRITE_STRING( text );
MESSAGE_END();
CSound *pSound;
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEntity ) );
{
// since this client isn't around to think anymore, reset their sound.
if ( pSound )
{
pSound->Reset();
}
}
// since the edict doesn't get deleted, fix it so it doesn't interfere.
pEntity->v.takedamage = DAMAGE_NO;// don't attract autoaim
pEntity->v.solid = SOLID_NOT;// nonsolid
UTIL_SetOrigin ( &pEntity->v, pEntity->v.origin );
g_pGameRules->ClientDisconnected( pEntity );
}
// called by ClientKill and DeadThink
void respawn(entvars_t* pev, BOOL fCopyCorpse)
{
if (gpGlobals->teamplay || gpGlobals->coop || gpGlobals->deathmatch)
{
if ( fCopyCorpse )
{
// make a copy of the dead body for appearances sake
CopyToBodyQue(pev);
}
// respawn player
GetClassPtr( (CBasePlayer *)pev)->Spawn( );
}
else
{ // restart the entire server
SERVER_COMMAND("reload\n");
}
}
/*
============
ClientKill
Player entered the suicide command
GLOBALS ASSUMED SET: g_ulModelIndexPlayer
============
*/
void ClientKill( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBasePlayer *pl = (CBasePlayer*) CBasePlayer::Instance( pev );
if ( pl->m_fNextSuicideTime > gpGlobals->time )
return; // prevent suiciding too ofter
pl->m_fNextSuicideTime = gpGlobals->time + 1; // don't let them suicide for 5 seconds after suiciding
// have the player kill themself
pev->health = 0;
pl->Killed( pev, GIB_NEVER );
// pev->modelindex = g_ulModelIndexPlayer;
// pev->frags -= 2; // extra penalty
// respawn( pev );
}
/*
===========
ClientPutInServer
called each time a player is spawned
============
*/
void ClientPutInServer( edict_t *pEntity )
{
CBasePlayer *pPlayer;
entvars_t *pev = &pEntity->v;
pPlayer = GetClassPtr((CBasePlayer *)pev);
pPlayer->SetCustomDecalFrames(-1); // Assume none;
// Allocate a CBasePlayer for pev, and call spawn
pPlayer->Spawn();
// Reset interpolation during first frame
pPlayer->pev->effects |= EF_NOINTERP;
pPlayer->m_flViewHeight = pPlayer->pev->view_ofs.z; // keep viewheight an actual
}
//// HOST_SAY
// String comes in as
// say blah blah blah
// or as
// blah blah blah
//
void Host_Say( edict_t *pEntity, int teamonly )
{
CBasePlayer *client;
int j;
char *p;
char text[128];
char szTemp[256];
const char *cpSay = "say";
const char *cpSayTeam = "say_team";
const char *pcmd = CMD_ARGV(0);
// We can get a raw string now, without the "say " prepended
if ( CMD_ARGC() == 0 )
return;
entvars_t *pev = &pEntity->v;
CBasePlayer* player = GetClassPtr((CBasePlayer *)pev);
//Not yet.
if ( player->m_flNextChatTime > gpGlobals->time )
return;
if ( !stricmp( pcmd, cpSay) || !stricmp( pcmd, cpSayTeam ) )
{
if ( CMD_ARGC() >= 2 )
{
p = (char *)CMD_ARGS();
}
else
{
// say with a blank message, nothing to do
return;
}
}
else // Raw text, need to prepend argv[0]
{
if ( CMD_ARGC() >= 2 )
{
sprintf( szTemp, "%s %s", ( char * )pcmd, (char *)CMD_ARGS() );
}
else
{
// Just a one word command, use the first word...sigh
sprintf( szTemp, "%s", ( char * )pcmd );
}
p = szTemp;
}
// remove quotes if present
if (*p == '"')
{
p++;
p[strlen(p)-1] = 0;
}
// make sure the text has content
for ( char *pc = p; pc != NULL && *pc != 0; pc++ )
{
if ( isprint( *pc ) && !isspace( *pc ) )
{
pc = NULL; // we've found an alphanumeric character, so text is valid
break;
}
}
if ( pc != NULL )
return; // no character found, so say nothing
// turn on color set 2 (color on, no sound)
if ( teamonly )
sprintf( text, "%c(TEAM) %s: ", 2, STRING( pEntity->v.netname ) );
else
sprintf( text, "%c%s: ", 2, STRING( pEntity->v.netname ) );
j = sizeof(text) - 2 - strlen(text); // -2 for /n and null terminator
if ( (int)strlen(p) > j )
p[j] = 0;
strcat( text, p );
strcat( text, "\n" );
// loop through all players
// Start with the first player.
