/*** * * Copyright (c) 1999, 2000 Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to // have one without a hardcoded player.mdl in tf_client.cpp /* ===== client.cpp ======================================================== client/server game specific stuff */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "saverestore.h" #include "player.h" #include "spectator.h" #include "client.h" #include "soundent.h" #include "gamerules.h" #include "customentity.h" #include "weapons.h" #include "weaponinfo.h" #include "usercmd.h" #include "netadr.h" extern DLL_GLOBAL ULONG g_ulModelIndexPlayer; extern DLL_GLOBAL BOOL g_fGameOver; extern DLL_GLOBAL int g_iSkillLevel; extern DLL_GLOBAL ULONG g_ulFrameCount; extern void CopyToBodyQue(entvars_t* pev); extern int giPrecacheGrunt; extern int gmsgSayText; void LinkUserMessages( void ); /* * used by kill command and disconnect command * ROBIN: Moved here from player.cpp, to allow multiple player models */ void set_suicide_frame(entvars_t* pev) { if (!FStrEq(STRING(pev->model), "models/player.mdl")) return; // allready gibbed // pev->frame = $deatha11; pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_TOSS; pev->deadflag = DEAD_DEAD; pev->nextthink = -1; } /* =========== ClientConnect called when a player connects to a server ============ */ BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) { return g_pGameRules->ClientConnected( pEntity, pszName, pszAddress, szRejectReason ); // a client connecting during an intermission can cause problems // if (intermission_running) // ExitIntermission (); } /* =========== ClientDisconnect called when a player disconnects from a server GLOBALS ASSUMED SET: g_fGameOver ============ */ void ClientDisconnect( edict_t *pEntity ) { if (g_fGameOver) return; char text[256]; sprintf( text, "- %s has left the game\n", STRING(pEntity->v.netname) ); MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL ); WRITE_BYTE( ENTINDEX(pEntity) ); WRITE_STRING( text ); MESSAGE_END(); CSound *pSound; pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEntity ) ); { // since this client isn't around to think anymore, reset their sound. if ( pSound ) { pSound->Reset(); } } // since the edict doesn't get deleted, fix it so it doesn't interfere. pEntity->v.takedamage = DAMAGE_NO;// don't attract autoaim pEntity->v.solid = SOLID_NOT;// nonsolid UTIL_SetOrigin ( &pEntity->v, pEntity->v.origin ); g_pGameRules->ClientDisconnected( pEntity ); } // called by ClientKill and DeadThink void respawn(entvars_t* pev, BOOL fCopyCorpse) { if (gpGlobals->coop || gpGlobals->deathmatch) { if ( fCopyCorpse ) { // make a copy of the dead body for appearances sake CopyToBodyQue(pev); } // respawn player GetClassPtr( (CBasePlayer *)pev)->Spawn( ); } else { // restart the entire server SERVER_COMMAND("reload\n"); } } /* ============ ClientKill Player entered the suicide command GLOBALS ASSUMED SET: g_ulModelIndexPlayer ============ */ void ClientKill( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; CBasePlayer *pl = (CBasePlayer*) CBasePlayer::Instance( pev ); if ( pl->m_fNextSuicideTime > gpGlobals->time ) return; // prevent suiciding too ofter pl->m_fNextSuicideTime = gpGlobals->time + 1; // don't let them suicide for 5 seconds after suiciding // have the player kill themself pev->health = 0; pl->Killed( pev, GIB_NEVER ); // pev->modelindex = g_ulModelIndexPlayer; // pev->frags -= 2; // extra penalty // respawn( pev ); } /* =========== ClientPutInServer called each time a player is spawned ============ */ void ClientPutInServer( edict_t *pEntity ) { CBasePlayer *pPlayer; entvars_t *pev = &pEntity->v; pPlayer = GetClassPtr((CBasePlayer *)pev); pPlayer->SetCustomDecalFrames(-1); // Assume none; // Allocate a CBasePlayer for pev, and call spawn pPlayer->Spawn(); // Reset interpolation during first frame pPlayer->pev->effects |= EF_NOINTERP; } //// HOST_SAY // String comes in as // say blah blah blah // or as // blah blah blah // void Host_Say( edict_t *pEntity, int teamonly ) { CBasePlayer *client; int j; char *p; char text[128]; char szTemp[256]; const char *cpSay = "say"; const char *cpSayTeam = "say_team"; const char *pcmd = CMD_ARGV(0); // We can get a raw string now, without the "say " prepended if ( CMD_ARGC() == 0 ) return; if ( !stricmp( pcmd, cpSay) || !stricmp( pcmd, cpSayTeam ) ) { if ( CMD_ARGC() >= 2 ) { p = (char *)CMD_ARGS(); } else { // say with a blank message, nothing to do return; } } else // Raw text, need to prepend argv[0] { if ( CMD_ARGC() >= 2 ) { sprintf( szTemp, "%s %s", ( char * )pcmd, (char *)CMD_ARGS() ); } else { // Just a one word command, use the first word...sigh sprintf( szTemp, "%s", ( char * )pcmd ); } p = szTemp; } // remove quotes if present if (*p == '"') { p++; p[strlen(p)-1] = 0; } // make sure the text has content for ( char *pc = p; pc != NULL && *pc != 0; pc++ ) { if ( isprint( *pc ) && !isspace( *pc ) ) { pc = NULL; // we've found an alphanumeric character, so text is valid break; } } if ( pc != NULL ) return; // no character found, so say nothing // turn on color set 2 (color on, no sound) if ( teamonly ) sprintf( text, "%c(TEAM) %s: ", 2, STRING( pEntity->v.netname ) ); else sprintf( text, "%c%s: ", 2, STRING( pEntity->v.netname ) ); j = sizeof(text) - 2 - strlen(text); // -2 for /n and null terminator if ( (int)strlen(p) > j ) p[j] = 0; strcat( text, p ); strcat( text, "\n" ); // loop through all players // Start with the first player. // This may return the world in single player if the client types something between levels or during spawn // so check it, or it will infinite loop client = NULL; while ( ((client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) ) { if ( !client->pev ) continue; if ( client->edict() == pEntity ) continue; if ( !(client->IsNetClient()) ) // Not a client ? (should never be true) continue; if ( teamonly && g_pGameRules->PlayerRelationship(client, CBaseEntity::Instance(pEntity)) != GR_TEAMMATE ) continue; MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, client->pev ); WRITE_BYTE( ENTINDEX(pEntity) ); WRITE_STRING( text ); MESSAGE_END(); } // print to the sending client MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, &pEntity->v ); WRITE_BYTE( ENTINDEX(pEntity) ); WRITE_STRING( text ); MESSAGE_END(); // echo to server console g_engfuncs.pfnServerPrint( text ); } /* =========== ClientCommand called each time a player uses a "cmd" command ============ */ extern float g_flWeaponCheat; // Use CMD_ARGV, CMD_ARGV, and CMD_ARGC to get pointers the character string command. void ClientCommand( edict_t *pEntity ) { const char *pcmd = CMD_ARGV(0); const char *pstr; // Is the client spawned yet? if ( !pEntity->pvPrivateData ) return; entvars_t *pev = &pEntity->v; if ( FStrEq(pcmd, "say" ) ) { Host_Say( pEntity, 0 ); } else if ( FStrEq(pcmd, "say_team" ) ) { Host_Say( pEntity, 1 ); } else if ( FStrEq(pcmd, "give" ) ) { if ( g_flWeaponCheat != 0.0) { int iszItem = ALLOC_STRING( CMD_ARGV(1) ); // Make a copy of the classname GetClassPtr((CBasePlayer *)pev)->GiveNamedItem( STRING(iszItem) ); } } else if ( FStrEq(pcmd, "drop" ) ) { // player is dropping an item. GetClassPtr((CBasePlayer *)pev)->DropPlayerItem((char *)CMD_ARGV(1)); } else if ( FStrEq(pcmd, "fov" ) ) { if ( g_flWeaponCheat && CMD_ARGC() > 1) { GetClassPtr((CBasePlayer *)pev)->m_iFOV = atoi( CMD_ARGV(1) ); } else { CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"fov\" is \"%d\"\n", (int)GetClassPtr((CBasePlayer *)pev)->m_iFOV ) ); } } else if ( FStrEq(pcmd, "use" ) ) { GetClassPtr((CBasePlayer *)pev)->SelectItem((char *)CMD_ARGV(1)); } else if (((pstr = strstr(pcmd, "weapon_")) != NULL) && (pstr == pcmd)) { GetClassPtr((CBasePlayer *)pev)->SelectItem(pcmd); } else if (FStrEq(pcmd, "lastinv" )) { GetClassPtr((CBasePlayer *)pev)->SelectLastItem(); } else if ( g_pGameRules->ClientCommand( GetClassPtr((CBasePlayer *)pev), pcmd ) ) { // MenuSelect returns true only if the command is properly handled, so don't print a warning } else { // tell the user they entered an unknown command ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Unknown command: %s\n", pcmd ) ); } } /* ======================== ClientUserInfoChanged called after the player changes userinfo - gives dll a chance to modify it before it gets sent into the rest of the engine. ======================== */ void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer ) { // Is the client spawned yet? if ( !pEntity->pvPrivateData ) return; // msg everyone if someone changes their name, and it isn't the first time (changing no name to current name) if ( pEntity->v.netname && STRING(pEntity->v.netname)[0] != 0 && !FStrEq( STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" )) ) { char text[256]; sprintf( text, "* %s changed name to %s\n", STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ); MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL ); WRITE_BYTE( ENTINDEX(pEntity) ); WRITE_STRING( text ); MESSAGE_END(); UTIL_LogPrintf( "\"%s<%i>\" changed name to \"%s<%i>\"\n", STRING( pEntity->v.netname ), GETPLAYERUSERID( pEntity ), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ), GETPLAYERUSERID( pEntity ) ); } g_pGameRules->ClientUserInfoChanged( GetClassPtr((CBasePlayer *)&pEntity->v), infobuffer ); } static int g_serveractive = 0; void ServerDeactivate( void ) { // It's possible that the engine will call this function more times than is necessary // Therefore, only run it one time for each call to ServerActivate if ( g_serveractive != 1 ) { return; } g_serveractive = 0; // Peform any shutdown operations here... // } void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) { int i; CBaseEntity *pClass; // Every call to ServerActivate should be matched by a call to ServerDeactivate g_serveractive = 1; // Clients have not been initialized yet for ( i = 0; i < edictCount; i++ ) { if ( pEdictList[i].free ) continue; // Clients aren't necessarily initialized until ClientPutInServer() if ( i < clientMax || !pEdictList[i].pvPrivateData ) continue; pClass = CBaseEntity::Instance( &pEdictList[i] ); // Activate this entity if it's got a class & isn't dormant if ( pClass && !