/***
*
* Copyright ( c ) 1996 - 2002 , 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_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_END
} ;
# define CHAT_INTERVAL 1.0f
enum PlayerState
{
STATE_UNINITIALIZED = 0 ,
STATE_CONNECTED ,
STATE_SPECTATOR_BEGIN ,
STATE_SPAWNED ,
STATE_SPECTATOR ,
STATE_POINT_SELECT
} ;
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 ;
// 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 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 ( void ) { return ( pev - > deadflag = = DEAD_NO ) & & pev - > health > 0 | | ( pev - > flags & FL_SPECTATOR ) ; }
virtual BOOL ShouldFadeOnDeath ( void ) { return FALSE ; }
virtual BOOL IsPlayer ( void ) { return ! ( pev - > flags & FL_SPECTATOR ) ; } // Spectators should return FALSE for this, they aren't "players" as far as game logic is concerned
virtual BOOL IsNetClient ( void ) { return TRUE ; } // Bots should return FALSE for this, they can't receive NET messages
// Spectators should return TRUE for this
virtual const char * TeamID ( void ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
void RenewItems ( void ) ;
void PackDeadPlayerItems ( void ) ;
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 ) ;
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 ) ;
void StartObserver ( Vector vecPosition , Vector vecViewAngle ) ;
void AddPoints ( int score , BOOL bAllowNegativeScore ) ;
void AddPointsToTeam ( int score , BOOL bAllowNegativeScore ) ;
BOOL AddPlayerItem ( CBasePlayerItem * pItem ) ;
BOOL RemovePlayerItem ( CBasePlayerItem * pItem ) ;
void DropPlayerItem ( char * pszItemName ) ;
BOOL HasPlayerItem ( CBasePlayerItem * pCheckItem ) ;
BOOL HasNamedPlayerItem ( const char * pszItemName ) ;
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 ) ;
void ItemPostFrame ( void ) ;
void GiveNamedItem ( const char * szName ) ;
void EnableControl ( BOOL fControl ) ;
int GiveAmmo ( int iAmount , char * szName , int iMax ) ;
void SendAmmoUpdate ( void ) ;
void WaterMove ( void ) ;
void EXPORT PlayerDeathThink ( void ) ;
void PlayerUse ( 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 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 ;
virtual float TouchGravGun ( CBaseEntity * attacker , int stage ) ;
float m_flSpawnTime ;
PlayerState m_state ;
bool m_fTouchMenu ;
} ;
# 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 ;
# endif // PLAYER_H