HLua/ricochet/dlls/observer.cpp

326 lines
7.8 KiB
C++

//=========== (C) Copyright 1999 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:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
// observer.cpp
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
extern int gmsgCurWeapon;
extern int gmsgSetFOV;
extern int gmsgTeamInfo;
extern int gmsgSpectator;
// Player has become a spectator. Set it up.
// This was moved from player.cpp.
void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle )
{
// clear any clientside entities attached to this player
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_KILLPLAYERATTACHMENTS );
WRITE_BYTE( (BYTE)entindex() );
MESSAGE_END();
// Holster weapon immediately, to allow it to cleanup
if (m_pActiveItem)
m_pActiveItem->Holster( );
if ( m_pTank != NULL )
{
m_pTank->Use( this, this, USE_OFF, 0 );
m_pTank = NULL;
}
// clear out the suit message cache so we don't keep chattering
SetSuitUpdate(NULL, FALSE, 0);
// Tell Ammo Hud that the player is dead
MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev );
WRITE_BYTE(0);
WRITE_BYTE(0XFF);
WRITE_BYTE(0xFF);
MESSAGE_END();
// reset FOV
m_iFOV = m_iClientFOV = 0;
pev->fov = m_iFOV;
MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev );
WRITE_BYTE(0);
MESSAGE_END();
// Setup flags
m_iHideHUD = (HIDEHUD_HEALTH | HIDEHUD_WEAPONS);
m_afPhysicsFlags |= PFLAG_OBSERVER;
pev->effects = EF_NODRAW;
pev->view_ofs = g_vecZero;
pev->solid = SOLID_NOT;
pev->takedamage = DAMAGE_NO;
pev->movetype = MOVETYPE_NONE;
ClearBits( m_afPhysicsFlags, PFLAG_DUCKING );
ClearBits( pev->flags, FL_DUCKING );
pev->deadflag = DEAD_RESPAWNABLE;
pev->health = 1;
// Clear out the status bar
m_fInitHUD = TRUE;
// Update Team Status
MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
WRITE_BYTE( ENTINDEX(edict()) );
WRITE_STRING( "" );
MESSAGE_END();
// Remove all the player's stuff
RemoveAllItems( FALSE );
// Move them to the new position
UTIL_SetOrigin( pev, vecPosition );
// Find a player to watch
m_flNextObserverInput = 0;
Observer_SetMode(OBS_ROAMING);
// Tell all clients this player is now a spectator
MESSAGE_BEGIN( MSG_ALL, gmsgSpectator );
WRITE_BYTE( ENTINDEX( edict() ) );
WRITE_BYTE( 1 );
MESSAGE_END();
pev->angles = pev->v_angle = vecViewAngle;
pev->fixangle = TRUE;
}
// Leave observer mode
void CBasePlayer::StopObserver( void )
{
// Turn off spectator
if ( pev->iuser1 || pev->iuser2 )
{
// Tell all clients this player is not a spectator anymore
MESSAGE_BEGIN( MSG_ALL, gmsgSpectator );
WRITE_BYTE( ENTINDEX( edict() ) );
WRITE_BYTE( 0 );
MESSAGE_END();
pev->iuser1 = pev->iuser2 = 0;
m_hObserverTarget = NULL;
}
m_fWeapon = FALSE; // force weapon send
m_iHideHUD = 0;
}
// Find the next client in the game for this player to spectate
void CBasePlayer::Observer_FindNextPlayer( bool bReverse )
{
// 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.
int iStart;
if ( m_hObserverTarget )
iStart = ENTINDEX( m_hObserverTarget->edict() );
else
iStart = ENTINDEX( edict() );
int iCurrent = iStart;
m_hObserverTarget = NULL;
int iDir = bReverse ? -1 : 1;
do
{
iCurrent += iDir;
// Loop through the clients
if (iCurrent > gpGlobals->maxClients)
iCurrent = 1;
if (iCurrent < 1)
iCurrent = gpGlobals->maxClients;
CBaseEntity *pEnt = UTIL_PlayerByIndex( iCurrent );
if ( !pEnt )
continue;
if ( pEnt == this )
continue;
// Don't spec observers or invisible players
if ( ((CBasePlayer*)pEnt)->IsObserver() || (pEnt->pev->effects & EF_NODRAW) )
continue;
// MOD AUTHORS: Add checks on target here.
