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291 lines
7.3 KiB
291 lines
7.3 KiB
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. =========== |
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// |
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// The copyright to the contents herein is the property of Valve, L.L.C. |
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// The contents may be used and/or copied only with the written permission of |
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in |
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// the agreement/contract under which the contents have been supplied. |
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// |
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// Purpose: Functionality for the observer chase camera |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "player.h" |
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#include "weapons.h" |
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#include "pm_shared.h" |
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extern int gmsgCurWeapon; |
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extern int gmsgSetFOV; |
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extern int gmsgTeamInfo; |
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extern int g_gameplay; |
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// Find the next client in the game for this player to spectate |
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void CBasePlayer::Observer_FindNextPlayer( bool bReverse ) |
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{ |
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// MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching |
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// only a subset of the players. e.g. Make it check the target's team. |
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int iStart; |
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if( m_hObserverTarget ) |
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iStart = ENTINDEX( m_hObserverTarget->edict() ); |
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else |
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iStart = ENTINDEX( edict() ); |
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int iCurrent = iStart; |
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m_hObserverTarget = 0; |
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int iDir = bReverse ? -1 : 1; |
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do |
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{ |
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iCurrent += iDir; |
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// Loop through the clients |
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if( iCurrent > gpGlobals->maxClients ) |
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iCurrent = 1; |
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if( iCurrent < 1 ) |
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iCurrent = gpGlobals->maxClients; |
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CBaseEntity *pEnt = UTIL_PlayerByIndex( iCurrent ); |
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if( !pEnt ) |
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continue; |
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if( pEnt == this ) |
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continue; |
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// Don't spec observers or players who haven't picked a class yet |
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if( ( (CBasePlayer*)pEnt )->IsObserver() || ( pEnt->pev->effects & EF_NODRAW ) ) |
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continue; |
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// MOD AUTHORS: Add checks on target here. |
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m_hObserverTarget = pEnt; |
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break; |
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}while( iCurrent != iStart ); |
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// Did we find a target? |
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if( m_hObserverTarget ) |
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{ |
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// Move to the target |
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UTIL_SetOrigin( pev, m_hObserverTarget->pev->origin ); |
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// ALERT( at_console, "Now Tracking %s\n", STRING( m_hObserverTarget->pev->netname ) ); |
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// Store the target in pev so the physics DLL can get to it |
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if( pev->iuser1 != OBS_ROAMING ) |
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pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() ); |
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} |
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} |
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// Handle buttons in observer mode |
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void CBasePlayer::Observer_HandleButtons() |
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{ |
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// Slow down mouse clicks |
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if( m_flNextObserverInput > gpGlobals->time ) |
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return; |
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// Jump changes from modes: Chase to Roaming |
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if( m_afButtonPressed & IN_JUMP ) |
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{ |
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if( pev->iuser1 == OBS_CHASE_LOCKED ) |
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Observer_SetMode( OBS_CHASE_FREE ); |
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else if( pev->iuser1 == OBS_CHASE_FREE ) |
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Observer_SetMode( OBS_IN_EYE ); |
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else if( pev->iuser1 == OBS_IN_EYE ) |
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Observer_SetMode( OBS_ROAMING ); |
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else if( pev->iuser1 == OBS_ROAMING ) |
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Observer_SetMode( OBS_MAP_FREE ); |
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else if( pev->iuser1 == OBS_MAP_FREE ) |
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Observer_SetMode( OBS_MAP_CHASE ); |
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else |
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Observer_SetMode( OBS_CHASE_FREE ); // don't use OBS_CHASE_LOCKED anymore |
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m_flNextObserverInput = gpGlobals->time + 0.2f; |
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} |
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// Attack moves to the next player |
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if ( m_afButtonPressed & IN_ATTACK )//&& pev->iuser1 != OBS_ROAMING ) |
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{ |
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Observer_FindNextPlayer( false ); |
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m_flNextObserverInput = gpGlobals->time + 0.2f; |
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} |
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// Attack2 moves to the prev player |
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if ( m_afButtonPressed & IN_ATTACK2)// && pev->iuser1 != OBS_ROAMING ) |
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{ |
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Observer_FindNextPlayer( true ); |
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m_flNextObserverInput = gpGlobals->time + 0.2f; |
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} |
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} |
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void CBasePlayer::Observer_CheckTarget() |
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{ |
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if( pev->iuser1 == OBS_ROAMING ) |
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return; |
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// try to find a traget if we have no current one |
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if( m_hObserverTarget == 0 ) |
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{ |
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Observer_FindNextPlayer( false ); |
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if( m_hObserverTarget == 0 ) |
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{ |
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// no target found at all |
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int lastMode = pev->iuser1; |
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Observer_SetMode( OBS_ROAMING ); |
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m_iObserverLastMode = lastMode; // don't overwrite users lastmode |
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return; // we still have np target return |
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} |
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} |
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CBasePlayer* target = (CBasePlayer*)( UTIL_PlayerByIndex( ENTINDEX( m_hObserverTarget->edict() ) ) ); |
