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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef PLAYER_H
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#define PLAYER_H
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#include "pm_materials.h"
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#define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet
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#define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet
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#define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second.
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#define PLAYER_MIN_BOUNCE_SPEED 200
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#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
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//
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// Player PHYSICS FLAGS bits
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//
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#define PFLAG_ONLADDER ( 1<<0 )
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#define PFLAG_ONSWING ( 1<<0 )
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#define PFLAG_ONTRAIN ( 1<<1 )
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#define PFLAG_ONBARNACLE ( 1<<2 )
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#define PFLAG_DUCKING ( 1<<3 ) // In the process of ducking, but totally squatted yet
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#define PFLAG_USING ( 1<<4 ) // Using a continuous entity
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#define PFLAG_OBSERVER ( 1<<5 ) // player is locked in stationary cam mode. Spectators can move, observers can't.
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//
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// generic player
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//
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//-----------------------------------------------------
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//This is Half-Life player entity
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//-----------------------------------------------------
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#define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
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#define SUIT_GROUP TRUE
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#define SUIT_SENTENCE FALSE
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#define SUIT_REPEAT_OK 0
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#define SUIT_NEXT_IN_30SEC 30
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#define SUIT_NEXT_IN_1MIN 60
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#define SUIT_NEXT_IN_5MIN 300
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#define SUIT_NEXT_IN_10MIN 600
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#define SUIT_NEXT_IN_30MIN 1800
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#define SUIT_NEXT_IN_1HOUR 3600
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#define CSUITNOREPEAT 32
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#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
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#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
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#define TEAM_NAME_LENGTH 16
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typedef enum
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{
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PLAYER_IDLE,
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PLAYER_WALK,
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PLAYER_JUMP,
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PLAYER_SUPERJUMP,
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PLAYER_DIE,
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PLAYER_ATTACK1,
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} PLAYER_ANIM;
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#define MAX_ID_RANGE 2048
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#define SBAR_STRING_SIZE 128
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enum sbar_data
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{
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SBAR_ID_TARGETNAME = 1,
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SBAR_ID_TARGETHEALTH,
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SBAR_ID_TARGETARMOR,
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SBAR_END,
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};
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#define CHAT_INTERVAL 1.0f
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class CBasePlayer : public CBaseMonster
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{
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public:
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int random_seed; // See that is shared between client & server for shared weapons code
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int m_iPlayerSound;// the index of the sound list slot reserved for this player
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int m_iTargetVolume;// ideal sound volume.
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int m_iWeaponVolume;// how loud the player's weapon is right now.
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int m_iExtraSoundTypes;// additional classification for this weapon's sound
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int m_iWeaponFlash;// brightness of the weapon flash
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float m_flStopExtraSoundTime;
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float m_flFlashLightTime; // Time until next battery draw/Recharge
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int m_iFlashBattery; // Flashlight Battery Draw
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int m_afButtonLast;
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int m_afButtonPressed;
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int m_afButtonReleased;
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edict_t *m_pentSndLast; // last sound entity to modify player room type
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float m_flSndRoomtype; // last roomtype set by sound entity
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float m_flSndRange; // dist from player to sound entity
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float m_flFallVelocity;
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int m_rgItems[MAX_ITEMS];
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int m_fKnownItem; // True when a new item needs to be added
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int m_fNewAmmo; // True when a new item has been added
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unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden
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float m_fNextSuicideTime; // the time after which the player can next use the suicide command
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// these are time-sensitive things that we keep track of
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float m_flTimeStepSound; // when the last stepping sound was made
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float m_flTimeWeaponIdle; // when to play another weapon idle animation.
