HLua/dmc/dlls/observer.cpp

143 lines
3.7 KiB
C++

//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Functionality for the observer chase camera
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "pm_shared.h"
// Find the next client in the game for this player to spectate
void CBasePlayer::Observer_FindNextPlayer()
{
// MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching
// only a subset of the players. e.g. Make it check the target's team.
CBaseEntity *client = m_hObserverTarget;
while ( (client = (CBaseEntity*)UTIL_FindEntityByClassname( client, "player" )) != m_hObserverTarget )
{
if ( !client )
continue;
if ( !client->pev )
continue;
if ( client == this )
continue;
// Add checks on target here.
m_hObserverTarget = client;
break;
}
// Did we find a target?
if ( m_hObserverTarget )
{
// Store the target in pev so the physics DLL can get to it
if (pev->iuser1 != OBS_ROAMING)
pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
// Move to the target
UTIL_SetOrigin( pev, m_hObserverTarget->pev->origin );
ALERT( at_console, "Now Tracking %s\n", STRING( m_hObserverTarget->pev->classname ) );
}
else
{
ALERT( at_console, "No observer targets.\n" );
}
}
// Handle buttons in observer mode
void CBasePlayer::Observer_HandleButtons()
{
// Slow down mouse clicks
if ( m_flNextObserverInput > gpGlobals->time )
return;
// Jump changes from modes: Chase to Roaming
if ( m_afButtonPressed & IN_JUMP )
{
if ( pev->iuser1 == OBS_CHASE_LOCKED )
Observer_SetMode( OBS_CHASE_FREE );
else if ( pev->iuser1 == OBS_CHASE_FREE )
Observer_SetMode( OBS_ROAMING );
else if ( pev->iuser1 == OBS_ROAMING )
Observer_SetMode( OBS_IN_EYE );
else if ( pev->iuser1 == OBS_IN_EYE )
Observer_SetMode( OBS_MAP_FREE );
else if ( pev->iuser1 == OBS_MAP_FREE )
Observer_SetMode( OBS_MAP_CHASE );
else
Observer_SetMode( OBS_CHASE_FREE ); // don't use OBS_CHASE_LOCKED anymore
m_flNextObserverInput = gpGlobals->time + 0.2;
}
// Attack moves to the next player
if ( m_afButtonPressed & IN_ATTACK )
{
Observer_FindNextPlayer();
m_flNextObserverInput = gpGlobals->time + 0.2;
}
}
// Attempt to change the observer mode
void CBasePlayer::Observer_SetMode( int iMode )
{
// Just abort if we're changing to the mode we're already in
if ( iMode == pev->iuser1 )
return;
// is valid mode ?
if ( iMode < OBS_CHASE_LOCKED || iMode > OBS_MAP_CHASE )
iMode = OBS_IN_EYE; // now it is
// if we are not roaming, we need a valid target to track
if ( (iMode != OBS_ROAMING) && (m_hObserverTarget == NULL) )
{
Observer_FindNextPlayer();
// if we didn't find a valid target switch to roaming
if (m_hObserverTarget == NULL)
{
ClientPrint( pev, HUD_PRINTCENTER, "#Spec_NoTarget" );
iMode = OBS_ROAMING;
}
}
// set spectator mode
pev->iuser1 = iMode;
// set target if not roaming
if (iMode == OBS_ROAMING)
pev->iuser2 = 0;
else
pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
// print spepctaor mode on client screen
char modemsg[16];
sprintf(modemsg,"#Spec_Mode%i", iMode);
ClientPrint( pev, HUD_PRINTCENTER, modemsg );
}