143 lines
3.7 KiB
C++
143 lines
3.7 KiB
C++
//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Functionality for the observer chase camera
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "pm_shared.h"
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// Find the next client in the game for this player to spectate
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void CBasePlayer::Observer_FindNextPlayer()
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{
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// MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching
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// only a subset of the players. e.g. Make it check the target's team.
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CBaseEntity *client = m_hObserverTarget;
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while ( (client = (CBaseEntity*)UTIL_FindEntityByClassname( client, "player" )) != m_hObserverTarget )
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{
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if ( !client )
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continue;
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if ( !client->pev )
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continue;
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if ( client == this )
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continue;
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// Add checks on target here.
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m_hObserverTarget = client;
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break;
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}
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// Did we find a target?
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if ( m_hObserverTarget )
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{
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// Store the target in pev so the physics DLL can get to it
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if (pev->iuser1 != OBS_ROAMING)
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pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
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// Move to the target
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UTIL_SetOrigin( pev, m_hObserverTarget->pev->origin );
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ALERT( at_console, "Now Tracking %s\n", STRING( m_hObserverTarget->pev->classname ) );
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}
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else
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{
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ALERT( at_console, "No observer targets.\n" );
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}
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}
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// Handle buttons in observer mode
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void CBasePlayer::Observer_HandleButtons()
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{
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// Slow down mouse clicks
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if ( m_flNextObserverInput > gpGlobals->time )
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return;
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// Jump changes from modes: Chase to Roaming
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if ( m_afButtonPressed & IN_JUMP )
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{
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if ( pev->iuser1 == OBS_CHASE_LOCKED )
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Observer_SetMode( OBS_CHASE_FREE );
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else if ( pev->iuser1 == OBS_CHASE_FREE )
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Observer_SetMode( OBS_ROAMING );
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else if ( pev->iuser1 == OBS_ROAMING )
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Observer_SetMode( OBS_IN_EYE );
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else if ( pev->iuser1 == OBS_IN_EYE )
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Observer_SetMode( OBS_MAP_FREE );
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else if ( pev->iuser1 == OBS_MAP_FREE )
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Observer_SetMode( OBS_MAP_CHASE );
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else
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Observer_SetMode( OBS_CHASE_FREE ); // don't use OBS_CHASE_LOCKED anymore
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m_flNextObserverInput = gpGlobals->time + 0.2;
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}
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// Attack moves to the next player
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if ( m_afButtonPressed & IN_ATTACK )
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{
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Observer_FindNextPlayer();
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m_flNextObserverInput = gpGlobals->time + 0.2;
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}
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}
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// Attempt to change the observer mode
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void CBasePlayer::Observer_SetMode( int iMode )
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{
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// Just abort if we're changing to the mode we're already in
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if ( iMode == pev->iuser1 )
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return;
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// is valid mode ?
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if ( iMode < OBS_CHASE_LOCKED || iMode > OBS_MAP_CHASE )
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iMode = OBS_IN_EYE; // now it is
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// if we are not roaming, we need a valid target to track
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if ( (iMode != OBS_ROAMING) && (m_hObserverTarget == 0) )
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{
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Observer_FindNextPlayer();
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// if we didn't find a valid target switch to roaming
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if (m_hObserverTarget == 0)
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{
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ClientPrint( pev, HUD_PRINTCENTER, "#Spec_NoTarget" );
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iMode = OBS_ROAMING;
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}
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}
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// set spectator mode
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pev->iuser1 = iMode;
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// set target if not roaming
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if (iMode == OBS_ROAMING)
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pev->iuser2 = 0;
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else
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pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
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// print spepctaor mode on client screen
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char modemsg[16];
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sprintf(modemsg,"#Spec_Mode%i", iMode);
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ClientPrint( pev, HUD_PRINTCENTER, modemsg );
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}
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