(pClass->pev->flags & FL_DORMANT) ) { pClass->Activate(); } else { ALERT( at_console, "Can't instance %s\n", STRING(pEdictList[i].v.classname) ); } } // Link user messages here to make sure first client can get them... LinkUserMessages(); } /* ================ PlayerPreThink Called every frame before physics are run ================ */ void PlayerPreThink( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity); if (pPlayer) pPlayer->PreThink( ); } /* ================ PlayerPostThink Called every frame after physics are run ================ */ void PlayerPostThink( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity); if (pPlayer) pPlayer->PostThink( ); } void ParmsNewLevel( void ) { } void ParmsChangeLevel( void ) { // retrieve the pointer to the save data SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData; if ( pSaveData ) pSaveData->connectionCount = BuildChangeList( pSaveData->levelList, MAX_LEVEL_CONNECTIONS ); } // // GLOBALS ASSUMED SET: g_ulFrameCount // void StartFrame( void ) { if ( g_pGameRules ) g_pGameRules->Think(); if ( g_fGameOver ) return; gpGlobals->teamplay = CVAR_GET_FLOAT("teamplay"); g_iSkillLevel = CVAR_GET_FLOAT("skill"); g_ulFrameCount++; } void ClientPrecache( void ) { // setup precaches always needed PRECACHE_SOUND("player/sprayer.wav"); // spray paint sound for PreAlpha // PRECACHE_SOUND("player/pl_jumpland2.wav"); // UNDONE: play 2x step sound PRECACHE_SOUND("player/pl_fallpain2.wav"); PRECACHE_SOUND("player/pl_fallpain3.wav"); PRECACHE_SOUND("player/pl_step1.wav"); // walk on concrete PRECACHE_SOUND("player/pl_step2.wav"); PRECACHE_SOUND("player/pl_step3.wav"); PRECACHE_SOUND("player/pl_step4.wav"); PRECACHE_SOUND("common/npc_step1.wav"); // NPC walk on concrete PRECACHE_SOUND("common/npc_step2.wav"); PRECACHE_SOUND("common/npc_step3.wav"); PRECACHE_SOUND("common/npc_step4.wav"); PRECACHE_SOUND("player/pl_metal1.wav"); // walk on metal PRECACHE_SOUND("player/pl_metal2.wav"); PRECACHE_SOUND("player/pl_metal3.wav"); PRECACHE_SOUND("player/pl_metal4.wav"); PRECACHE_SOUND("player/pl_dirt1.wav"); // walk on dirt PRECACHE_SOUND("player/pl_dirt2.wav"); PRECACHE_SOUND("player/pl_dirt3.wav"); PRECACHE_SOUND("player/pl_dirt4.wav"); PRECACHE_SOUND("player/pl_duct1.wav"); // walk in duct PRECACHE_SOUND("player/pl_duct2.wav"); PRECACHE_SOUND("player/pl_duct3.wav"); PRECACHE_SOUND("player/pl_duct4.wav"); PRECACHE_SOUND("player/pl_grate1.wav"); // walk on grate PRECACHE_SOUND("player/pl_grate2.wav"); PRECACHE_SOUND("player/pl_grate3.wav"); PRECACHE_SOUND("player/pl_grate4.wav"); PRECACHE_SOUND("player/pl_slosh1.wav"); // walk in shallow water PRECACHE_SOUND("player/pl_slosh2.wav"); PRECACHE_SOUND("player/pl_slosh3.wav"); PRECACHE_SOUND("player/pl_slosh4.wav"); PRECACHE_SOUND("player/pl_tile1.wav"); // walk on tile PRECACHE_SOUND("player/pl_tile2.wav"); PRECACHE_SOUND("player/pl_tile3.wav"); PRECACHE_SOUND("player/pl_tile4.wav"); PRECACHE_SOUND("player/pl_tile5.wav"); PRECACHE_SOUND("player/pl_swim1.wav"); // breathe bubbles PRECACHE_SOUND("player/pl_swim2.wav"); PRECACHE_SOUND("player/pl_swim3.wav"); PRECACHE_SOUND("player/pl_swim4.wav"); PRECACHE_SOUND("player/pl_ladder1.wav"); // climb ladder rung PRECACHE_SOUND("player/pl_ladder2.wav"); PRECACHE_SOUND("player/pl_ladder3.wav"); PRECACHE_SOUND("player/pl_ladder4.wav"); PRECACHE_SOUND("player/pl_wade1.wav"); // wade in water PRECACHE_SOUND("player/pl_wade2.wav"); PRECACHE_SOUND("player/pl_wade3.wav"); PRECACHE_SOUND("player/pl_wade4.wav"); PRECACHE_SOUND("debris/wood1.wav"); // hit wood texture PRECACHE_SOUND("debris/wood2.wav"); PRECACHE_SOUND("debris/wood3.wav"); PRECACHE_SOUND("plats/train_use1.wav"); // use a train PRECACHE_SOUND("buttons/spark5.wav"); // hit computer texture PRECACHE_SOUND("buttons/spark6.wav"); PRECACHE_SOUND("debris/glass1.wav"); PRECACHE_SOUND("debris/glass2.wav"); PRECACHE_SOUND("debris/glass3.wav"); PRECACHE_SOUND( SOUND_FLASHLIGHT_ON ); PRECACHE_SOUND( SOUND_FLASHLIGHT_OFF ); // player gib sounds PRECACHE_SOUND("common/bodysplat.wav"); // player pain