// This may return the world in single player if the client types something between levels or during spawn
// so check it, or it will infinite loop
client = NULL;
while ( ((client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) )
{
if ( !client->pev )
continue;
if ( client->edict() == pEntity )
continue;
if ( !(client->IsNetClient()) ) // Not a client ? (should never be true)
continue;
if ( teamonly && g_pGameRules->PlayerRelationship(client, CBaseEntity::Instance(pEntity)) != GR_TEAMMATE )
continue;
MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, client->pev );
WRITE_BYTE( ENTINDEX(pEntity) );
WRITE_STRING( text );
MESSAGE_END();
}
// print to the sending client
MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, &pEntity->v );
WRITE_BYTE( ENTINDEX(pEntity) );
WRITE_STRING( text );
MESSAGE_END();
// echo to server console
g_engfuncs.pfnServerPrint( text );
}
/*
===========
ClientCommand
called each time a player uses a "cmd" command
============
*/
extern float g_flWeaponCheat;
// Use CMD_ARGV, CMD_ARGV, and CMD_ARGC to get pointers the character string command.
void ClientCommand( edict_t *pEntity )
{
const char *pcmd = CMD_ARGV(0);
const char *pstr;
// Is the client spawned yet?
if ( !pEntity->pvPrivateData )
return;
entvars_t *pev = &pEntity->v;
if ( FStrEq( pcmd, "noclip" ))
{
if( pEntity->v.movetype == MOVETYPE_WALK )
{
pEntity->v.movetype = MOVETYPE_NOCLIP;
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, "noclip on\n" );
}
else
{
pEntity->v.movetype = MOVETYPE_WALK;
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, "noclip off\n" );
}
}
else if ( FStrEq( pcmd, "god" ))
{
pEntity->v.flags = pEntity->v.flags ^ FL_GODMODE;
if ( !( pEntity->v.flags & FL_GODMODE ))
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, "godmode OFF\n" );
else ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, "godmode ON\n" );
}
else if ( FStrEq( pcmd, "fly" ))
{
if ( pEntity->v.movetype == MOVETYPE_FLY )
{
pEntity->v.movetype = MOVETYPE_WALK;
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, "flymode OFF\n" );
}
else
{
pEntity->v.movetype = MOVETYPE_FLY;
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, "flymode ON\n" );
}
}
else if ( FStrEq( pcmd, "notarget" ))
{
pEntity->v.flags = pEntity->v.flags ^ FL_NOTARGET;
if ( !( pEntity->v.flags & FL_NOTARGET ))
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, "notarget OFF\n" );
else ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, "notarget ON\n" );
}
else if ( FStrEq(pcmd, "say" ) )
{
Host_Say( pEntity, 0 );
}
else if ( FStrEq(pcmd, "say_team" ) )
{
Host_Say( pEntity, 1 );
}
else if ( FStrEq(pcmd, "give" ) )
{
if ( g_flWeaponCheat != 0.0)
{
int iszItem = ALLOC_STRING( CMD_ARGV(1) ); // Make a copy of the classname
GetClassPtr((CBasePlayer *)pev)->GiveNamedItem( STRING(iszItem) );
}
}
else if ( FStrEq(pcmd, "drop" ) )
{
// player is dropping an item.
GetClassPtr((CBasePlayer *)pev)->DropPlayerItem((char *)CMD_ARGV(1));
}
else if ( FStrEq(pcmd, "fov" ) )
{
if ( g_flWeaponCheat && CMD_ARGC() > 1)
{
GetClassPtr((CBasePlayer *)pev)->pev->fov = atof( CMD_ARGV(1) );
}
else
{
CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"fov\" is \"%d\"\n", (int)GetClassPtr((CBasePlayer *)pev)->pev->fov ) );
}
}
else if ( FStrEq(pcmd, "use" ) )
{
GetClassPtr((CBasePlayer *)pev)->SelectItem((char *)CMD_ARGV(1));
}
else if (((pstr = strstr(pcmd, "weapon_")) != NULL) && (pstr == pcmd))
{
GetClassPtr((CBasePlayer *)pev)->SelectItem(pcmd);
}
else if (FStrEq(pcmd, "lastinv" ))
{
GetClassPtr((CBasePlayer *)pev)->SelectLastItem();
}
else if ( FStrEq( pcmd, "spectate" ) && (pev->flags & FL_PROXY) ) // added for proxy support
{
CBasePlayer * pPlayer = GetClassPtr((CBasePlayer *)pev);
edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot( pPlayer );
pPlayer->StartObserver( pev->origin, VARS(pentSpawnSpot)->angles);
}
else if ( g_pGameRules->ClientCommand( GetClassPtr((CBasePlayer *)pev), pcmd ) )
{
// MenuSelect returns true only if the command is properly handled, so don't print a warning
}
else
{
// tell the user they entered an unknown command
char command[128];
// check the length of the command (prevents crash)
// max total length is 192 ...and we're adding a string below ("Unknown command: %s\n")
strncpy( command, pcmd, 127 );
command[127] = '\0';
// tell the user they entered an unknown command
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Unknown command: %s\n", pcmd ) );
}
}
/*
========================
ClientUserInfoChanged
called after the player changes
userinfo - gives dll a chance to modify it before
it gets sent into the rest of the engine.
