ns/main/source/dlls/player.h

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/***
*
* Copyright (c) 1999, 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.
*
****/
#ifndef PLAYER_H
#define PLAYER_H
#include "pm_materials.h"
#define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet
#define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet
#define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second.
#define PLAYER_MIN_BOUNCE_SPEED 200
#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
//
// Player PHYSICS FLAGS bits
//
#define PFLAG_ONLADDER ( 1<<0 )
#define PFLAG_ONSWING ( 1<<0 )
#define PFLAG_ONTRAIN ( 1<<1 )
#define PFLAG_ONBARNACLE ( 1<<2 )
#define PFLAG_DUCKING ( 1<<3 ) // In the process of ducking, but totally squatted yet
#define PFLAG_USING ( 1<<4 ) // Using a continuous entity
#define PFLAG_OBSERVER ( 1<<5 ) // player is locked in stationary cam mode. Spectators can move, observers can't.
//
// generic player
//
//-----------------------------------------------------
//This is Half-Life player entity
//-----------------------------------------------------
#define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
#define SUIT_GROUP TRUE
#define SUIT_SENTENCE FALSE
#define SUIT_REPEAT_OK 0
#define SUIT_NEXT_IN_30SEC 30
#define SUIT_NEXT_IN_1MIN 60
#define SUIT_NEXT_IN_5MIN 300
#define SUIT_NEXT_IN_10MIN 600
#define SUIT_NEXT_IN_30MIN 1800
#define SUIT_NEXT_IN_1HOUR 3600
#define CSUITNOREPEAT 32
#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
#define TEAM_NAME_LENGTH 16
typedef enum
{
PLAYER_IDLE,
PLAYER_WALK,
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1,
PLAYER_RELOAD,
PLAYER_PRIME,
PLAYER_RELOAD_START,
PLAYER_RELOAD_INSERT,
PLAYER_RELOAD_END
} PLAYER_ANIM;
#define MAX_ID_RANGE 2048
#define SBAR_STRING_SIZE 128
enum sbar_data
{
SBAR_ID_TARGETNAME = 1,
SBAR_ID_TARGETHEALTH,
SBAR_ID_TARGETARMOR,
SBAR_ID_TARGETLEVEL,
SBAR_END,
};
#define CHAT_INTERVAL 1.0f
class CBasePlayer : public CBaseMonster
{
public:
int random_seed; // See that is shared between client & server for shared weapons code
int m_iPlayerSound;// the index of the sound list slot reserved for this player
int m_iTargetVolume;// ideal sound volume.
int m_iWeaponVolume;// how loud the player's weapon is right now.
int m_iExtraSoundTypes;// additional classification for this weapon's sound
int m_iWeaponFlash;// brightness of the weapon flash
float m_flStopExtraSoundTime;
// float m_flFlashLightTime; // Time until next battery draw/Recharge
// int m_iFlashBattery; // Flashlight Battery Draw
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
edict_t *m_pentSndLast; // last sound entity to modify player room type
float m_flSndRoomtype; // last roomtype set by sound entity
float m_flSndRange; // dist from player to sound entity
float m_flFallVelocity;
int m_rgItems[MAX_ITEMS];
int m_fKnownItem; // True when a new item needs to be added
int m_fNewAmmo; // True when a new item has been added
unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden
float m_fNextSuicideTime; // the time after which the player can next use the suicide command
// these are time-sensitive things that we keep track of
float m_flTimeStepSound; // when the last stepping sound was made
float m_flTimeWeaponIdle; // when to play another weapon idle animation.
float m_flSwimTime; // how long player has been underwater
float m_flDuckTime; // how long we've been ducking
float m_flWallJumpTime; // how long until next walljump
float m_flSuitUpdate; // when to play next suit update
int m_rgSuitPlayList[CSUITPLAYLIST];// next sentencenum to play for suit update
int m_iSuitPlayNext; // next sentence slot for queue storage;
int m_rgiSuitNoRepeat[CSUITNOREPEAT]; // suit sentence no repeat list
float m_rgflSuitNoRepeatTime[CSUITNOREPEAT]; // how long to wait before allowing repeat
int m_lastDamageAmount; // Last damage taken
float m_tbdPrev; // Time-based damage timer
float m_flgeigerRange; // range to nearest radiation source
float m_flgeigerDelay; // delay per update of range msg to client
int m_igeigerRangePrev;
int m_iStepLeft; // alternate left/right foot stepping sound
char m_szTextureName[CBTEXTURENAMEMAX]; // current texture name we're standing on
char m_chTextureType; // current texture type
int m_idrowndmg; // track drowning damage taken
int m_idrownrestored; // track drowning damage restored
int m_bitsHUDDamage; // Damage bits for the current fame. These get sent to
// the hude via the DAMAGE message
BOOL m_fInitHUD; // True when deferred HUD restart msg needs to be sent
BOOL m_fGameHUDInitialized;
int m_iTrain; // Train control position
BOOL m_fWeapon; // Set this to FALSE to force a reset of the current weapon HUD info
EHANDLE m_pTank; // the tank which the player is currently controlling, NULL if no tank
float m_fDeadTime; // the time at which the player died (used in PlayerDeathThink())
BOOL m_fNoPlayerSound; // a debugging feature. Player makes no sound if this is true.