sounds PRECACHE_SOUND("player/pl_pain2.wav"); PRECACHE_SOUND("player/pl_pain4.wav"); PRECACHE_SOUND("player/pl_pain5.wav"); PRECACHE_SOUND("player/pl_pain6.wav"); PRECACHE_SOUND("player/pl_pain7.wav"); PRECACHE_MODEL("models/player.mdl"); // hud sounds PRECACHE_SOUND("common/wpn_hudoff.wav"); PRECACHE_SOUND("common/wpn_hudon.wav"); PRECACHE_SOUND("common/wpn_moveselect.wav"); PRECACHE_SOUND("common/wpn_select.wav"); PRECACHE_SOUND("common/wpn_denyselect.wav"); // geiger sounds PRECACHE_SOUND("player/geiger6.wav"); PRECACHE_SOUND("player/geiger5.wav"); PRECACHE_SOUND("player/geiger4.wav"); PRECACHE_SOUND("player/geiger3.wav"); PRECACHE_SOUND("player/geiger2.wav"); PRECACHE_SOUND("player/geiger1.wav"); if (giPrecacheGrunt) UTIL_PrecacheOther("monster_human_grunt"); } /* ================ Sys_Error Engine is going to shut down, allows setting a breakpoint in game .dll to catch that occasion ================ */ void Sys_Error( const char *error_string ) { // Default case, do nothing. MOD AUTHORS: Add code ( e.g., _asm { int 3 }; here to cause a breakpoint for debugging your game .dlls } /* =============== const char *GetGameDescription() Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2 =============== */ const char *GetGameDescription() { if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized return g_pGameRules->GetGameDescription(); else return "Half-Life"; } /* ================ PlayerCustomization A new player customization has been registered on the server UNDONE: This only sets the # of frames of the spray can logo animation right now. ================ */ void PlayerCustomization( edict_t *pEntity, customization_t *pCust ) { entvars_t *pev = &pEntity->v; CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity); if (!pPlayer) { ALERT(at_console, "PlayerCustomization: Couldn't get player!\n"); return; } if (!pCust) { ALERT(at_console, "PlayerCustomization: NULL customization!\n"); return; } switch (pCust->resource.type) { case t_decal: pPlayer->SetCustomDecalFrames(pCust->nUserData2); // Second int is max # of frames. break; case t_sound: case t_skin: case t_model: // Ignore for now. break; default: ALERT(at_console, "PlayerCustomization: Unknown customization type!\n"); break; } } /* ================ SpectatorConnect A spectator has joined the game ================ */ void SpectatorConnect( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity); if (pPlayer) pPlayer->SpectatorConnect( ); } /* ================ SpectatorConnect A spectator has left the game ================ */ void SpectatorDisconnect( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity); if (pPlayer) pPlayer->SpectatorDisconnect( ); } /* ================ SpectatorConnect A spectator has sent a usercmd ================ */ void SpectatorThink( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity); if (pPlayer) pPlayer->SpectatorThink( ); } //////////////////////////////////////////////////////// // PAS and PVS routines for client messaging // /* ================ SetupVisibility A client can have a separate "view entity" indicating that his/her view should depend on the origin of that view entity. If that's the case, then pViewEntity will be non-NULL and will be used. Otherwise, the current entity's origin is used. Either is offset by the view_ofs to get the eye position. From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could override the actual PAS or PVS values, or use a different origin. NOTE: Do not cache the values of pas and pvs, as they depend on reusable memory in the engine, they are only good for this one frame ================ */ void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pvs, unsigned char **pas ) { Vector org; edict_t *pView = pClient; // Find the client's PVS if ( pViewEntity ) { pView = pViewEntity; } org = pView->v.origin + pView->v.view_ofs; if ( pView->v.flags & FL_DUCKING ) { org = org + ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN ); } *pvs = ENGINE_SET_PVS ( (float *)&org ); *pas = ENGINE_SET_PAS ( (float *)&org ); } #include "entity_state.h" /* AddToFullPack Return 1 if the entity state has been filled in for the ent and the entity will be propagated to the client, 0 otherwise state is the server maintained copy of the state info that is transmitted to the client a MOD could alter values copied into state to send the "host" a different look for a particular entity update, etc. e and ent are the entity that is being added to the update, if 1 is returned host is the player's edict of the player whom we are sending the update to player is 1 if the ent/e is a player and 0 otherwise pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS. we could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. Caching