========================
*/
void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer )
{
// Is the client spawned yet?
if ( !pEntity->pvPrivateData )
return;
// msg everyone if someone changes their name, and it isn't the first time (changing no name to current name)
if ( pEntity->v.netname && STRING(pEntity->v.netname)[0] != 0 && !FStrEq( STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" )) )
{
char sName[256];
char *pName = g_engfuncs.pfnInfoKeyValue( infobuffer, "name" );
strncpy( sName, pName, sizeof(sName) - 1 );
sName[ sizeof(sName) - 1 ] = '\0';
// First parse the name and remove any %'s
for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ )
{
// Replace it with a space
if ( *pApersand == '%' )
*pApersand = ' ';
}
// Set the name
g_engfuncs.pfnSetClientKeyValue( ENTINDEX(pEntity), infobuffer, "name", sName );
char text[256];
sprintf( text, "* %s changed name to %s\n", STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL );
WRITE_BYTE( ENTINDEX(pEntity) );
WRITE_STRING( text );
MESSAGE_END();
// team match?
if ( g_teamplay )
{
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" changed name to \"%s\"\n",
STRING( pEntity->v.netname ),
g_engfuncs.pfnInfoKeyValue( infobuffer, "model" ),
g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
}
else
{
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" changed name to \"%s\"\n",
STRING( pEntity->v.netname ),
g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) );
}
}
g_pGameRules->ClientUserInfoChanged( GetClassPtr((CBasePlayer *)&pEntity->v), infobuffer );
}
static int g_serveractive = 0;
void ServerDeactivate( void )
{
// It's possible that the engine will call this function more times than is necessary
// Therefore, only run it one time for each call to ServerActivate
if ( g_serveractive != 1 )
{
return;
}
g_serveractive = 0;
// Peform any shutdown operations here...
//
}
void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
{
int i;
CBaseEntity *pClass;
// Every call to ServerActivate should be matched by a call to ServerDeactivate
g_serveractive = 1;
// Clients have not been initialized yet
for ( i = 0; i < edictCount; i++ )
{
if ( pEdictList[i].free )
continue;
// Clients aren't necessarily initialized until ClientPutInServer()
if ( i < clientMax || !pEdictList[i].pvPrivateData )
continue;
pClass = CBaseEntity::Instance( &pEdictList[i] );
// Activate this entity if it's got a class & isn't dormant
if ( pClass && !(pClass->pev->flags & FL_DORMANT) )
{
pClass->Activate();
}
else
{
ALERT( at_console, "Can't instance %s\n", STRING(pEdictList[i].v.classname) );
}
}
// Link user messages here to make sure first client can get them...
