//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== tf_client.cpp ======================================================== HL2 client/server game specific stuff */ #include "cbase.h" #include "hl2mp_player.h" #include "hl2mp_gamerules.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "entitylist.h" #include "physics.h" #include "game.h" #include "player_resource.h" #include "engine/IEngineSound.h" #include "team.h" #include "viewport_panel_names.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" void ClientKill( edict_t *pEdict ); void Host_Say( edict_t *pEdict, bool teamonly ); extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname ); extern bool g_fGameOver; void FinishClientPutInServer( CHL2MP_Player *pPlayer ) { pPlayer->InitialSpawn(); pPlayer->Spawn(); char sName[128]; Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) ); // First parse the name and remove any %'s for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ ) { // Replace it with a space if ( *pApersand == '%' ) *pApersand = ' '; } // notify other clients of player joining the game UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "" ); if ( HL2MPRules()->IsTeamplay() == true ) { ClientPrint( pPlayer, HUD_PRINTTALK, "You are on team %s1\n", pPlayer->GetTeam()->GetName() ); } const ConVar *hostname = cvar->FindVar( "hostname" ); const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY"; KeyValues *data = new KeyValues("data"); data->SetString( "title", title ); // info panel title data->SetString( "type", "1" ); // show userdata from stringtable entry data->SetString( "msg", "motd" ); // use this stringtable entry pPlayer->ShowViewPortPanel( PANEL_INFO, true, data ); data->deleteThis(); } /* =========== ClientPutInServer called each time a player is spawned into the game ============ */ void ClientPutInServer( edict_t *pEdict, const char *playername ) { // Allocate a CBaseTFPlayer for pev, and call spawn CHL2MP_Player *pPlayer = CHL2MP_Player::CreatePlayer( "player", pEdict ); char trimmedName[MAX_PLAYER_NAME_LENGTH]; Q_strncpy( trimmedName, playername, sizeof( trimmedName ) ); pPlayer->PlayerData()->netname = AllocPooledString( trimmedName ); } void ClientActive( edict_t *pEdict, bool bLoadGame ) { // Can't load games in CS! Assert( !bLoadGame ); CHL2MP_Player *pPlayer = ToHL2MPPlayer( CBaseEntity::Instance( pEdict ) ); FinishClientPutInServer( pPlayer ); } /* =============== 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 "Nightfall Deathmatch"; } //----------------------------------------------------------------------------- // Purpose: Given a player and optional name returns the entity of that // classname that the player is nearest facing // // Input : // Output : //----------------------------------------------------------------------------- CBaseEntity* FindEntity( edict_t *pEdict, char *classname) { // If no name was given set bits based on the picked if (FStrEq(classname,"")) { return (FindPickerEntityClass( static_cast(GetContainingEntity(pEdict)), classname )); } return NULL; } //----------------------------------------------------------------------------- // Purpose: Precache game-specific models & sounds //----------------------------------------------------------------------------- void ClientGamePrecache( void ) { CBaseEntity::PrecacheModel("models/player.mdl"); CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" ); CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl"); CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" ); CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" ); CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" ); CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" ); CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" ); CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" ); CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" ); CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" ); CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" ); } // called by ClientKill and DeadThink void respawn( CBaseEntity *pEdict, bool fCopyCorpse ) { CHL2MP_Player *pPlayer = ToHL2MPPlayer( pEdict ); if ( pPlayer ) { if ( gpGlobals->curtime > pPlayer->GetDeathTime() + DEATH_ANIMATION_TIME ) { // respawn player pPlayer->Spawn(); } else { pPlayer->SetNextThink( gpGlobals->curtime + 0.1f ); } } } void GameStartFrame( void ) { VPROF("GameStartFrame()"); if ( g_fGameOver ) return; gpGlobals->teamplay = (teamplay.GetInt() != 0); #ifdef DEBUG extern void Bot_RunAll(); Bot_RunAll(); #endif } //========================================================= // instantiate the proper game rules object //========================================================= void InstallGameRules() { // vanilla deathmatch CreateGameRulesObject( "CHL2MPRules" ); }