the value is valid in that case, but still only for the current frame */ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet ) { int i; // don't send if flagged for NODRAW and it's not the host getting the message if ( ( ent->v.effects == EF_NODRAW ) && ( ent != host ) ) return 0; // Ignore ents without valid / visible models if ( !ent->v.modelindex || !STRING( ent->v.model ) ) return 0; // Don't send spectators to other players if ( ( ent->v.flags & FL_SPECTATOR ) && ( ent != host ) ) { return 0; } // Ignore if not the host and not touching a PVS/PAS leaf // If pSet is NULL, then the test will always succeed and the entity will be added to the update if ( ent != host ) { if ( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet ) ) { return 0; } } // Don't send entity to local client if the client says it's predicting the entity itself. if ( ent->v.flags & FL_SKIPLOCALHOST ) { if ( ( hostflags & 1 ) && ( ent->v.owner == host ) ) return 0; } if ( host->v.groupinfo ) { UTIL_SetGroupTrace( host->v.groupinfo, GROUP_OP_AND ); // Should always be set, of course if ( ent->v.groupinfo ) { if ( g_groupop == GROUP_OP_AND ) { if ( !(ent->v.groupinfo & host->v.groupinfo ) ) return 0; } else if ( g_groupop == GROUP_OP_NAND ) { if ( ent->v.groupinfo & host->v.groupinfo ) return 0; } } UTIL_UnsetGroupTrace(); } memset( state, 0, sizeof( *state ) ); // Assign index so we can track this entity from frame to frame and // delta from it. state->number = e; state->entityType = ENTITY_NORMAL; // Flag custom entities. if ( ent->v.flags & FL_CUSTOMENTITY ) { state->entityType = ENTITY_BEAM; } // // Copy state data // // Round animtime to nearest millisecond state->animtime = (int)(1000.0 * ent->v.animtime ) / 1000.0; memcpy( state->origin, ent->v.origin, 3 * sizeof( float ) ); memcpy( state->angles, ent->v.angles, 3 * sizeof( float ) ); memcpy( state->mins, ent->v.mins, 3 * sizeof( float ) ); memcpy( state->maxs, ent->v.maxs, 3 * sizeof( float ) ); memcpy( state->startpos, ent->v.startpos, 3 * sizeof( float ) ); memcpy( state->endpos, ent->v.endpos, 3 * sizeof( float ) ); state->impacttime = ent->v.impacttime; state->starttime = ent->v.starttime; state->modelindex = ent->v.modelindex; state->frame = ent->v.frame; state->skin = ent->v.skin; state->effects = ent->v.effects; // This non-player entity is being moved by the game .dll and not the physics simulation system // make sure that we interpolate it's position on the client if it moves if ( !player && ent->v.animtime && ent->v.velocity[ 0 ] == 0 && ent->v.velocity[ 1 ] == 0 && ent->v.velocity[ 2 ] == 0 ) { state->eflags |= EFLAG_SLERP; } state->scale = ent->v.scale; state->solid = ent->v.solid; state->colormap = ent->v.colormap; state->movetype = ent->v.movetype; state->sequence = ent->v.sequence; state->framerate = ent->v.framerate; state->body = ent->v.body; for (i = 0; i < 4; i++) { state->controller[i] = ent->v.controller[i]; } for (i = 0; i < 2; i++) { state->blending[i] = ent->v.blending[i]; } state->rendermode = ent->v.rendermode; state->renderamt = ent->v.renderamt; state->renderfx = ent->v.renderfx; state->rendercolor.r = ent->v.rendercolor[0]; state->rendercolor.g = ent->v.rendercolor[1]; state->rendercolor.b = ent->v.rendercolor[2]; state->aiment = 0; if ( ent->v.aiment ) { state->aiment = ENTINDEX( ent->v.aiment ); } state->owner = 0; if ( ent->v.owner ) { int owner = ENTINDEX( ent->v.owner ); // Only care if owned by a player if ( owner >= 1 && owner <= gpGlobals->maxClients ) { state->owner = owner; } } // HACK: Somewhat... // Class is overridden for non-players to signify a breakable glass object ( sort of a class? ) if ( !player ) { state->playerclass = ent->v.playerclass; } // Special stuff for players only if ( player ) { memcpy( state->basevelocity, ent->v.basevelocity, 3 * sizeof( float ) ); state->weaponmodel = MODEL_INDEX( STRING( ent->v.weaponmodel ) ); state->gaitsequence = ent->v.gaitsequence; state->spectator = ent->v.flags & FL_SPECTATOR; state->friction = ent->v.friction; state->gravity = ent->v.gravity; // state->team = ent->v.team; // state->playerclass = ent->v.playerclass; state->usehull = ( ent->v.flags & FL_DUCKING ) ? 