LinkUserMessages();
}
/*
================
PlayerPreThink
Called every frame before physics are run
================
*/
void PlayerPreThink( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->PreThink( );
}
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void PlayerPostThink( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->PostThink( );
}
void ParmsChangeLevel( void )
{
// retrieve the pointer to the save data
SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData;
if ( pSaveData )
pSaveData->connectionCount = BuildChangeList( pSaveData->levelList, MAX_LEVEL_CONNECTIONS );
}
//
// GLOBALS ASSUMED SET: g_ulFrameCount
//
void StartFrame( void )
{
if ( g_pGameRules )
g_pGameRules->Think();
if ( g_fGameOver )
return;
gpGlobals->teamplay = CVAR_GET_FLOAT("teamplay");
g_iSkillLevel = CVAR_GET_FLOAT("skill");
g_ulFrameCount++;
if( g_psv_maxspeed->modified )
{
char msg[64];
// maxspeed is modified, refresh maxspeed for each client
for( int i = 0; i < gpGlobals->maxClients; i++ )
{
edict_t *pClientEdict = INDEXENT( i + 1 );
if( pClientEdict == NULL || pClientEdict->free )
continue;
// can update even if client it's not active
g_engfuncs.pfnSetClientMaxspeed( pClientEdict, g_psv_maxspeed->value );
}
sprintf( msg, "sv_maxspeed is changed to %g\n", g_psv_maxspeed->value );
g_engfuncs.pfnServerPrint( msg );
g_psv_maxspeed->modified = false;
}
}
void EndFrame( void )
{
}
void ClientPrecache( void )
{
// setup precaches always needed
PRECACHE_SOUND("player/sprayer.wav"); // spray paint sound for PreAlpha
// PRECACHE_SOUND("player/pl_jumpland2.wav"); // UNDONE: play 2x step sound
PRECACHE_SOUND("player/pl_fallpain2.wav");
PRECACHE_SOUND("player/pl_fallpain3.wav");
PRECACHE_SOUND("player/pl_step1.wav"); // walk on concrete
PRECACHE_SOUND("player/pl_step2.wav");
PRECACHE_SOUND("player/pl_step3.wav");
PRECACHE_SOUND("player/pl_step4.wav");
PRECACHE_SOUND("common/npc_step1.wav"); // NPC walk on concrete
PRECACHE_SOUND("common/npc_step2.wav");
PRECACHE_SOUND("common/npc_step3.wav");
PRECACHE_SOUND("common/npc_step4.wav");
PRECACHE_SOUND("player/pl_metal1.wav"); // walk on metal
PRECACHE_SOUND("player/pl_metal2.wav");
PRECACHE_SOUND("player/pl_metal3.wav");
PRECACHE_SOUND("player/pl_metal4.wav");
PRECACHE_SOUND("player/pl_dirt1.wav"); // walk on dirt
PRECACHE_SOUND("player/pl_dirt2.wav");
PRECACHE_SOUND("player/pl_dirt3.wav");
PRECACHE_SOUND("player/pl_dirt4.wav");
PRECACHE_SOUND("player/pl_duct1.wav"); // walk in duct
PRECACHE_SOUND("player/pl_duct2.wav");
PRECACHE_SOUND("player/pl_duct3.wav");
PRECACHE_SOUND("player/pl_duct4.wav");
PRECACHE_SOUND("player/pl_grate1.wav"); // walk on grate
PRECACHE_SOUND("player/pl_grate2.wav");
PRECACHE_SOUND("player/pl_grate3.wav");
PRECACHE_SOUND("player/pl_grate4.wav");
PRECACHE_SOUND("player/pl_slosh1.wav"); // walk in shallow water
PRECACHE_SOUND("player/pl_slosh2.wav");
PRECACHE_SOUND("player/pl_slosh3.wav");
PRECACHE_SOUND("player/pl_slosh4.wav");
PRECACHE_SOUND("player/pl_tile1.wav"); // walk on tile
PRECACHE_SOUND("player/pl_tile2.wav");
PRECACHE_SOUND("player/pl_tile3.wav");
PRECACHE_SOUND("player/pl_tile4.wav");
PRECACHE_SOUND("player/pl_tile5.wav");
PRECACHE_SOUND("player/pl_swim1.wav"); // breathe bubbles
PRECACHE_SOUND("player/pl_swim2.wav");
PRECACHE_SOUND("player/pl_swim3.wav");
PRECACHE_SOUND("player/pl_swim4.wav");
PRECACHE_SOUND("player/pl_ladder1.wav"); // climb ladder rung
PRECACHE_SOUND("player/pl_ladder2.wav");
PRECACHE_SOUND("player/pl_ladder3.wav");
PRECACHE_SOUND("player/pl_ladder4.wav");
PRECACHE_SOUND("player/pl_wade1.wav"); // wade in water
PRECACHE_SOUND("player/pl_wade2.wav");
PRECACHE_SOUND("player/pl_wade3.wav");
PRECACHE_SOUND("player/pl_wade4.wav");
PRECACHE_SOUND("debris/wood1.wav"); // hit wood texture
