Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

417 lines
13 KiB

5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include <stdarg.h>
#include "gamerules.h"
#include "player.h"
#include "model_types.h"
#include "movehelper_server.h"
#include "shake.h" // For screen fade constants
#include "engine/IEngineSound.h"
//=============================================================================
// HPE_BEGIN
// [dwenger] Necessary for stats tracking
//=============================================================================
#ifdef CSTRIKE_DLL
#include "cs_gamestats.h"
#include "cs_achievement_constants.h"
#endif
//=============================================================================
// HPE_END
//=============================================================================
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IPhysicsCollision *physcollision;
//-----------------------------------------------------------------------------
// Implementation of the movehelper on the server
//-----------------------------------------------------------------------------
class CMoveHelperServer : public IMoveHelperServer
{
public:
CMoveHelperServer( void );
virtual ~CMoveHelperServer();
// Methods associated with a particular entity
virtual char const* GetName( EntityHandle_t handle ) const;
// Touch list...
virtual void ResetTouchList( void );
virtual bool AddToTouched( const trace_t &tr, const Vector& impactvelocity );
virtual void ProcessImpacts( void );
virtual bool PlayerFallingDamage( void );
virtual void PlayerSetAnimation( PLAYER_ANIM eAnim );
// Numbered line printf
virtual void Con_NPrintf( int idx, char const* fmt, ... );
// These have separate server vs client impementations
virtual void StartSound( const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch );
virtual void StartSound( const Vector& origin, const char *soundname );
virtual void PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
virtual IPhysicsSurfaceProps *GetSurfaceProps( void );
void SetHost( CBasePlayer *host );
virtual bool IsWorldEntity( const CBaseHandle &handle );
private:
CBasePlayer* m_pHostPlayer;
// results, tallied on client and server, but only used by server to run SV_Impact.
// we store off our velocity in the trace_t structure so that we can determine results
// of shoving boxes etc. around.
struct touchlist_t
{
Vector deltavelocity;
trace_t trace;
};
CUtlVector<touchlist_t> m_TouchList;
};
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
IMPLEMENT_MOVEHELPER();
IMoveHelperServer* MoveHelperServer()
{
static CMoveHelperServer s_MoveHelperServer;
return &s_MoveHelperServer;
}
//-----------------------------------------------------------------------------
// Converts the entity handle into a edict_t
//-----------------------------------------------------------------------------
static inline edict_t* GetEdict( EntityHandle_t handle )
{
return gEntList.GetEdict( handle );
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CMoveHelperServer::CMoveHelperServer( void ) : m_TouchList( 0, 128 )
{
m_pHostPlayer = 0;
SetSingleton( this );
}
CMoveHelperServer::~CMoveHelperServer( void )
{
SetSingleton( 0 );
}
//-----------------------------------------------------------------------------
// Indicates which player we're going to move
//-----------------------------------------------------------------------------
void CMoveHelperServer::SetHost( CBasePlayer *host )
{
m_pHostPlayer = host;
// In case any stuff is ever left over, sigh...
ResetTouchList();
}
//-----------------------------------------------------------------------------
// Returns the name for debugging purposes
//-----------------------------------------------------------------------------
char const* CMoveHelperServer::GetName( EntityHandle_t handle ) const
{
// This ain't pertickulerly fast, but it's for debugging anyways
edict_t* pEdict = GetEdict(handle);
CBaseEntity *ent = CBaseEntity::Instance( pEdict );
// Is it the world?
if (ENTINDEX(pEdict) == 0)
return STRING(gpGlobals->mapname);
// Is it a model?
if ( ent && ent->GetModelName() != NULL_STRING )
return STRING( ent->GetModelName() );
if ( ent->GetClassname() != NULL )
{
return ent->GetClassname();
}
return "?";
}
//-----------------------------------------------------------------------------
// When we do a collision test, we report everything we hit..
//-----------------------------------------------------------------------------
void CMoveHelperServer::ResetTouchList( void )
{
m_TouchList.RemoveAll();
}
//-----------------------------------------------------------------------------
// When a collision occurs, we add it to the touched list
//-----------------------------------------------------------------------------
bool CMoveHelperServer::AddToTouched( const trace_t &tr, const Vector& impactvelocity )
{
Assert( m_pHostPlayer );
// Trace missed
if ( !tr.m_pEnt )
return false;
if ( tr.m_pEnt == m_pHostPlayer )
{
Assert( !"CMoveHelperServer::AddToTouched: Tried to add self to touchlist!!!" );
return false;
}
// Check for duplicate entities
for ( int j = m_TouchList.Size(); --j >= 0; )
{
if ( m_TouchList[j].trace.m_pEnt == tr.m_pEnt )
{
return false;
}
}
int i = m_TouchList.AddToTail();
m_TouchList[i].trace = tr;
VectorCopy( impactvelocity, m_TouchList[i].deltavelocity );
return true;
}
//-----------------------------------------------------------------------------
// After we built the touch list, deal with all the impacts...
//-----------------------------------------------------------------------------
void CMoveHelperServer::ProcessImpacts( void )
{
Assert( m_pHostPlayer );
// Relink in order to build absorigin and absmin/max to reflect any changes
// from prediction. Relink will early out on SOLID_NOT
m_pHostPlayer->PhysicsTouchTriggers();
// Don't bother if the player ain't solid
if ( m_pHostPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
return;
// Save off the velocity, cause we need to temporarily reset it
Vector vel = m_pHostPlayer->GetAbsVelocity();
// Touch other objects that were intersected during the movement.
for (int i = 0 ; i < m_TouchList.Size(); i++)
{
CBaseHandle entindex = m_TouchList[i].trace.m_pEnt->GetRefEHandle();
// We should have culled negative indices by now
Assert( entindex.IsValid() );
edict_t* ent = GetEdict( entindex );
if (!ent)
continue;
// Run the impact function as if we had run it during movement.
CBaseEntity *entity = GetContainingEntity( ent );
if ( !entity )
continue;
Assert( entity != m_pHostPlayer );
// Don't ever collide with self!!!!
if ( entity == m_pHostPlayer )
continue;
// Reconstruct trace results.
m_TouchList[i].trace.m_pEnt = CBaseEntity::Instance( ent );
// Use the velocity we had when we collided, so boxes will move, etc.
m_pHostPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity );
entity->PhysicsImpact( m_pHostPlayer, m_TouchList[i].trace );
}
// Restore the velocity
m_pHostPlayer->SetAbsVelocity( vel );
// So no stuff is ever left over, sigh...
ResetTouchList();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : origin -
// *soundname -
//-----------------------------------------------------------------------------
void CMoveHelperServer::StartSound( const Vector& origin, const char *soundname )
{
//MDB - Changing this to send to PAS, as the overloaded function below has done.
//Also removed the UsePredictionRules, client does not yet play the equivalent sound
CRecipientFilter filter;
filter.AddRecipientsByPAS( origin );
CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), soundname );
}
//-----------------------------------------------------------------------------
// plays a sound
//-----------------------------------------------------------------------------
void CMoveHelperServer::StartSound( const Vector& origin, int channel, char const* sample,
float volume, soundlevel_t soundlevel, int fFlags, int pitch )
{
CRecipientFilter filter;
filter.AddRecipientsByPAS( origin );
// FIXME, these sounds should not go to the host entity ( SND_NOTHOST )
if ( gpGlobals->maxClients == 1 )
{
// Always send sounds down in SP
EmitSound_t ep;
ep.m_nChannel = channel;
ep.m_pSoundName = sample;
ep.m_flVolume = volume;
ep.m_SoundLevel = soundlevel;
ep.m_nFlags = fFlags;
ep.m_nPitch = pitch;
ep.m_pOrigin = &origin;
CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), ep );
}
else
{
filter.UsePredictionRules();
EmitSound_t ep;
ep.m_nChannel = channel;
ep.m_pSoundName = sample;
ep.m_flVolume = volume;
ep.m_SoundLevel = soundlevel;
ep.m_nFlags = fFlags;
ep.m_nPitch = pitch;
ep.m_pOrigin = &origin;
CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), ep );
}
}
//-----------------------------------------------------------------------------
// Umm...
//-----------------------------------------------------------------------------
void CMoveHelperServer::PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
{
// FIXME, Redo with new event system parameter stuff
}
IPhysicsSurfaceProps *CMoveHelperServer::GetSurfaceProps( void )
{
extern IPhysicsSurfaceProps *physprops;
return physprops;
}
//-----------------------------------------------------------------------------
// Purpose: Note that this only works on a listen server (since it requires graphical output)
// *pFormat -
// ... -
//-----------------------------------------------------------------------------
void CMoveHelperServer::Con_NPrintf( int idx, char const* pFormat, ...)
{
va_list marker;
char msg[8192];
va_start(marker, pFormat);
Q_vsnprintf(msg, sizeof( msg ), pFormat, marker);
va_end(marker);
engine->Con_NPrintf( idx, msg );
}
//-----------------------------------------------------------------------------
// Purpose: Called when the player falls onto a surface fast enough to take
// damage, according to the rules in CGameMovement::CheckFalling.
// Output : Returns true if the player survived the fall, false if they died.
//-----------------------------------------------------------------------------
bool CMoveHelperServer::PlayerFallingDamage( void )
{
float flFallDamage = g_pGameRules->FlPlayerFallDamage( m_pHostPlayer );
if ( flFallDamage > 0 )
{
m_pHostPlayer->TakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), flFallDamage, DMG_FALL ) );
StartSound( m_pHostPlayer->GetAbsOrigin(), "Player.FallDamage" );
//=============================================================================
// HPE_BEGIN:
// [dwenger] Needed for fun-fact implementation
//=============================================================================
#ifdef CSTRIKE_DLL
// Increment the stat for fall damage
CCSPlayer* pPlayer = ToCSPlayer(m_pHostPlayer);
if ( pPlayer )
{
CCS_GameStats.IncrementStat( pPlayer, CSSTAT_FALL_DAMAGE, (int)flFallDamage );
}
#endif
//=============================================================================
// HPE_END
//=============================================================================
}
if ( m_pHostPlayer->m_iHealth <= 0 )
{
if ( g_pGameRules->FlPlayerFallDeathDoesScreenFade( m_pHostPlayer ) )
{
color32 black = {0, 0, 0, 255};
UTIL_ScreenFade( m_pHostPlayer, black, 0, 9999, FFADE_OUT | FFADE_STAYOUT );
}
return(false);
}
return(true);
}
//-----------------------------------------------------------------------------
// Purpose: Sets an animation in the player.
// Input : eAnim - Animation to set.
//-----------------------------------------------------------------------------
void CMoveHelperServer::PlayerSetAnimation( PLAYER_ANIM eAnim )
{
m_pHostPlayer->SetAnimation( eAnim );
}
bool CMoveHelperServer::IsWorldEntity( const CBaseHandle &handle )
{
return handle == CBaseEntity::Instance( 0 );
}