mirror of
https://github.com/unknownworlds/NS.git
synced 2024-11-24 21:41:19 +00:00
315 lines
8.1 KiB
C++
315 lines
8.1 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/pm_shared.h"
|
||
|
#include "mod/AvHPlayer.h"
|
||
|
#include "mod/AvHGamerules.h"
|
||
|
|
||
|
const float kNextTargetInterval = .2f;
|
||
|
|
||
|
// Find the next client in the game for this player to spectate
|
||
|
bool CBasePlayer::Observer_FindNextPlayer(bool inReverse)
|
||
|
{
|
||
|
// 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.
|
||
|
bool theSuccess = false;
|
||
|
int iStart;
|
||
|
if ( m_hObserverTarget )
|
||
|
iStart = ENTINDEX( m_hObserverTarget->edict() );
|
||
|
else
|
||
|
iStart = ENTINDEX( edict() );
|
||
|
int iCurrent = iStart;
|
||
|
m_hObserverTarget = NULL;
|
||
|
|
||
|
if(this->entindex() == 1)
|
||
|
{
|
||
|
int a = 0;
|
||
|
}
|
||
|
|
||
|
int iDir = inReverse ? -1 : 1;
|
||
|
AvHPlayer* theThisAvHPlayer = dynamic_cast<AvHPlayer*>(this);
|
||
|
|
||
|
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.
|
||
|
AvHPlayer* thePotentialTargetPlayer = dynamic_cast<AvHPlayer*>(pEnt);
|
||
|
if(theThisAvHPlayer && thePotentialTargetPlayer)
|
||
|
{
|
||
|
if(!thePotentialTargetPlayer->GetIsRelevant())
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Don't allow spectating of other team when we could come back in
|
||
|
if(((theThisAvHPlayer->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT) || (theThisAvHPlayer->GetPlayMode() == PLAYMODE_REINFORCING)) && (thePotentialTargetPlayer->pev->team != this->pev->team))
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if(theThisAvHPlayer->GetPlayMode() != PLAYMODE_OBSERVER)
|
||
|
{
|
||
|
if(GetGameRules()->GetIsTournamentMode() && (thePotentialTargetPlayer->pev->team != this->pev->team) && (this->pev->team != TEAM_IND))
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Don't allow spectating of players in top down mode
|
||
|
if(thePotentialTargetPlayer->GetIsInTopDownMode())
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Don't allow spectating opposite teams in tournament mode
|
||
|
//if(GetGameRules()->GetIsTournamentMode())
|
||
|
//{
|
||
|
//}
|
||
|
|
||
|
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
|
||
|
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 ) );
|
||
|
m_flNextObserverInput = gpGlobals->time + kNextTargetInterval;
|
||
|
|
||
|
theSuccess = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//ALERT( at_console, "No observer targets.\n" );
|
||
|
}
|
||
|
return theSuccess;
|
||
|
}
|
||
|
|
||
|
void CBasePlayer::Observer_SpectatePlayer(int index)
|
||
|
{
|
||
|
|
||
|
CBaseEntity* pEnt = UTIL_PlayerByIndex(index);
|
||
|
|
||
|
AvHPlayer* thePotentialTargetPlayer = dynamic_cast<AvHPlayer*>(pEnt);
|
||
|
AvHPlayer* theThisAvHPlayer = dynamic_cast<AvHPlayer*>(this);
|
||
|
|
||
|
if (theThisAvHPlayer == NULL || thePotentialTargetPlayer == NULL)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!thePotentialTargetPlayer->GetIsRelevant())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Don't allow spectating of other team when we could come back in
|
||
|
if(((theThisAvHPlayer->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT) || (theThisAvHPlayer->GetPlayMode() == PLAYMODE_REINFORCING)) && (thePotentialTargetPlayer->pev->team != this->pev->team))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(theThisAvHPlayer->GetPlayMode() != PLAYMODE_OBSERVER)
|
||
|
{
|
||
|
if(GetGameRules()->GetIsTournamentMode() && (thePotentialTargetPlayer->pev->team != this->pev->team) && (this->pev->team != TEAM_IND))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Don't allow spectating of players in top down mode
|
||
|
if(thePotentialTargetPlayer->GetIsInTopDownMode())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_hObserverTarget = pEnt;
|
||
|
pev->iuser2 = index;
|
||
|
|
||
|
}
|
||
|
|
||
|
// Handle buttons in observer mode
|
||
|
void CBasePlayer::Observer_HandleButtons()
|
||
|
{
|
||
|
|
||
|
// Removed by mmcguire.
