mirror of
https://github.com/nillerusr/source-engine.git
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257 lines
8.2 KiB
C++
257 lines
8.2 KiB
C++
/***
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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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