halflife-thewastes-sdk/dlls/observer.cpp

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/***
*
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
*
* This product contains software technology from Valve Software, LLC,
* Copyright © 1996-2001, Valve LLC, 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
* The Wastes Project. All other use, distribution, or modification is prohibited
* without written permission from The Wastes Project.
*
***/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
#include "pm_shared.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;
}
// 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
pev->classname = MAKE_STRING("observer");
m_iHideHUD = (HIDEHUD_HEALTH | HIDEHUD_WEAPONS);
m_afPhysicsFlags |= PFLAG_OBSERVER;
pev->effects = EF_NODRAW;
pev->view_ofs = g_vecZero;
pev->angles = pev->v_angle = vecViewAngle;
pev->fixangle = TRUE;
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
pev->team = 0;
MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
WRITE_BYTE( ENTINDEX(edict()) );
WRITE_STRING( "" );
MESSAGE_END();
// Remove all the player's stuff
RemoveAllItems();
// Move them to the new position
UTIL_SetOrigin( pev, vecPosition );
// Find a player to watch
m_flNextObserverInput = 0;
Observer_SetMode(OBS_CHASE_LOCKED);
// Tell all clients this player is now a spectator
MESSAGE_BEGIN( MSG_ALL, gmsgSpectator );
WRITE_BYTE( ENTINDEX( edict() ) );
WRITE_BYTE( 1 );
MESSAGE_END();
}
// 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_iHideHUD = 0;
m_afPhysicsFlags &= ~PFLAG_OBSERVER;
pev->effects = 0;
pev->fixangle = FALSE;
pev->solid = SOLID_SLIDEBOX;
pev->takedamage = DAMAGE_AIM;
pev->movetype = MOVETYPE_WALK;
pev->deadflag = DEAD_NO;
}
// 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() );
// Move to the target
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" );
}
}
// 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_ROAMING )
Observer_SetMode( OBS_CHASE_LOCKED );
else if ( pev->iuser1 == OBS_CHASE_LOCKED )
Observer_SetMode( OBS_CHASE_FREE );
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;
ClientPrint( pev, HUD_PRINTCENTER, "#Spec_Mode3" );
pev->maxspeed = 320;
return;
}
// Changing to Chase Lock?
if ( iMode == OBS_CHASE_LOCKED )
{
// 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_LOCKED;
pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
ClientPrint( pev, HUD_PRINTCENTER, "#Spec_Mode1" );
pev->maxspeed = 0;
}
else
{
ClientPrint( pev, HUD_PRINTCENTER, "#Spec_NoTarget" );
Observer_SetMode(OBS_ROAMING);
}
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 = 0;
}
else
{
ClientPrint( pev, HUD_PRINTCENTER, "#Spec_NoTarget" );
Observer_SetMode(OBS_ROAMING);
}
return;
}
}