|
||
|
// This is all handled through the client side UI.
|
||
|
|
||
|
/*
|
||
|
// Slow down mouse clicks
|
||
|
if ( m_flNextObserverInput > gpGlobals->time )
|
||
|
return;
|
||
|
|
||
|
// Only do this if spectating
|
||
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
|
||
|
ASSERT(thePlayer);
|
||
|
bool theIsObserving = (thePlayer->GetPlayMode() == PLAYMODE_OBSERVER);
|
||
|
|
||
|
// 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 )
|
||
|
{
|
||
|
if(theIsObserving)
|
||
|
{
|
||
|
Observer_SetMode(OBS_ROAMING);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Observer_SetMode(OBS_IN_EYE);
|
||
|
}
|
||
|
}
|
||
|
else if ( pev->iuser1 == OBS_ROAMING )
|
||
|
{
|
||
|
Observer_SetMode( OBS_IN_EYE );
|
||
|
}
|
||
|
else if ( pev->iuser1 == OBS_IN_EYE )
|
||
|
{
|
||
|
if(theIsObserving)
|
||
|
{
|
||
|
Observer_SetMode(OBS_MAP_FREE);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Observer_SetMode(OBS_CHASE_LOCKED);
|
||
|
}
|
||
|
}
|
||
|
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 + kNextTargetInterval;
|
||
|
}
|
||
|
|
||
|
// Attack moves to the next player
|
||
|
if ( (m_afButtonPressed & IN_ATTACK) || ((m_afButtonPressed & IN_MOVERIGHT) && (pev->iuser1 != OBS_ROAMING)) )
|
||
|
{
|
||
|
if(Observer_FindNextPlayer( false ))
|
||
|
{
|
||
|
m_flNextObserverInput = gpGlobals->time + kNextTargetInterval;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Observer_SetMode( OBS_CHASE_FREE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Attack2 moves to the prev player
|
||
|
if ( (m_afButtonPressed & IN_ATTACK2) || ((m_afButtonPressed & IN_MOVELEFT) && (pev->iuser1 != OBS_ROAMING)) )
|
||
|
{
|
||
|
if(Observer_FindNextPlayer( true ))
|
||
|
{
|
||
|
m_flNextObserverInput = gpGlobals->time + kNextTargetInterval;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Observer_SetMode( OBS_CHASE_FREE );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
}
|
||
|
|
||
|
// Attempt to change the observer mode
|
||
|
void CBasePlayer::Observer_SetMode( int iMode )
|
||
|
{
|
||
|
// Limit some modes if we're not observing
|
||
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this);
|
||
|
ASSERT(thePlayer);
|
||
|
|
||
|
bool theIsObserving = (thePlayer->GetPlayMode() == PLAYMODE_OBSERVER);
|
||
|
|
||
|
if(!theIsObserving)
|
||
|
{
|
||
|
if((iMode == OBS_ROAMING) /*|| (iMode == OBS_MAP_FREE) || (iMode == OBS_MAP_CHASE)*/)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Just abort if we're changing to the mode we're already in
|
||
|
if ( iMode == pev->iuser1 )
|
||
|
return;
|
||
|
|
||
|
// Removed by mmcguire.
|
||
|
|
||
|
// is valid mode ?
|
||
|
if ( iMode < OBS_CHASE_LOCKED || iMode > OBS_IN_EYE )
|
||
|
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)
|
||
|
{
|
||
|
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() );
|
||
|
|
||
|
// Make sure our target is valid (go backward then forward)
|
||
|
Observer_FindNextPlayer(true);
|
||
|
Observer_FindNextPlayer(false);
|
||
|
}
|