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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+/*
+
+===== tf_client.cpp ========================================================
+
+ HL1 client/server game specific stuff
+
+*/
+
+#include "cbase.h"
+#include "hl1_player.h"
+#include "hl1mp_player.h"
+#include "hl1_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 "tier0/vprof.h"
+
+void Host_Say( edict_t *pEdict, bool teamonly );
+
+extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname );
+extern bool g_fGameOver;
+
+/*
+===========
+ClientPutInServer
+
+called each time a player is spawned into the game
+============
+*/
+void ClientPutInServer( edict_t *pEdict, const char *playername )
+{
+ CHL1_Player *pPlayer = NULL;
+
+ // Allocate a CBasePlayer for pev, and call spawn
+ if ( g_pGameRules->IsMultiplayer() )
+ pPlayer = CHL1_Player::CreatePlayer( "player_mp", pEdict );
+ else
+ pPlayer = CHL1_Player::CreatePlayer( "player", pEdict );
+
+ pPlayer->SetPlayerName( playername );
+}
+
+
+void ClientActive( edict_t *pEdict, bool bLoadGame )
+{
+ CHL1_Player *pPlayer = dynamic_cast< CHL1_Player* >( CBaseEntity::Instance( pEdict ) );
+
+ pPlayer->InitialSpawn();
+
+ if ( !bLoadGame )
+ {
+ pPlayer->Spawn();
+ }
+}
+
+
+/*
+===============
+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 1";
+}
+
+//-----------------------------------------------------------------------------
+// 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<CBasePlayer*>(GetContainingEntity(pEdict)), classname ));
+ }
+ return NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Precache game-specific models & sounds
+//-----------------------------------------------------------------------------
+void ClientGamePrecache( void )
+{
+ // Multiplayer uses different models, and more of them.
+ if ( g_pGameRules->IsMultiplayer() )
+ {
+ CBaseEntity::PrecacheModel("models/player/mp/barney/barney.mdl");
+ CBaseEntity::PrecacheModel("models/player/mp/gina/gina.mdl");
+ CBaseEntity::PrecacheModel("models/player/mp/gman/gman.mdl");
+ CBaseEntity::PrecacheModel("models/player/mp/gordon/gordon.mdl");
+ CBaseEntity::PrecacheModel("models/player/mp/helmet/helmet.mdl");
+ CBaseEntity::PrecacheModel("models/player/mp/hgrunt/hgrunt.mdl");
+ CBaseEntity::PrecacheModel("models/player/mp/robo/robo.mdl");
+ CBaseEntity::PrecacheModel("models/player/mp/scientist/scientist.mdl");
+ CBaseEntity::PrecacheModel("models/player/mp/zombie/zombie.mdl");
+ CBaseEntity::PrecacheModel("models/player.mdl" );
+ }
+ else
+ {
+ CBaseEntity::PrecacheModel("models/player.mdl" );
+ }
+
+ CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" );
+
+ CBaseEntity::PrecacheScriptSound( "Player.UseDeny" );
+}
+
+
+// called by ClientKill and DeadThink
+void respawn( CBaseEntity *pEdict, bool fCopyCorpse )
+{
+ if (gpGlobals->coop || gpGlobals->deathmatch)
+ {
+ if ( fCopyCorpse )
+ {
+ // make a copy of the dead body for appearances sake
+ ((CHL1MP_Player *)pEdict)->CreateCorpse();
+ }
+
+ // respawn player
+ pEdict->Spawn();
+ }
+ else
+ { // restart the entire server
+ engine->ServerCommand("reload\n");
+ }
+}
+
+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()
+{
+ engine->ServerCommand( "exec game.cfg\n" );
+ engine->ServerExecute( );
+
+ if ( !gpGlobals->deathmatch )
+ {
+ // generic half-life
+ CreateGameRulesObject( "CHalfLife1" );
+ return;
+ }
+ else
+ {
+ CreateGameRulesObject( "CHL1MPRules" );
+ return;
+
+ if ( teamplay.GetInt() > 0 )
+ {
+ // teamplay
+ CreateGameRulesObject( "CTeamplayRules" );
+ return;
+ }
+
+ // vanilla deathmatch
+ CreateGameRulesObject( "CMultiplayRules" );
+ return;
+ }
+
+ CreateGameRulesObject( "CHalfLife1" );
+}
+