diff options
Diffstat (limited to 'game/server/portal/portal_client.cpp')
| -rw-r--r-- | game/server/portal/portal_client.cpp | 176 |
1 files changed, 176 insertions, 0 deletions
diff --git a/game/server/portal/portal_client.cpp b/game/server/portal/portal_client.cpp new file mode 100644 index 0000000..e7ebaef --- /dev/null +++ b/game/server/portal/portal_client.cpp @@ -0,0 +1,176 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +/* + +===== portal_client.cpp ======================================================== + + Portal client/server game specific stuff + +*/ + +#include "cbase.h" +#include "portal_player.h" +#include "portal_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" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.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 ) +{ + // Allocate a CBasePlayer for pev, and call spawn + CPortal_Player *pPlayer = CPortal_Player::CreatePlayer( "player", pEdict ); + pPlayer->PlayerData()->netname = AllocPooledString( playername ); +} + + +void ClientActive( edict_t *pEdict, bool bLoadGame ) +{ + CPortal_Player *pPlayer = dynamic_cast< CPortal_Player* >( CBaseEntity::Instance( pEdict ) ); + Assert( pPlayer ); + + 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 2"; +} + +//----------------------------------------------------------------------------- +// 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 ) +{ + 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( "Missile.ShotDown" ); + CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" ); + CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" ); + CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" ); + + CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" ); + CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" ); + + CBaseEntity::PrecacheModel( "models/portals/portal1.mdl" ); + CBaseEntity::PrecacheModel( "models/portals/portal2.mdl" ); +} + + +// 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 + ((CPortal_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); +} + +//========================================================= +// instantiate the proper game rules object +//========================================================= +void InstallGameRules() +{ + if ( !gpGlobals->deathmatch ) + { + CreateGameRulesObject( "CPortalGameRules" ); + return; + } + else + { + if ( teamplay.GetInt() > 0 ) + { + // teamplay + CreateGameRulesObject( "CTeamplayRules" ); + } + else + { + // vanilla deathmatch + CreateGameRulesObject( "CMultiplayRules" ); + } + } +} + |