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281 lines
8.3 KiB
281 lines
8.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include <stdarg.h> |
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#include "engine/IEngineSound.h" |
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#include "filesystem.h" |
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#include "igamemovement.h" |
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#include "engine/IEngineTrace.h" |
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#include "engine/ivmodelinfo.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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extern CMoveData *g_pMoveData; |
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class CMoveHelperClient : public IMoveHelper |
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{ |
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public: |
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CMoveHelperClient( void ); |
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virtual ~CMoveHelperClient( void ); |
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char const* GetName( EntityHandle_t handle ) const; |
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// touch lists |
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virtual void ResetTouchList( void ); |
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virtual bool AddToTouched( const trace_t& tr, const Vector& impactvelocity ); |
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virtual void ProcessImpacts( void ); |
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// Numbered line printf |
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virtual void Con_NPrintf( int idx, char const* fmt, ... ); |
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virtual bool PlayerFallingDamage(void); |
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virtual void PlayerSetAnimation( PLAYER_ANIM eAnim ); |
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// These have separate server vs client impementations |
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virtual void StartSound( const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch ); |
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virtual void StartSound( const Vector& origin, const char *soundname ); |
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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 ); |
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virtual IPhysicsSurfaceProps *GetSurfaceProps( void ); |
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virtual bool IsWorldEntity( const CBaseHandle &handle ); |
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private: |
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// results, tallied on client and server, but only used by server to run SV_Impact. |
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// we store off our velocity in the trace_t structure so that we can determine results |
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// of shoving boxes etc. around. |
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struct touchlist_t |
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{ |
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Vector deltavelocity; |
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trace_t trace; |
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touchlist_t() {} |
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private: |
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touchlist_t( const touchlist_t &src ); |
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}; |
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CUtlVector<touchlist_t> m_TouchList; |
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}; |
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//----------------------------------------------------------------------------- |
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// Singleton |
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//----------------------------------------------------------------------------- |
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IMPLEMENT_MOVEHELPER(); |
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static CMoveHelperClient s_MoveHelperClient; |
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//----------------------------------------------------------------------------- |
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// Constructor |
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//----------------------------------------------------------------------------- |
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CMoveHelperClient::CMoveHelperClient( void ) |
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{ |
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SetSingleton( this ); |
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} |
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CMoveHelperClient::~CMoveHelperClient( void ) |
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{ |
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SetSingleton( 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : const char |
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//----------------------------------------------------------------------------- |
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char const* CMoveHelperClient::GetName( EntityHandle_t handle ) const |
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{ |
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return ""; |
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} |
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//----------------------------------------------------------------------------- |
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// Touch list |
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//----------------------------------------------------------------------------- |
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void CMoveHelperClient::ResetTouchList( void ) |
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{ |
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m_TouchList.RemoveAll(); |
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} |
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//----------------------------------------------------------------------------- |
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// Adds to the touched list |
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//----------------------------------------------------------------------------- |
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bool CMoveHelperClient::AddToTouched( const trace_t& tr, const Vector& impactvelocity ) |
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{ |
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int i; |
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// Look for duplicates |
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for (i = 0; i < m_TouchList.Size(); i++) |
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{ |
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if (m_TouchList[i].trace.m_pEnt == tr.m_pEnt) |
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{ |
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return false; |
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} |
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} |
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i = m_TouchList.AddToTail(); |
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m_TouchList[i].trace = tr; |
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VectorCopy( impactvelocity, m_TouchList[i].deltavelocity ); |
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return true; |
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} |
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void CMoveHelperClient::ProcessImpacts( void ) |
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{ |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return; |
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// Relink in order to build absorigin and absmin/max to reflect any changes |
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// from prediction. Relink will early out on SOLID_NOT |
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// TODO: Touch triggers on the client |
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//pPlayer->PhysicsTouchTriggers(); |
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// Don't bother if the player ain't solid |
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if ( pPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) ) |
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return; |