BOOL m_fLongJump; // does this player have the longjump module?
float m_tSneaking;
int m_iUpdateTime; // stores the number of frame ticks before sending HUD update messages
int m_iClientHealth; // the health currently known by the client. If this changes, send a new
int m_iClientBattery; // the Battery currently known by the client. If this changes, send a new
int m_iHideHUD; // the players hud weapon info is to be hidden
int m_iClientHideHUD;
int m_iFOV; // field of view
int m_iClientFOV; // client's known FOV
// usable player items
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
CBasePlayerItem *m_pActiveItem;
CBasePlayerItem *m_pClientActiveItem; // client version of the active item
CBasePlayerItem *m_pLastItem;
// Added by mmcguire.
string_t m_pLastItemName;
// shared ammo slots
int m_rgAmmo[MAX_AMMO_SLOTS];
int m_rgAmmoLast[MAX_AMMO_SLOTS];
Vector m_vecAutoAim;
BOOL m_fOnTarget;
int m_iDeaths;
float m_iRespawnFrames; // used in PlayerDeathThink() to make sure players can always respawn
int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE
int m_nCustomSprayFrames;// Custom clan logo frames for this player
float m_flNextDecalTime;// next time this player can spray a decal
char m_szTeamName[TEAM_NAME_LENGTH];
virtual void Spawn( void );
void Pain( void );
// virtual void Think( void );
virtual void Jump( void );
virtual void Duck( void );
virtual void PreThink( void );
virtual void PostThink( void );
virtual Vector GetGunPosition( void );
virtual int GetMaxWalkSpeed(void) const;
virtual int TakeHealth( float flHealth, int bitsDamageType );
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
virtual void Killed( entvars_t *pevAttacker, int iGib );
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) + pev->view_ofs * RANDOM_FLOAT( 0.5, 1.1 ); }; // position to shoot at
virtual void StartSneaking( void ) { m_tSneaking = gpGlobals->time - 1; }
virtual void StopSneaking( void ) { m_tSneaking = gpGlobals->time + 30; }
virtual BOOL IsSneaking( void ) { return m_tSneaking <= gpGlobals->time; }
virtual BOOL IsAlive() const;
virtual BOOL IsAlive(bool inIncludeSpectating) const;
virtual BOOL ShouldFadeOnDeath( void ) { return FALSE; }
void SpawnClientSideCorpse();
virtual BOOL IsPlayer( void ) { return TRUE; } // Spectators should return FALSE for this, they aren't "players" as far as game logic is concerned
virtual BOOL IsNetClient( void ) { return !(pev->flags & FL_FAKECLIENT); } // Bots should return FALSE for this, they can't receive NET messages
// Spectators should return TRUE for this
virtual char *TeamID(void);
virtual void SetTeamID(const char* inTeamID);
virtual int GetEffectivePlayerClass() { return 0; }
virtual int GetAuthenticationMask() { return 0; }
virtual void EffectivePlayerClassChanged();
virtual void NeedsTeamUpdate();
virtual void SendTeamUpdate();
virtual void SendWeaponUpdate();
virtual void InitPlayerFromSpawn(edict_t* inSpawn);
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
void RenewItems(void);
virtual void PackDeadPlayerItems( void );
void DestroyAllItems( BOOL removeSuit );
void RemoveAllItems( BOOL removeSuit );
BOOL SwitchWeapon( CBasePlayerItem *pWeapon );
// JOHN: sends custom messages if player HUD data has changed (eg health, ammo)
virtual void UpdateClientData( void );
static TYPEDESCRIPTION m_playerSaveData[];
// Player is moved across the transition by other means
virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual void Precache( void );
BOOL IsOnLadder( void );
BOOL FlashlightIsOn( void );
void FlashlightTurnOn( void );
void FlashlightTurnOff( void );
void UpdatePlayerSound ( void );
void DeathSound ( void );
int Classify ( void );
virtual void GetAnimationForActivity(int inActivity, char outAnimation[64], bool inGaitSequence = false) { strcpy(outAnimation, ""); };
void SetAnimation( PLAYER_ANIM playerAnim );
void SetWeaponAnimType( const char *szExtention );
char m_szAnimExtention[32];
// custom player functions
virtual void ImpulseCommands( void );
void CheatImpulseCommands( int iImpulse );
void StartDeathCam( void );
virtual void StartObserver( Vector vecPosition, Vector vecViewAngle );
virtual void StopObserver();
// Observer camera
bool Observer_FindNextPlayer(bool inReverse = false);
void Observer_HandleButtons();
void Observer_SetMode( int iMode );
void Observer_SpectatePlayer( int idx);
EHANDLE m_hObserverTarget;
float m_flNextObserverInput;
int IsObserver() const { return pev->iuser1; };
virtual float GetAdrenalineFactor() const { return 0.0f; }
virtual void AddPoints( int score, BOOL bAllowNegativeScore );
virtual void AddPointsToTeam( int score, BOOL bAllowNegativeScore );
BOOL AddPlayerItem( CBasePlayerItem *pItem );
BOOL RemovePlayerItem( CBasePlayerItem *pItem );
void DropPlayerItem ( char *pszItemName );
BOOL HasPlayerItem( CBasePlayerItem *pCheckItem );
CBasePlayerItem* HasNamedPlayerItem( const char *pszItemName );
BOOL HasItem(CBasePlayerItem* inWeapon);
BOOL HasItemWithFlag(int inFlag, CBasePlayerItem*& outItem);
BOOL HasWeapons( void );// do I have ANY weapons?