PRECACHE_SOUND("debris/wood2.wav");
PRECACHE_SOUND("debris/wood3.wav");
PRECACHE_SOUND("plats/train_use1.wav"); // use a train
PRECACHE_SOUND("buttons/spark5.wav"); // hit computer texture
PRECACHE_SOUND("buttons/spark6.wav");
PRECACHE_SOUND("debris/glass1.wav");
PRECACHE_SOUND("debris/glass2.wav");
PRECACHE_SOUND("debris/glass3.wav");
PRECACHE_SOUND( SOUND_FLASHLIGHT_ON );
PRECACHE_SOUND( SOUND_FLASHLIGHT_OFF );
// player gib sounds
PRECACHE_SOUND("common/bodysplat.wav");
// player pain sounds
PRECACHE_SOUND("player/pl_pain2.wav");
PRECACHE_SOUND("player/pl_pain4.wav");
PRECACHE_SOUND("player/pl_pain5.wav");
PRECACHE_SOUND("player/pl_pain6.wav");
PRECACHE_SOUND("player/pl_pain7.wav");
PRECACHE_MODEL("models/player.mdl");
// hud sounds
PRECACHE_SOUND("common/wpn_hudoff.wav");
PRECACHE_SOUND("common/wpn_hudon.wav");
PRECACHE_SOUND("common/wpn_moveselect.wav");
PRECACHE_SOUND("common/wpn_select.wav");
PRECACHE_SOUND("common/wpn_denyselect.wav");
// geiger sounds
PRECACHE_SOUND("player/geiger6.wav");
PRECACHE_SOUND("player/geiger5.wav");
PRECACHE_SOUND("player/geiger4.wav");
PRECACHE_SOUND("player/geiger3.wav");
PRECACHE_SOUND("player/geiger2.wav");
PRECACHE_SOUND("player/geiger1.wav");
if (giPrecacheGrunt)
UTIL_PrecacheOther("monster_human_grunt");
}
/*
===============
const char *GetGameDescription()
Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2
===============
*/
const char *GetGameDescription()
{
if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized
return g_pGameRules->GetGameDescription();
else
return "Half-Life";
}
/*
================
SpectatorConnect
A spectator has joined the game
================
*/
void SpectatorConnect( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->SpectatorConnect( );
}
/*
================
SpectatorConnect
A spectator has left the game
================
*/
void SpectatorDisconnect( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->SpectatorDisconnect( );
}
/*
================
SpectatorConnect
A spectator has sent a usercmd
================
*/
void SpectatorThink( edict_t *pEntity )
{
entvars_t *pev = &pEntity->v;
CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity);
if (pPlayer)
pPlayer->SpectatorThink( );
}
// FIXME: implement VirtualClass GetClass instead
int AutoClassify( edict_t *pentToClassify )
{
CBaseEntity *pClass;
pClass = CBaseEntity::Instance( pentToClassify );
if( !pClass ) return ED_SPAWNED;
const char *classname = STRING( pClass->pev->classname );
if ( !strnicmp( "worldspawn", classname, 10 ))
{
return ED_WORLDSPAWN;
}
// first pass: determine type by explicit parms
if ( pClass->pev->solid == SOLID_TRIGGER )
{
if ( FClassnameIs( pClass->pev, "ambient_generic" ) || FClassnameIs( pClass->pev, "target_speaker" )) // FIXME
{
pClass->pev->flags |= FL_PHS_FILTER;
return ED_AMBIENT;
}
else if( pClass->pev->movetype == MOVETYPE_TOSS )
return ED_NORMAL; // it's item or weapon
return ED_TRIGGER; // never sending to client
}
else if ( pClass->pev->movetype == MOVETYPE_PHYSIC )
return ED_RIGIDBODY;
else if ( pClass->pev->solid == SOLID_BSP || pClass->pev->origin == g_vecZero )
{
if ( pClass->pev->movetype == MOVETYPE_CONVEYOR )
return ED_MOVER;
else if ( pClass->pev->flags & FL_WORLDBRUSH )
return ED_BSPBRUSH;
else if ( pClass->pev->movetype == MOVETYPE_PUSH )
return ED_MOVER;
else if ( pClass->pev->movetype == MOVETYPE_NONE )
return ED_BSPBRUSH;
}
else if ( pClass->pev->flags & FL_MONSTER )
return ED_MONSTER;
else if ( pClass->pev->flags & FL_CLIENT )
return ED_CLIENT;
else if ( !pClass->pev->modelindex && !pClass->pev->aiment )
{
if ( pClass->pev->noise || pClass->pev->noise1 || pClass->pev->noise2 || pClass->pev->noise3 )
{
pClass->pev->flags |= FL_PHS_FILTER;
return ED_AMBIENT;
}
return ED_STATIC; // never sending to client