1 : 0; state->health = ent->v.health; } return 1; } // defaults for clientinfo messages #define DEFAULT_VIEWHEIGHT 28 /* =================== CreateBaseline Creates baselines used for network encoding, especially for player data since players are not spawned until connect time. =================== */ void CreateBaseline( int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs ) { baseline->origin = entity->v.origin; baseline->angles = entity->v.angles; baseline->frame = entity->v.frame; baseline->skin = (short)entity->v.skin; // render information baseline->rendermode = (byte)entity->v.rendermode; baseline->renderamt = (byte)entity->v.renderamt; baseline->rendercolor.r = (byte)entity->v.rendercolor[0]; baseline->rendercolor.g = (byte)entity->v.rendercolor[1]; baseline->rendercolor.b = (byte)entity->v.rendercolor[2]; baseline->renderfx = (byte)entity->v.renderfx; if ( player ) { baseline->mins = player_mins; baseline->maxs = player_maxs; baseline->colormap = eindex; baseline->modelindex = playermodelindex; baseline->friction = 1.0; baseline->movetype = MOVETYPE_WALK; baseline->scale = entity->v.scale; baseline->solid = SOLID_SLIDEBOX; baseline->framerate = 1.0; baseline->gravity = 1.0; } else { baseline->mins = entity->v.mins; baseline->maxs = entity->v.maxs; baseline->colormap = 0; baseline->modelindex = entity->v.modelindex;//SV_ModelIndex(pr_strings + entity->v.model); baseline->movetype = entity->v.movetype; baseline->scale = entity->v.scale; baseline->solid = entity->v.solid; baseline->framerate = entity->v.framerate; baseline->gravity = entity->v.gravity; } } typedef struct { char name[32]; int field; } entity_field_alias_t; #define FIELD_ORIGIN0 0 #define FIELD_ORIGIN1 1 #define FIELD_ORIGIN2 2 #define FIELD_ANGLES0 3 #define FIELD_ANGLES1 4 #define FIELD_ANGLES2 5 static entity_field_alias_t entity_field_alias[]= { { "origin[0]", 0 }, { "origin[1]", 0 }, { "origin[2]", 0 }, { "angles[0]", 0 }, { "angles[1]", 0 }, { "angles[2]", 0 }, }; void Entity_FieldInit( struct delta_s *pFields ) { entity_field_alias[ FIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN0 ].name ); entity_field_alias[ FIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN1 ].name ); entity_field_alias[ FIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN2 ].name ); entity_field_alias[ FIELD_ANGLES0 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES0 ].name ); entity_field_alias[ FIELD_ANGLES1 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES1 ].name ); entity_field_alias[ FIELD_ANGLES2 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES2 ].name ); } /* ================== Entity_Encode Callback for sending entity_state_t info over network. FIXME: Move to script ================== */ void Entity_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to ) { entity_state_t *f, *t; int localplayer = 0; static int initialized = 0; if ( !initialized ) { Entity_FieldInit( pFields ); initialized = 1; } f = (entity_state_t *)from; t = (entity_state_t *)to; // Never send origin to local player, it's sent with more resolution in clientdata_t structure localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER(); if ( localplayer ) { DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); } if ( ( t->impacttime != 0 ) && ( t->starttime != 0 ) ) { DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES0 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES1 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES2 ].field ); } if ( ( t->movetype == MOVETYPE_FOLLOW ) && ( t->aiment != 0 ) ) { DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); } else if ( t->aiment != f->aiment ) { DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); } } static entity_field_alias_t player_field_alias[]= { { "origin[0]", 0 }, { "origin[1]", 0 }, { "origin[2]", 0 }, }; void Player_FieldInit( struct delta_s *pFields ) { player_field_alias[ FIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN0 ].name ); player_field_alias[ FIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN1 ].name ); player_field_alias[ FIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN2 ].name ); } /* ================== Player_Encode Callback for sending entity_state_t for players info over network. ================== */ void Player_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to ) { entity_state_t *f, *t; int localplayer = 0; static int initialized = 0; if ( !initialized ) { Player_FieldInit( pFields ); initialized = 1; } f = (entity_state_t *)from; t = (entity_state_t *)to; // Never send origin to local player, it's sent with more resolution in clientdata_t structure localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER(); if ( localplayer ) { DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); } if ( ( t->movetype == MOVETYPE_FOLLOW ) && ( t->aiment != 0 ) ) { DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); } else if ( t->aiment != f->aiment ) { DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); } } #define CUSTOMFIELD_ORIGIN0 0 #define CUSTOMFIELD_ORIGIN1 1 #define CUSTOMFIELD_ORIGIN2 2 #define CUSTOMFIELD_ANGLES0 3 #define CUSTOMFIELD_ANGLES1 4 #define CUSTOMFIELD_ANGLES2 5 #define CUSTOMFIELD_SKIN 6 #define CUSTOMFIELD_SEQUENCE 7 #define CUSTOMFIELD_ANIMTIME 8 