m_hObserverTarget = pEnt;
break;
} while ( iCurrent != iStart );
// Did we find a target?
if ( m_hObserverTarget )
{
// Store the target in pev so the physics DLL can get to it
pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
pev->groupinfo = m_hObserverTarget->pev->groupinfo;
// Move to the target
if ( pev->iuser1 != OBS_LOCKEDVIEW )
UTIL_SetOrigin( pev, m_hObserverTarget->pev->origin );
ALERT( at_console, "Now Tracking %s\n", STRING( m_hObserverTarget->pev->netname ) );
}
else
{
ALERT( at_console, "No observer targets.\n" );
}
}
void CBasePlayer::ObserverInput_ChangeMode()
{
if ( pev->iuser1 == OBS_ROAMING )
Observer_SetMode( OBS_CHASE_FREE );
else if ( pev->iuser1 == OBS_CHASE_FREE )
Observer_SetMode( OBS_LOCKEDVIEW );
else
Observer_SetMode( OBS_ROAMING );
}
void CBasePlayer::ObserverInput_NextPlayer()
{
if ( pev->iuser1 != OBS_ROAMING )
Observer_FindNextPlayer( false );
}
void CBasePlayer::ObserverInput_PrevPlayer()
{
if ( pev->iuser1 != OBS_ROAMING )
Observer_FindNextPlayer( true );
}
// Handle buttons in observer mode
void CBasePlayer::Observer_HandleButtons()
{
if ( m_flChangeAngles != -1 && m_flChangeAngles <= gpGlobals->time )
{
if ( pev->iuser1 == OBS_LOCKEDVIEW )
{
pev->angles = m_vecHitVelocity;
pev->fixangle = TRUE;
}
m_flChangeAngles = -1;
}
return;
// 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_ROAMING )
Observer_SetMode( OBS_CHASE_FREE );
else if ( pev->iuser1 == OBS_CHASE_FREE )
Observer_SetMode( OBS_LOCKEDVIEW );
else
Observer_SetMode( OBS_ROAMING );
m_flNextObserverInput = gpGlobals->time + 0.2;
}
// Attack moves to the next player
if ( m_afButtonPressed & IN_ATTACK && pev->iuser1 != OBS_ROAMING )
{
Observer_FindNextPlayer( false );
m_flNextObserverInput = gpGlobals->time + 0.2;
}
// Attack2 moves to the prev player
if ( m_afButtonPressed & IN_ATTACK2 && pev->iuser1 != OBS_ROAMING )
{
Observer_FindNextPlayer( true );
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;
// Changing to Roaming?
if ( iMode == OBS_ROAMING )
{
// MOD AUTHORS: If you don't want to allow roaming observers at all in your mod, just abort here.
pev->iuser1 = OBS_ROAMING;
pev->iuser2 = 0;
pev->maxspeed = 320;
ClientPrint( pev, HUD_PRINTCENTER, "#Spec_Mode3" );
return;
}
if ( iMode == OBS_LOCKEDVIEW )
{
// Find the spectator spawn position
CBaseEntity *pSpot = UTIL_FindEntityByClassname( NULL, "info_player_spectator");
if ( pSpot )
{
// Move them to the new position
UTIL_SetOrigin( pev, pSpot->pev->origin );
pev->iuser1 = OBS_LOCKEDVIEW;
m_flChangeAngles = gpGlobals->time + 0.1;
m_vecHitVelocity = pSpot->pev->v_angle;
pev->iuser2 = 0;
pev->maxspeed = 1;
}
return;
}
// Changing to Chase Freelook?
if ( iMode == OBS_CHASE_FREE )
{
// If changing from Roaming, or starting observing, make sure there is a target
if ( m_hObserverTarget == NULL )
Observer_FindNextPlayer( false );
if (m_hObserverTarget)
{
pev->iuser1 = OBS_CHASE_FREE;
pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
ClientPrint( pev, HUD_PRINTCENTER, "#Spec_Mode2" );
pev->maxspeed = 1;
}
else
{
ClientPrint( pev, HUD_PRINTCENTER, "#Spec_NoTarget" );
Observer_SetMode(OBS_ROAMING);
}
return;
}
}