}
// mark as normal
if ( pClass->pev->modelindex || pClass->pev->noise )
return ED_NORMAL;
// fail to classify :-(
return ED_SPAWNED;
}
int ServerClassifyEdict( edict_t *pentToClassify )
{
// NOTE: we can't use FNullEnt here to handle 'worldspawn' properly
// but must skip clients because they not spawned at this point
if( !pentToClassify || pentToClassify->free || !pentToClassify->pvPrivateData )
return ED_SPAWNED;
CBaseEntity *pClass;
pClass = CBaseEntity::Instance( pentToClassify );
if( !pClass ) return ED_SPAWNED;
// user-defined
if( pClass->m_iClassType != ED_SPAWNED )
return pClass->m_iClassType;
int m_iNewClass = AutoClassify( pentToClassify );
if( m_iNewClass != ED_SPAWNED )
{
// tell server.dll about new class
pClass->SetObjectClass( m_iNewClass );
}
return m_iNewClass;
}
void UpdateEntityState( entity_state_t *to, edict_t *from, int baseline )
{
int i;
if( !to || !from ) return;
CBaseEntity *pNet;
pNet = CBaseEntity::Instance( from );
if( !pNet ) return;
// setup some special edict flags (engine will clearing them after the current frame)
if( to->modelindex != pNet->pev->modelindex )
to->ed_flags |= ESF_NODELTA;
// always set nodelta's for baseline
if( baseline ) to->ed_flags |= ESF_NODELTA;
// copy progs values to state
to->solid = (solid_t)pNet->pev->solid;
to->origin = pNet->pev->origin;
to->angles = pNet->pev->angles;
to->modelindex = pNet->pev->modelindex;
to->health = pNet->pev->health;
to->skin = pNet->pev->skin; // studio model skin
to->body = pNet->pev->body; // studio model submodel
to->effects = pNet->pev->effects; // shared client and render flags
to->soundindex = pNet->pev->soundindex; // soundindex
to->renderfx = pNet->pev->renderfx; // renderer flags
to->rendermode = pNet->pev->rendermode; // rendering mode
to->renderamt = pNet->pev->renderamt; // alpha value
to->animtime = (int)(1000.0 * pNet->pev->animtime) * 0.001; // sequence time
to->scale = pNet->pev->scale; // shared client and render flags
to->movetype = (movetype_t)pNet->pev->movetype;
to->frame = pNet->pev->frame; // any model current frame
to->contents = pNet->pev->contents; // physic contents
to->framerate = pNet->pev->framerate;
to->mins = pNet->pev->mins;
to->maxs = pNet->pev->maxs;
to->flags = pNet->pev->flags;
to->rendercolor = pNet->pev->rendercolor;
to->oldorigin = pNet->pev->oldorigin;
to->colormap = pNet->pev->colormap; // attachments
if( pNet->pev->groundentity )
to->groundent = ENTINDEX( pNet->pev->groundentity );
else to->groundent = NULLENT_INDEX;
// translate attached entity
if( pNet->pev->aiment )
to->aiment = ENTINDEX( pNet->pev->aiment );
else to->aiment = NULLENT_INDEX;
// studio model sequence
if( pNet->pev->sequence != -1 ) to->sequence = pNet->pev->sequence;
for( i = 0; i < 16; i++ )
{
// copy blendings and bone ctrlrs
to->blending[i] = pNet->pev->blending[i];
to->controller[i] = pNet->pev->controller[i];
}
if( to->ed_type == ED_CLIENT )
{
if( pNet->pev->fixangle )
{
to->ed_flags |= ESF_NO_PREDICTION;
}
if( pNet->pev->teleport_time )
{
to->ed_flags |= ESF_NO_PREDICTION;
to->ed_flags |= ESF_NODELTA;
pNet->pev->teleport_time = 0.0f;
}
if( pNet->pev->viewmodel )
to->viewmodel = MODEL_INDEX( STRING( pNet->pev->viewmodel ));
else to->viewmodel = 0;
if( pNet->pev->aiment )
to->aiment = ENTINDEX( pNet->pev->aiment );
else to->aiment = NULLENT_INDEX;
to->viewoffset = pNet->pev->view_ofs;
to->viewangles = pNet->pev->viewangles;
to->idealpitch = pNet->pev->ideal_pitch;
to->punch_angles = pNet->pev->punchangle;
to->velocity = pNet->pev->velocity;
to->basevelocity = pNet->pev->clbasevelocity;
to->iStepLeft = pNet->pev->iStepLeft;
to->flFallVelocity = pNet->pev->flFallVelocity;
// playermodel sequence, that will be playing on a client
if( pNet->pev->gaitsequence != -1 )
to->gaitsequence = pNet->pev->gaitsequence;
if( pNet->pev->weaponmodel != iStringNull )
to->weaponmodel = MODEL_INDEX( STRING( pNet->pev->weaponmodel ));
else to->weaponmodel = 0;
to->weapons = pNet->pev->weapons;
to->maxspeed = pNet->pev->maxspeed;
// clamp fov
if( pNet->pev->fov < 0.0 ) pNet->pev->fov = 0.0;
if( pNet->pev->fov > 160 ) pNet->pev->fov = 160;
to->fov = pNet->pev->fov;
}
else if( to->ed_type == ED_AMBIENT )
{
to->soundindex = pNet->pev->soundindex;
if( pNet->pev->solid == SOLID_TRIGGER )
{
Vector midPoint;
// NOTE: no reason to compute this shit on the client - save bandwidth
midPoint = pNet->pev->mins + pNet->pev->maxs * 0.5f;
to->origin += midPoint;
}
}
else if( to->ed_type == ED_MOVER || to->ed_type == ED_BSPBRUSH || to->ed_type == ED_PORTAL )
{
to->body = DirToBits( pNet->pev->movedir );
to->velocity = pNet->pev->velocity;
// this is conveyor - send speed to render for right texture scrolling
to->framerate = pNet->pev->speed;
}
else if( to->ed_type == ED_BEAM )
{
to->gaitsequence = pNet->pev->frags; // beam type
// translate StartBeamEntity
if( pNet->pev->owner )
to->owner = ENTINDEX( pNet->pev->owner );
else to->owner = NULLENT_INDEX;
}
}
////////////////////////////////////////////////////////
// PAS and PVS routines for client messaging
//
/*
================
SetupVisibility
A client can have a separate "view entity" indicating that his/her view should depend on the origin of that
view entity. If that's the case, then pViewEntity will be non-NULL and will be used. Otherwise, the current
entity's origin is used. Either is offset by the view_ofs to get the eye position.
From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could
override the actual PAS or PVS values, or use a different origin.
NOTE: Do not cache the values of pas and pvs, as they depend on reusable memory in the engine, they are only good for this one frame
================
*/
int SetupVisibility( edict_t *pViewEntity, edict_t *pClient, int portal, float *rgflViewOrg )
{
Vector org = g_vecZero;
edict_t *pView = pClient;
if( portal )
{
// Entity's added from portal camera PVS
if( FNullEnt( pViewEntity )) return 0; // broken portal ?
CBaseEntity *pCamera = (CBaseEntity *)CBaseEntity::Instance( pViewEntity );
if( !pCamera ) return 0;
// determine visible point
if( pCamera->m_iClassType == ED_PORTAL )
{
// don't build visibility for mirrors
if( pCamera->pev->origin == pCamera->pev->oldorigin )
return 0;
else org = pCamera->pev->oldorigin;
}
else if( pCamera->m_iClassType == ED_SKYPORTAL )
{
org = pCamera->pev->origin;
}
else return 0; // other edicts can't merge pvs
}
else
{
// calc point view from client eyes or client camera's
if( FNullEnt( pClient )) HOST_ERROR( "SetupVisibility: client == NULL\n" );
if( !FNullEnt( pViewEntity )) pView = pViewEntity;
if( pClient->v.flags & FL_PROXY )
{
// the spectator proxy sees and hears everything
return -1; // force engine to ignore vis
}
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
// NOTE: view offset always contains actual viewheight (set it in PM_Move)
org = pView->v.origin + pView->v.view_ofs;
}
org.CopyToArray( rgflViewOrg );
return 1;
}
/*
AddToFullPack
Return 1 if the entity state has been filled in for the ent and the entity will be propagated to the client, 0 otherwise
state is the server maintained copy of the state info that is transmitted to the client
a MOD could alter values copied into state to send the "host" a different look for a particular entity update, etc.
e and ent are the entity that is being added to the update, if 1 is returned
host is the player's edict of the player whom we are sending the update to
player is 1 if the ent/e is a player and 0 otherwise
pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS.