void SelectPrevItem( int iItem );
void SelectNextItem( int iItem );
void SelectLastItem(void);
void SelectItem(const char *pstr);
void ItemPreFrame( void );
virtual void ItemPostFrame( void );
virtual void GiveNamedItem( const char *szName, bool inSendMessage = false);
void EnableControl(BOOL fControl);
virtual int GiveAmmo( int iAmount, char *szName, int iMax );
void SendAmmoUpdate(void);
void WaterMove( void );
virtual void Suicide();
void EXPORT PlayerDeathThink( void );
void EXPORT SuicideThink(void);
void PlayerUse( void );
void ClearKeys( void);
void CheckSuitUpdate();
void SetSuitUpdate(char *name, int fgroup, int iNoRepeat);
void UpdateGeigerCounter( void );
void CheckTimeBasedDamage( void );
BOOL FBecomeProne ( void );
void BarnacleVictimBitten ( entvars_t *pevBarnacle );
void BarnacleVictimReleased ( void );
static int GetAmmoIndex(const char *psz);
int AmmoInventory( int iAmmoIndex );
int Illumination( void );
void ResetAutoaim( void );
Vector GetAutoaimVector( float flDelta );
Vector AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta );
void ForceClientDllUpdate( void ); // Forces all client .dll specific data to be resent to client.
void DeathMessage( entvars_t *pevKiller );
void SetCustomDecalFrames( int nFrames );
int GetCustomDecalFrames( void );
void CBasePlayer::TabulateAmmo( void );
float m_flStartCharge;
float m_flAmmoStartCharge;
float m_flPlayAftershock;
float m_flNextAmmoBurn;// while charging, when to absorb another unit of player's ammo?
//Player ID
void InitStatusBar( void );
void UpdateStatusBar( void );
int m_izSBarState[ SBAR_END ];
float m_flNextSBarUpdateTime;
float m_flStatusBarDisappearDelay;
char m_SbarString0[ SBAR_STRING_SIZE ];
char m_SbarString1[ SBAR_STRING_SIZE ];
float m_flNextChatTime;
int m_DefaultSpectatingMode;
int m_DefaultSpectatingTarget;
CBaseEntity* GetSpectatingEntity() const;
int GetDefaultSpectatingMode() const { return this->m_DefaultSpectatingMode; }
int GetDefaultSpectatingTarget() const { return this->m_DefaultSpectatingTarget; }
void SetDefaultSpectatingSettings(int inSpectatingMode, int inDefaultSpectatingTarget = -1) { this->m_DefaultSpectatingMode = inSpectatingMode; this->m_DefaultSpectatingTarget = inDefaultSpectatingTarget; }
// Added by mmcguire.
virtual bool GetCanUseWeapon() const { return true; }
};
#define AUTOAIM_2DEGREES 0.0348994967025
#define AUTOAIM_5DEGREES 0.08715574274766
#define AUTOAIM_8DEGREES 0.1391731009601
#define AUTOAIM_10DEGREES 0.1736481776669
extern int gmsgHudText;
extern BOOL gInitHUD;
// HLSDK 2.3 update
//// Observer Movement modes (stored in pev->iuser1, so the physics code can get at them)
//#define OBS_CHASE_LOCKED 1
//#define OBS_CHASE_FREE 2
//#define OBS_ROAMING 3
#endif // PLAYER_H