//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include #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 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 ); }