entity_field_alias_t custom_entity_field_alias[]= { { "origin[0]", 0 }, { "origin[1]", 0 }, { "origin[2]", 0 }, { "angles[0]", 0 }, { "angles[1]", 0 }, { "angles[2]", 0 }, { "skin", 0 }, { "sequence", 0 }, { "animtime", 0 }, }; void Custom_Entity_FieldInit( struct delta_s *pFields ) { custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].name ); custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].name ); custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].name ); custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].name ); custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].name ); custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].name ); custom_entity_field_alias[ CUSTOMFIELD_SKIN ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_SKIN ].name ); custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].field= DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].name ); custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].field= DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].name ); } /* ================== Custom_Encode Callback for sending entity_state_t info ( for custom entities ) over network. FIXME: Move to script ================== */ void Custom_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to ) { entity_state_t *f, *t; int beamType; static int initialized = 0; if ( !initialized ) { Custom_Entity_FieldInit( pFields ); initialized = 1; } f = (entity_state_t *)from; t = (entity_state_t *)to; beamType = t->rendermode & 0x0f; if ( beamType != BEAM_POINTS && beamType != BEAM_ENTPOINT ) { DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].field ); DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].field ); DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].field ); } if ( beamType != BEAM_POINTS ) { DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].field ); DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].field ); DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].field ); } if ( beamType != BEAM_ENTS && beamType != BEAM_ENTPOINT ) { DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_SKIN ].field ); DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].field ); } // animtime is compared by rounding first // see if we really shouldn't actually send it if ( (int)f->animtime == (int)t->animtime ) { DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].field ); } } /* ================= RegisterEncoders Allows game .dll to override network encoding of certain types of entities and tweak values, etc. ================= */ void RegisterEncoders( void ) { DELTA_ADDENCODER( "Entity_Encode", Entity_Encode ); DELTA_ADDENCODER( "Custom_Encode", Custom_Encode ); DELTA_ADDENCODER( "Player_Encode", Player_Encode ); } int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) { #if defined( CLIENT_WEAPONS ) int i; weapon_data_t *item; entvars_t *pev = &player->v; CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); CBasePlayerWeapon *gun; ItemInfo II; memset( info, 0, 32 * sizeof( weapon_data_t ) ); if ( !pl ) return 1; // go through all of the weapons and make a list of the ones to pack for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) { if ( pl->m_rgpPlayerItems[ i ] ) { // there's a weapon here. Should I pack it? CBasePlayerItem *pPlayerItem = pl->m_rgpPlayerItems[ i ]; while ( pPlayerItem ) { gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr(); if ( gun && gun->UseDecrement() ) { // Get The ID. memset( &II, 0, sizeof( II ) ); gun->GetItemInfo( &II ); if ( II.iId >= 0 && II.iId < 32 ) { item = &info[ II.iId ]; item->m_iId = II.iId; item->m_iClip = gun->m_iClip; item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001 ); item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 ); item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 ); item->m_fInReload = gun->m_fInReload; } } pPlayerItem = pPlayerItem->m_pNext; } } } #else memset( info, 0, 32 * sizeof( weapon_data_t ) ); #endif return 1; } /* ================= UpdateClientData Data sent to current client only engine sets cd to 0 before calling. ================= */ void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd ) { cd->flags = ent->v.flags; cd->health = ent->v.health; cd->viewmodel = MODEL_INDEX( STRING( ent->v.viewmodel ) ); cd->waterlevel = ent->v.waterlevel; cd->watertype = ent->v.watertype; cd->weapons = ent->v.weapons; // Vectors cd->origin = ent->v.origin; cd->velocity = ent->v.velocity; cd->view_ofs = ent->v.view_ofs; cd->punchangle = ent->v.punchangle; cd->bInDuck = ent->v.bInDuck; cd->flTimeStepSound = ent->v.flTimeStepSound; cd->flDuckTime = ent->v.flDuckTime; cd->flSwimTime = ent->v.flSwimTime; cd->waterjumptime = ent->v.teleport_time; strcpy( cd->physinfo, ENGINE_GETPHYSINFO( ent ) ); cd->maxspeed = ent->v.maxspeed; cd->fov = ent->v.fov; cd->weaponanim = ent->v.weaponanim; cd->pushmsec = ent->v.pushmsec; #if defined( CLIENT_WEAPONS ) if ( sendweapons ) { entvars_t *pev = (entvars_t *)&ent->v; CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); if ( pl ) { cd->m_flNextAttack = pl->m_flNextAttack; if ( pl->m_pActiveItem ) { CBasePlayerWeapon *gun; gun = (CBasePlayerWeapon *)pl->m_pActiveItem->GetWeaponPtr(); if ( gun && gun->UseDecrement() ) { ItemInfo II; memset( &II, 0, sizeof( II ) ); gun->GetItemInfo( &II ); cd->m_iId = II.iId; } } } } #endif } /* ================= CmdStart We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc. This is the time to examine the usercmd for anything extra. This call happens even if think does not. ================= */ void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed ) { entvars_t *pev = (entvars_t *)&player->v; CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); if( !pl ) return; if ( pl->pev->groupinfo != 0 ) { UTIL_SetGroupTrace( pl->pev->groupinfo, GROUP_OP_AND ); } pl->random_seed = random_seed; } /* ================= CmdEnd Each cmdstart is exactly matched with a cmd end, clean up any group trace flags, etc. here ================= */ void CmdEnd ( const edict_t *player ) { entvars_t *pev = (entvars_t *)&player->v; CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); if( !pl ) return; if ( pl->pev->groupinfo != 0 ) { UTIL_UnsetGroupTrace(); } } /* ================================ ConnectionlessPacket Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max size of the response_buffer, so you must zero it out if you choose not to respond. ================================ */ int ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ) { // Parse stuff from args int max_buffer_size = *response_buffer_size; // Zero it out since we aren't going to respond. // If we wanted to response, we'd write data into response_buffer *response_buffer_size = 0; // Since we don't listen for anything here, just respond that it's a bogus message // If we didn't reject the message, we'd return 1 for success instead. return 0; } /* ================================ GetHullBounds Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist. ================================ */ int GetHullBounds( int hullnumber, float *mins, float *maxs ) { int iret = 0; switch ( hullnumber ) { case 0: // Normal player mins = VEC_HULL_MIN; maxs = VEC_HULL_MAX; iret = 1; break; case 1: // Crouched player mins = VEC_DUCK_HULL_MIN; maxs = VEC_DUCK_HULL_MAX; iret = 1; break; case 2: // Point based hull mins = Vector( 0, 0, 0 ); maxs = Vector( 0, 0, 0 ); iret = 1; break; } return iret; } /* ================================ CreateInstancedBaselines Create pseudo-baselines for items that aren't placed in the map at spawn time, but which are likely to be created during play ( e.g., grenades, ammo packs, projectiles, corpses, etc. ) ================================ */ void CreateInstancedBaselines ( void ) { int iret = 0; entity_state_t state; memset( &state, 0, sizeof( state ) ); // Create any additional baselines here for things like grendates, etc. // iret = ENGINE_INSTANCE_BASELINE( pc->pev->classname, &state ); // Destroy objects. //UTIL_Remove( pc ); } /* ================================ InconsistentFile One of the ENGINE_FORCE_UNMODIFIED files failed the consistency check for the specified player Return 0 to allow the client to continue, 1 to force immediate disconnection ( with an optional disconnect message of up to 256 characters ) ================================ */ int InconsistentFile( const edict_t *player, const char *filename, char *disconnect_message ) { // Server doesn't care? if ( CVAR_GET_FLOAT( "mp_consistency" ) != 1 ) return 0; // Default behavior is to kick the player sprintf( disconnect_message, "Server is enforcing file consistency for %s\n", filename ); // Kick now with specified disconnect message. return 1; } /* ================================ AllowLagCompensation The game .dll should return 1 if lag compensation should be allowed ( could also just set the sv_unlag cvar. Most games right now should return 0, until client-side weapon prediction code is written and tested for them ( note you can predict weapons, but not do lag compensation, too, if you want. ================================ */ int AllowLagCompensation( void ) { return 0; }
# | Change | User | Description | Committed | |
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#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
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//guest/samwise/p4hl/src/dlls/client.cpp | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |