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324 lines
12 KiB
324 lines
12 KiB
/*** |
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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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float m_flSpawnTime; |
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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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