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256 lines
8.2 KiB
256 lines
8.2 KiB
/*** |
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* |
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//========= Copyright Valve Corporation, All rights reserved. ============// |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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/* |
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===== tf_client.cpp ======================================================== |
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HL2 client/server game specific stuff |
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*/ |
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#include "cbase.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#include "entitylist.h" |
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#include "physics.h" |
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#include "game.h" |
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#include "ai_network.h" |
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#include "ai_node.h" |
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#include "ai_hull.h" |
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#include "shake.h" |
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#include "player_resource.h" |
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#include "engine/IEngineSound.h" |
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#include "tf_player.h" |
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#include "tf_gamerules.h" |
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#include "tier0/vprof.h" |
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#include "tf_bot_temp.h" |
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#include "filesystem.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 CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer ); |
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extern bool g_fGameOver; |
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void FinishClientPutInServer( CTFPlayer *pPlayer ) |
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{ |
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{ |
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bool save = engine->LockNetworkStringTables( false ); |
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pPlayer->InitialSpawn(); |
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pPlayer->Spawn(); |
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engine->LockNetworkStringTables( save ); |
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} |
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char sName[128]; |
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Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) ); |
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// First parse the name and remove any %'s |
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for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ ) |
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{ |
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// Replace it with a space |
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if ( *pApersand == '%' ) |
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*pApersand = ' '; |
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} |
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// notify other clients of player joining the game |
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if ( !pPlayer->IsFakeClient() ) |
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{ |
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "<unconnected>" ); |
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} |
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} |
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/* |
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=========== |
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ClientPutInServer |
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called each time a player is spawned into the game |
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============ |
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*/ |
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void ClientPutInServer( edict_t *pEdict, const char *playername ) |
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{ |
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// Allocate a CBaseTFPlayer for pev, and call spawn |
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CTFPlayer *pPlayer = CTFPlayer::CreatePlayer( "player", pEdict ); |
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pPlayer->SetPlayerName( playername ); |
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} |
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void ClientActive( edict_t *pEdict, bool bLoadGame ) |
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{ |
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// Can't load games in CS! |
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Assert( !bLoadGame ); |
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CTFPlayer *pPlayer = ToTFPlayer( CBaseEntity::Instance( pEdict ) ); |
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FinishClientPutInServer( pPlayer ); |
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} |
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/* |
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=============== |
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const char *GetGameDescription() |
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Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2 |
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=============== |
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*/ |
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const char *GetGameDescription() |
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{ |
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if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized |
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return g_pGameRules->GetGameDescription(); |
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else |
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return "Team Fortress"; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Precache game-specific models & sounds |
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//----------------------------------------------------------------------------- |
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void ClientGamePrecache( void ) |
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{ |
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const char *pFilename = "scripts/client_precache.txt"; |
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KeyValues *pValues = new KeyValues( "ClientPrecache" ); |
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if ( !pValues->LoadFromFile( filesystem, pFilename, "GAME" ) ) |
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{ |
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Error( "Can't open %s for client precache info.", pFilename ); |
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pValues->deleteThis(); |
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return; |
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} |
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for ( KeyValues *pData = pValues->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() ) |
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{ |
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const char *pszType = pData->GetName(); |
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const char *pszFile = pData->GetString(); |
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if ( Q_strlen( pszType ) > 0 && |
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Q_strlen( pszFile ) > 0 ) |
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{ |
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if ( !Q_stricmp( pData->GetName(), "model" ) ) |
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{ |
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CBaseEntity::PrecacheModel( pszFile ); |
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} |
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else if ( !Q_stricmp( pData->GetName(), "scriptsound" ) ) |
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{ |
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CBaseEntity::PrecacheScriptSound( pszFile ); |
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} |
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} |
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} |
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pValues->deleteThis(); |
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// @FD This has been moved into pure_server_consistency.txt |
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// |
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// // particles |