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float m_flSwimTime; // how long player has been underwater
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float m_flDuckTime; // how long we've been ducking
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float m_flWallJumpTime; // how long until next walljump
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float m_flSuitUpdate; // when to play next suit update
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int m_rgSuitPlayList[CSUITPLAYLIST];// next sentencenum to play for suit update
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int m_iSuitPlayNext; // next sentence slot for queue storage;
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int m_rgiSuitNoRepeat[CSUITNOREPEAT]; // suit sentence no repeat list
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float m_rgflSuitNoRepeatTime[CSUITNOREPEAT]; // how long to wait before allowing repeat
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int m_lastDamageAmount; // Last damage taken
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float m_tbdPrev; // Time-based damage timer
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float m_flgeigerRange; // range to nearest radiation source
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float m_flgeigerDelay; // delay per update of range msg to client
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int m_igeigerRangePrev;
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int m_iStepLeft; // alternate left/right foot stepping sound
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char m_szTextureName[CBTEXTURENAMEMAX]; // current texture name we're standing on
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char m_chTextureType; // current texture type
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int m_idrowndmg; // track drowning damage taken
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int m_idrownrestored; // track drowning damage restored
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int m_bitsHUDDamage; // Damage bits for the current fame. These get sent to
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// the hude via the DAMAGE message
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BOOL m_fInitHUD; // True when deferred HUD restart msg needs to be sent
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BOOL m_fGameHUDInitialized;
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int m_iTrain; // Train control position
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BOOL m_fWeapon; // Set this to FALSE to force a reset of the current weapon HUD info
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EHANDLE m_pTank; // the tank which the player is currently controlling, NULL if no tank
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float m_fDeadTime; // the time at which the player died (used in PlayerDeathThink())
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BOOL m_fNoPlayerSound; // a debugging feature. Player makes no sound if this is true.
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BOOL m_fLongJump; // does this player have the longjump module?
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float m_tSneaking;
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int m_iUpdateTime; // stores the number of frame ticks before sending HUD update messages
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int m_iClientHealth; // the health currently known by the client. If this changes, send a new
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int m_iClientBattery; // the Battery currently known by the client. If this changes, send a new
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int m_iHideHUD; // the players hud weapon info is to be hidden
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int m_iClientHideHUD;
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int m_iFOV; // field of view
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int m_iClientFOV; // client's known FOV
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// usable player items
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CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
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CBasePlayerItem *m_pActiveItem;
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CBasePlayerItem *m_pClientActiveItem; // client version of the active item
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CBasePlayerItem *m_pLastItem;
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// shared ammo slots
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int m_rgAmmo[MAX_AMMO_SLOTS];
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int m_rgAmmoLast[MAX_AMMO_SLOTS];
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Vector m_vecAutoAim;
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BOOL m_fOnTarget;
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int m_iDeaths;
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float m_iRespawnFrames; // used in PlayerDeathThink() to make sure players can always respawn
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int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE
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int m_nCustomSprayFrames;// Custom clan logo frames for this player
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float m_flNextDecalTime;// next time this player can spray a decal
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char m_szTeamName[TEAM_NAME_LENGTH];
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virtual void Spawn( void );
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void Pain( void );
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// virtual void Think( void );
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virtual void Jump( void );
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virtual void Duck( void );
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virtual void PreThink( void );
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virtual void PostThink( void );
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virtual Vector GetGunPosition( void );
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virtual int TakeHealth( float flHealth, int bitsDamageType );
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virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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virtual void Killed( entvars_t *pevAttacker, int iGib );
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virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) + pev->view_ofs * RANDOM_FLOAT( 0.5, 1.1 ); }; // position to shoot at
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virtual void StartSneaking( void ) { m_tSneaking = gpGlobals->time - 1; }
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virtual void StopSneaking( void ) { m_tSneaking = gpGlobals->time + 30; }
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virtual BOOL IsSneaking( void ) { return m_tSneaking <= gpGlobals->time; }
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virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
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virtual BOOL ShouldFadeOnDeath( void ) { return FALSE; }
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virtual BOOL IsPlayer( void ) { return TRUE; } // Spectators should return FALSE for this, they aren't "players" as far as game logic is concerned
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virtual BOOL IsNetClient( void ) { return TRUE; } // Bots should return FALSE for this, they can't receive NET messages
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// Spectators should return TRUE for this
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virtual const char *TeamID( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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void RenewItems(void);