we could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. Caching the value is valid in that case, but still only for the current frame
*/
int AddToFullPack( edict_t *pView, edict_t *pHost, edict_t *pEdict, int hostflags, int hostarea, byte *pSet )
{
if( FNullEnt( pEdict )) return 0; // never adding invalid entities
// completely ignore dormant entity
if( pEdict->v.flags & FL_DORMANT )
return 0;
if( FNullEnt( pView )) pView = pHost; // pfnCustomView not set
CBaseEntity *pViewEntity = (CBaseEntity *)CBaseEntity::Instance( pView );
BOOL bIsPortalPass = FALSE;
if( pViewEntity && pViewEntity->m_iClassType == ED_PORTAL )
bIsPortalPass = TRUE; // view from portal camera
// don't send spectators to other players
if(( pEdict->v.flags & FL_SPECTATOR ) && ( pEdict != pHost ))
{
return 0;
}
CBaseEntity *pEntity = (CBaseEntity *)CBaseEntity::Instance( pEdict );
if( !pEntity ) return 0;
// quick reject by type
switch( pEntity->m_iClassType )
{
case ED_SKYPORTAL:
return 1; // no additional check requires
case ED_BEAM:
case ED_MOVER:
case ED_NORMAL:
case ED_PORTAL:
case ED_CLIENT:
case ED_MONSTER:
case ED_AMBIENT:
case ED_BSPBRUSH:
case ED_RIGIDBODY: break;
default: return 0; // skipped
}
if( !ENGINE_CHECK_AREA( pEdict, hostarea ))
{
// blocked by a door
return 0;
}
Vector delta = g_vecZero; // for ambient sounds
// check for ambients distance
if( pEntity->m_iClassType == ED_AMBIENT )
{
Vector entorigin;
// don't send sounds if they will be attenuated away
if( pEntity->pev->origin == g_vecZero )
entorigin = (pEntity->pev->mins + pEntity->pev->maxs) * 0.5f;
else entorigin = pEntity->pev->origin;
// precalc delta distance for sounds
delta = pView->v.origin - entorigin;
}
// check visibility
if ( !ENGINE_CHECK_PVS( pEdict, pSet ))
{
float m_flRadius = 1024; // g-cont: tune distance by taste :)
if ( pEntity->pev->flags & FL_PHS_FILTER )
{
if( pEntity->pev->armorvalue > 0 )
m_flRadius = pEntity->pev->armorvalue;
if( delta.Length() > m_flRadius )
return 0;
}
else if( pEntity->m_iClassType != ED_BEAM )
{
return 0;
}
}
if( FNullEnt( pHost )) HOST_ERROR( "pHost == NULL\n" );
// don't send entity to local client if the client says it's predicting the entity itself.
if( pEntity->pev->flags & FL_SKIPLOCALHOST )
{
if( bIsPortalPass ) return 0;
if(( hostflags & 1 ) && ( pEntity->pev->owner == pHost ))
return 0;
}
if( !pEntity->pev->modelindex || FStringNull( pEntity->pev->model ))
{
// can't ignore ents withouts models, because portals and mirrors can't working otherwise
// and null.mdl it's no more needs to be set: ED_CLASS rejection is working fine
// so we wan't reject this entities here.
}
if( pHost->v.groupinfo )
{
UTIL_SetGroupTrace( pHost->v.groupinfo, GROUP_OP_AND );
// should always be set, of course
if( pEdict->v.groupinfo )
{
if( g_groupop == GROUP_OP_AND )
{
if(!( pEdict->v.groupinfo & pHost->v.groupinfo ))
return 0;
}
else if( g_groupop == GROUP_OP_NAND )
{
if( pEdict->v.groupinfo & pHost->v.groupinfo )
return 0;
}
}
UTIL_UnsetGroupTrace();
}
return 1;
}
/*
=================
CmdStart
We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc.
This is the time to examine the usercmd for anything extra. This call happens even if think does not.
=================
*/
void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed )
{
entvars_t *pev = (entvars_t *)&player->v;
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
if( !pl )
return;
if ( pl->pev->groupinfo != 0 )
{
UTIL_SetGroupTrace( pl->pev->groupinfo, GROUP_OP_AND );
}
pl->random_seed = random_seed;
}
/*
=================
CmdEnd
Each cmdstart is exactly matched with a cmd end, clean up any group trace flags, etc. here
=================
*/
void CmdEnd ( const edict_t *player )
{
entvars_t *pev = (entvars_t *)&player->v;
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
if( !pl )
return;
if ( pl->pev->groupinfo != 0 )
{
UTIL_UnsetGroupTrace();
}
}
/*
================================
ShouldCollide
Called when the engine believes two entities are about to collide. Return 0 if you
want the two entities to just pass through each other without colliding or calling the
touch function.
================================
*/
int ShouldCollide( edict_t *pentTouched, edict_t *pentOther )
{
return 1;
}