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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=============================================================================
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#ifndef BASEMULTIPLAYERPLAYER_H
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#define BASEMULTIPLAYERPLAYER_H
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#pragma once
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#include "player.h"
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#include "ai_speech.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBaseMultiplayerPlayer : public CAI_ExpresserHost<CBasePlayer>
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{
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DECLARE_CLASS( CBaseMultiplayerPlayer, CAI_ExpresserHost<CBasePlayer> );
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public:
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CBaseMultiplayerPlayer();
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~CBaseMultiplayerPlayer();
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virtual void Spawn( void );
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virtual void PostConstructor( const char *szClassname );
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virtual void ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet );
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virtual bool SpeakIfAllowed( AIConcept_t concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
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virtual IResponseSystem *GetResponseSystem();
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AI_Response *SpeakConcept( int iConcept );
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virtual bool SpeakConceptIfAllowed( int iConcept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
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virtual bool CanHearAndReadChatFrom( CBasePlayer *pPlayer );
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virtual bool CanSpeak( void ) { return true; }
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virtual bool CanBeAutobalanced() { return true; }
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virtual void Precache( void )
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{
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PrecacheParticleSystem( "achieved" );
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BaseClass::Precache();
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}
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virtual bool ClientCommand( const CCommand &args );
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virtual bool CanSpeakVoiceCommand( void ) { return true; }
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virtual bool ShouldShowVoiceSubtitleToEnemy( void );
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virtual void NoteSpokeVoiceCommand( const char *pszScenePlayed ) {}
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virtual void OnAchievementEarned( int iAchievement ) {}
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enum
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{
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CHAT_IGNORE_NONE = 0,
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CHAT_IGNORE_ALL,
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CHAT_IGNORE_TEAM,
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};
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int m_iIgnoreGlobalChat;
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//---------------------------------
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// Speech support
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virtual CAI_Expresser *GetExpresser() { return m_pExpresser; }
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virtual CMultiplayer_Expresser *GetMultiplayerExpresser() { return m_pExpresser; }
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void SetLastForcedChangeTeamTimeToNow( void ) { m_flLastForcedChangeTeamTime = gpGlobals->curtime; }
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float GetLastForcedChangeTeamTime( void ) { return m_flLastForcedChangeTeamTime; }
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void SetTeamBalanceScore( int iScore ) { m_iBalanceScore = iScore; }
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int GetTeamBalanceScore( void ) { return m_iBalanceScore; }
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virtual int CalculateTeamBalanceScore( void );
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void AwardAchievement( int iAchievement, int iCount = 1 );
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int GetPerLifeCounterKV( const char *name );
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void SetPerLifeCounterKV( const char *name, int value );
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void ResetPerLifeCounters( void );
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KeyValues *GetPerLifeCounterKeys( void ) { return m_pAchievementKV; }
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void EscortScoringThink( void );
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void StartScoringEscortPoints( float flRate );
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void StopScoringEscortPoints( void );
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float m_flAreaCaptureScoreAccumulator;
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float m_flCapPointScoreRate;
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float GetConnectionTime( void ) { return m_flConnectionTime; }
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// Command rate limiting.
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bool ShouldRunRateLimitedCommand( const CCommand &args );
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bool ShouldRunRateLimitedCommand( const char *pszCommand );
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protected:
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virtual CAI_Expresser *CreateExpresser( void );
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int m_iCurrentConcept;
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private:
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//---------------------------------
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CMultiplayer_Expresser *m_pExpresser;
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float m_flConnectionTime;
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float m_flLastForcedChangeTeamTime;
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int m_iBalanceScore; // a score used to determine which players are switched to balance the teams
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KeyValues *m_pAchievementKV;
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// This lets us rate limit the commands the players can execute so they don't overflow things like reliable buffers.
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CUtlDict<float,int> m_RateLimitLastCommandTimes;
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};
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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inline CBaseMultiplayerPlayer *ToBaseMultiplayerPlayer( CBaseEntity *pEntity )
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{
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if ( !pEntity || !pEntity->IsPlayer() )
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return NULL;
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#if _DEBUG
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return dynamic_cast<CBaseMultiplayerPlayer *>( pEntity );
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#else
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return static_cast<CBaseMultiplayerPlayer *>( pEntity );
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#endif
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}
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#endif // BASEMULTIPLAYERPLAYER_H
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