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void PackDeadPlayerItems( void );
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void RemoveAllItems( BOOL removeSuit );
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BOOL SwitchWeapon( CBasePlayerItem *pWeapon );
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// JOHN: sends custom messages if player HUD data has changed (eg health, ammo)
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virtual void UpdateClientData( void );
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static TYPEDESCRIPTION m_playerSaveData[];
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// Player is moved across the transition by other means
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virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual void Precache( void );
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BOOL IsOnLadder( void );
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BOOL FlashlightIsOn( void );
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void FlashlightTurnOn( void );
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void FlashlightTurnOff( void );
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void UpdatePlayerSound ( void );
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void DeathSound ( void );
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int Classify ( void );
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void SetAnimation( PLAYER_ANIM playerAnim );
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void SetWeaponAnimType( const char *szExtention );
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char m_szAnimExtention[32];
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// custom player functions
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virtual void ImpulseCommands( void );
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void CheatImpulseCommands( int iImpulse );
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void StartDeathCam( void );
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void StartObserver( Vector vecPosition, Vector vecViewAngle );
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void AddPoints( int score, BOOL bAllowNegativeScore );
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void AddPointsToTeam( int score, BOOL bAllowNegativeScore );
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BOOL AddPlayerItem( CBasePlayerItem *pItem );
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BOOL RemovePlayerItem( CBasePlayerItem *pItem );
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void DropPlayerItem ( char *pszItemName );
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BOOL HasPlayerItem( CBasePlayerItem *pCheckItem );
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BOOL HasNamedPlayerItem( const char *pszItemName );
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BOOL HasWeapons( void );// do I have ANY weapons?
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void SelectPrevItem( int iItem );
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void SelectNextItem( int iItem );
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void SelectLastItem(void);
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void SelectItem(const char *pstr);
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void ItemPreFrame( void );
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void ItemPostFrame( void );
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void GiveNamedItem( const char *szName );
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void EnableControl(BOOL fControl);
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int GiveAmmo( int iAmount, char *szName, int iMax );
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void SendAmmoUpdate(void);
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void WaterMove( void );
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void EXPORT PlayerDeathThink( void );
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void PlayerUse( void );
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void CheckSuitUpdate();
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void SetSuitUpdate(char *name, int fgroup, int iNoRepeat);
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void UpdateGeigerCounter( void );
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void CheckTimeBasedDamage( void );
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BOOL FBecomeProne ( void );
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void BarnacleVictimBitten ( entvars_t *pevBarnacle );
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void BarnacleVictimReleased ( void );
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static int GetAmmoIndex(const char *psz);
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int AmmoInventory( int iAmmoIndex );
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int Illumination( void );
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void ResetAutoaim( void );
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Vector GetAutoaimVector( float flDelta );
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Vector AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta );
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void ForceClientDllUpdate( void ); // Forces all client .dll specific data to be resent to client.
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void DeathMessage( entvars_t *pevKiller );
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void SetCustomDecalFrames( int nFrames );
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int GetCustomDecalFrames( void );
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void TabulateAmmo( void );
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float m_flStartCharge;
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float m_flAmmoStartCharge;
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float m_flPlayAftershock;
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float m_flNextAmmoBurn;// while charging, when to absorb another unit of player's ammo?
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//Player ID
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void InitStatusBar( void );
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void UpdateStatusBar( void );
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int m_izSBarState[ SBAR_END ];
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float m_flNextSBarUpdateTime;
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float m_flStatusBarDisappearDelay;
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char m_SbarString0[ SBAR_STRING_SIZE ];
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char m_SbarString1[ SBAR_STRING_SIZE ];
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float m_flNextChatTime;
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virtual float TouchGravGun( CBaseEntity *attacker, int stage )
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{
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if( stage == 3 )
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return 200;
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return 0;
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}
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};
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#define AUTOAIM_2DEGREES 0.0348994967025
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#define AUTOAIM_5DEGREES 0.08715574274766
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#define AUTOAIM_8DEGREES 0.1391731009601
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#define AUTOAIM_10DEGREES 0.1736481776669
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extern int gmsgHudText;
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extern BOOL gInitHUD;
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#endif // PLAYER_H
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