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//// engine->ForceExactFile( "particles/blood_impact.pcf" ); // Don't force consistency on this because of the LV version. |
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//// engine->ForceExactFile( "particles/blood_impact_dx80.pcf" ); // Don't force consistency on this because of the LV version. |
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//// engine->ForceExactFile( "particles/blood_trail.pcf" ); // Don't force consistency on this because of the LV version. |
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//// engine->ForceExactFile( "particles/blood_trail_dx80.pcf" ); // Don't force consistency on this because of the LV version. |
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//// engine->ForceExactFile( "particles/buildingdamage.pcf" ); |
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// engine->ForceExactFile( "particles/bullet_tracers.pcf" ); |
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// engine->ForceExactFile( "particles/burningplayer.pcf" ); |
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// engine->ForceExactFile( "particles/burningplayer_dx80.pcf" ); |
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// engine->ForceExactFile( "particles/cig_smoke.pcf" ); |
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// engine->ForceExactFile( "particles/cig_smoke_dx80.pcf" ); |
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//// engine->ForceExactFile( "particles/cinefx.pcf" ); |
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//// engine->ForceExactFile( "particles/crit.pcf" ); |
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//// engine->ForceExactFile( "particles/default.pcf" ); |
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// engine->ForceExactFile( "particles/disguise.pcf" ); |
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//// engine->ForceExactFile( "particles/explosion.pcf" ); |
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//// engine->ForceExactFile( "particles/explosion_dx80.pcf" ); |
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//// engine->ForceExactFile( "particles/explosion_dx90_slow.pcf" ); |
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//// engine->ForceExactFile( "particles/explosion_high.pcf" ); |
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// engine->ForceExactFile( "particles/flag_particles.pcf" ); |
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//// engine->ForceExactFile( "particles/flamethrower.pcf" ); |
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//// engine->ForceExactFile( "particles/flamethrowerTest.pcf" ); |
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//// engine->ForceExactFile( "particles/flamethrower_dx80.pcf" ); |
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//// engine->ForceExactFile( "particles/flamethrower_dx90_slow.pcf" ); |
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//// engine->ForceExactFile( "particles/flamethrower_high.pcf" ); |
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//// engine->ForceExactFile( "particles/impact_fx.pcf" ); |
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//// engine->ForceExactFile( "particles/item_fx.pcf" ); |
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//// engine->ForceExactFile( "particles/medicgun_attrib.pcf" ); |
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//// engine->ForceExactFile( "particles/medicgun_beam.pcf" ); |
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//// engine->ForceExactFile( "particles/medicgun_beam_dx80.pcf" ); |
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//// engine->ForceExactFile( "particles/muzzle_flash.pcf" ); |
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//// engine->ForceExactFile( "particles/muzzle_flash_dx80.pcf" ); |
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//// engine->ForceExactFile( "particles/nailtrails.pcf" ); |
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// engine->ForceExactFile( "particles/nemesis.pcf" ); |
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// engine->ForceExactFile( "particles/player_recent_teleport.pcf" ); |
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// engine->ForceExactFile( "particles/player_recent_teleport_dx80.pcf" ); |
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//// engine->ForceExactFile( "particles/rocketbackblast.pcf" ); |
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//// engine->ForceExactFile( "particles/rocketjumptrail.pcf" ); |
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//// engine->ForceExactFile( "particles/rockettrail.pcf" ); |
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//// engine->ForceExactFile( "particles/rockettrail_dx80.pcf" ); |
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//// engine->ForceExactFile( "particles/rockettrail_dx90_slow.pcf" ); |
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//// engine->ForceExactFile( "particles/shellejection.pcf" ); |
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//// engine->ForceExactFile( "particles/shellejection_dx80.pcf" ); |
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//// engine->ForceExactFile( "particles/shellejection_high.pcf" ); |
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//// engine->ForceExactFile( "particles/smoke_blackbillow.pcf" ); |
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//// engine->ForceExactFile( "particles/smoke_blackbillow_dx80.pcf" ); |
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//// engine->ForceExactFile( "particles/sparks.pcf" ); |
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// engine->ForceExactFile( "particles/speechbubbles.pcf" ); |
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//// engine->ForceExactFile( "particles/stickybomb.pcf" ); |
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//// engine->ForceExactFile( "particles/stickybomb_dx80.pcf" ); |
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// engine->ForceExactFile( "particles/teleported_fx.pcf" ); |
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// engine->ForceExactFile( "particles/teleport_status.pcf" ); |
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// engine->ForceExactFile( "particles/water.pcf" ); |
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// engine->ForceExactFile( "particles/water_dx80.pcf" ); |
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} |
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// called by ClientKill and DeadThink |
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void respawn( CBaseEntity *pEdict, bool fCopyCorpse ) |
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{ |
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if (gpGlobals->coop || gpGlobals->deathmatch) |
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{ |
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if ( fCopyCorpse ) |
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{ |
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// make a copy of the dead body for appearances sake |
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dynamic_cast< CBasePlayer* >( pEdict )->CreateCorpse(); |
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} |
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// respawn player |
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pEdict->Spawn(); |
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} |
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else |
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{ // restart the entire server |
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engine->ServerCommand("reload\n"); |
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} |
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} |
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void GameStartFrame( void ) |
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{ |
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VPROF( "GameStartFrame" ); |
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if ( g_pGameRules ) |
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g_pGameRules->Think(); |
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if ( g_fGameOver ) |
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return; |
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gpGlobals->teamplay = teamplay.GetInt() ? true : false; |
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Bot_RunAll(); |
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} |
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//========================================================= |
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// instantiate the proper game rules object |
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//========================================================= |
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void InstallGameRules() |
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{ |
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CreateGameRulesObject( "CTFGameRules" ); |
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}
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