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if( !target ) |
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{ |
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Observer_FindNextPlayer( false ); |
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return; |
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} |
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// check taget |
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if( target->pev->deadflag == DEAD_DEAD ) |
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{ |
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if( ( target->m_fDeadTime + 2.0f ) < gpGlobals->time ) |
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{ |
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// 3 secs after death change target |
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Observer_FindNextPlayer( false ); |
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return; |
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} |
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} |
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} |
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void CBasePlayer::Observer_CheckProperties() |
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{ |
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// try to find a traget if we have no current one |
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if( pev->iuser1 == OBS_IN_EYE && m_hObserverTarget != 0 ) |
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{ |
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CBasePlayer* target = (CBasePlayer*)( UTIL_PlayerByIndex( ENTINDEX( m_hObserverTarget->edict() ) ) ); |
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if( !target ) |
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return; |
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int weapon = ( target->m_pActiveItem != NULL ) ? target->m_pActiveItem->m_iId : 0; |
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// use fov of tracked client |
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if( m_iFOV != target->m_iFOV || m_iObserverWeapon != weapon ) |
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{ |
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m_iFOV = target->m_iFOV; |
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m_iClientFOV = m_iFOV; |
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// write fov before wepon data, so zoomed crosshair is set correctly |
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MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); |
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WRITE_BYTE( m_iFOV ); |
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MESSAGE_END(); |
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m_iObserverWeapon = weapon; |
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//send weapon update |
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MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev ); |
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WRITE_BYTE( 1 ); // 1 = current weapon, not on target |
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WRITE_BYTE( m_iObserverWeapon ); |
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WRITE_BYTE( 0 ); // clip |
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MESSAGE_END(); |
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} |
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} |
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else |
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{ |
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m_iFOV = 90; |
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if( m_iObserverWeapon != 0 ) |
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{ |
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m_iObserverWeapon = 0; |
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MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev ); |
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WRITE_BYTE( 1 ); // 1 = current weapon |
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WRITE_BYTE( m_iObserverWeapon ); |
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WRITE_BYTE( 0 ); // clip |
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MESSAGE_END(); |
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} |
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} |
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} |
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// Attempt to change the observer mode |
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void CBasePlayer::Observer_SetMode( int iMode ) |
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{ |
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// Just abort if we're changing to the mode we're already in |
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if( iMode == pev->iuser1 ) |
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return; |
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// is valid mode ? |
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if( iMode < OBS_CHASE_LOCKED || iMode > OBS_MAP_CHASE ) |
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iMode = OBS_IN_EYE; // now it is |
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// verify observer target again |
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if( m_hObserverTarget != 0 ) |
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{ |
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CBaseEntity *pEnt = m_hObserverTarget; |
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if( ( pEnt == this ) || ( pEnt == NULL ) ) |
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m_hObserverTarget = 0; |
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else if( ( (CBasePlayer*)pEnt )->IsObserver() || ( pEnt->pev->effects & EF_NODRAW ) ) |
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m_hObserverTarget = 0; |
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} |
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// set spectator mode |
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pev->iuser1 = iMode; |
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// if we are not roaming, we need a valid target to track |
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if( ( iMode != OBS_ROAMING ) && ( m_hObserverTarget == 0 ) ) |
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{ |
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Observer_FindNextPlayer( false ); |
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// if we didn't find a valid target switch to roaming |
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if( m_hObserverTarget == 0 ) |
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{ |
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ClientPrint( pev, HUD_PRINTCENTER, "#Spec_NoTarget" ); |
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pev->iuser1 = OBS_ROAMING; |
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} |
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} |
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// set target if not roaming |
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if( pev->iuser1 == OBS_ROAMING ) |
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{ |
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pev->iuser2 = 0; |
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} |
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else |
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pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() ); |
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pev->iuser3 = 0; // clear second target from death cam |
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// print spepctaor mode on client screen |
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char modemsg[16]; |
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sprintf( modemsg,"#Spec_Mode%i", pev->iuser1 ); |
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ClientPrint( pev, HUD_PRINTCENTER, modemsg ); |
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m_iObserverLastMode = iMode; |
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} |
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void CBasePlayer::StopObserver() |
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{ |
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// Turn off spectator |
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pev->iuser1 = pev->iuser2 = 0; |
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m_iHideHUD = 0; |
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GetClassPtr( (CBasePlayer *)pev )->Spawn(); |
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pev->nextthink = -1; |
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// Update Team Status |
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MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo ); |
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WRITE_BYTE( ENTINDEX( edict() ) ); // index number of primary entity |
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if( g_gameplay ) |
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WRITE_STRING( TeamID() ); |
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else |
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WRITE_STRING( "Players" ); |
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MESSAGE_END(); |
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}
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