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// Save off the velocity, cause we need to temporarily reset it |
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Vector vel = pPlayer->GetAbsVelocity(); |
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// Touch other objects that were intersected during the movement. |
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for (int i = 0 ; i < m_TouchList.Size(); i++) |
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{ |
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// Run the impact function as if we had run it during movement. |
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C_BaseEntity *entity = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt->entindex() ); |
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if ( !entity ) |
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continue; |
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Assert( entity != pPlayer ); |
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// Don't ever collide with self!!!! |
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if ( entity == pPlayer ) |
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continue; |
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// Reconstruct trace results. |
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m_TouchList[i].trace.m_pEnt = entity; |
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// Use the velocity we had when we collided, so boxes will move, etc. |
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pPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity ); |
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entity->PhysicsImpact( pPlayer, m_TouchList[i].trace ); |
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} |
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// Restore the velocity |
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pPlayer->SetAbsVelocity( vel ); |
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// So no stuff is ever left over, sigh... |
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ResetTouchList(); |
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} |
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void CMoveHelperClient::StartSound( const Vector& origin, const char *soundname ) |
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{ |
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if ( !soundname ) |
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return; |
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CLocalPlayerFilter filter; |
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filter.UsePredictionRules(); |
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C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, soundname, &origin ); |
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} |
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//----------------------------------------------------------------------------- |
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// Play a sound |
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//----------------------------------------------------------------------------- |
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void CMoveHelperClient::StartSound( const Vector& origin, int channel, |
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char const* pSample, float volume, soundlevel_t soundlevel, int fFlags, int pitch ) |
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{ |
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if ( pSample ) |
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{ |
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C_BaseEntity::PrecacheScriptSound( pSample ); |
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CLocalPlayerFilter filter; |
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filter.UsePredictionRules(); |
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EmitSound_t ep; |
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ep.m_nChannel = channel; |
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ep.m_pSoundName = pSample; |
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ep.m_flVolume = volume; |
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ep.m_SoundLevel = soundlevel; |
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ep.m_nPitch = pitch; |
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ep.m_pOrigin = &origin; |
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C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, ep ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Play a event |
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//----------------------------------------------------------------------------- |
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void CMoveHelperClient::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 ) |
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{ |
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// TODO |
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if (g_pMoveData->m_bFirstRunOfFunctions ) |
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{ |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Surface properties interface |
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//----------------------------------------------------------------------------- |
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IPhysicsSurfaceProps *CMoveHelperClient::GetSurfaceProps( void ) |
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{ |
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extern IPhysicsSurfaceProps *physprops; |
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return physprops; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : bDeveloper - |
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// *pFormat - |
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// ... - |
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//----------------------------------------------------------------------------- |
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void CMoveHelperClient::Con_NPrintf( int idx, char const* pFormat, ...) |
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{ |
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va_list marker; |
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char msg[8192]; |
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va_start(marker, pFormat); |
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Q_vsnprintf(msg, sizeof( msg ), pFormat, marker); |
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va_end(marker); |
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#if defined( CSTRIKE_DLL ) || defined( DOD_DLL ) // reltodo |
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engine->Con_NPrintf( idx, "%s", msg ); |
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#else |
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engine->Con_NPrintf( idx, msg ); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called when the player falls onto a surface fast enough to take |
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// damage, according to the rules in CGameMovement::CheckFalling. |
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// Output : Returns true if the player survived the fall, false if they died. |
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//----------------------------------------------------------------------------- |
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bool CMoveHelperClient::PlayerFallingDamage(void) |
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{ |
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// Do nothing; falling damage is applied in MoveHelper_Server::PlayerFallingDamage. |
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return(true); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Sets an animation in the player. |
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// Input : eAnim - Animation to set. |
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//----------------------------------------------------------------------------- |
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void CMoveHelperClient::PlayerSetAnimation( PLAYER_ANIM eAnim ) |
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{ |
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// Do nothing on the client. Animations are set on the server. |
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} |
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bool CMoveHelperClient::IsWorldEntity( const CBaseHandle &handle ) |
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{ |
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return handle == cl_entitylist->GetNetworkableHandle( 0 ); |
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} |