Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef PORTAL_PLAYER_H
#define PORTAL_PLAYER_H
#pragma once
class CPortal_Player;
#include "player.h"
#include "portal_playeranimstate.h"
#include "hl2_playerlocaldata.h"
#include "hl2_player.h"
#include "simtimer.h"
#include "soundenvelope.h"
#include "portal_player_shared.h"
#include "prop_portal.h"
#include "weapon_portalbase.h"
#include "in_buttons.h"
#include "func_liquidportal.h"
#include "ai_speech.h" // For expresser host
struct PortalPlayerStatistics_t
{
int iNumPortalsPlaced;
int iNumStepsTaken;
float fNumSecondsTaken;
};
//=============================================================================
// >> Portal_Player
//=============================================================================
class CPortal_Player : public CAI_ExpresserHost<CHL2_Player>
{
public:
DECLARE_CLASS( CPortal_Player, CHL2_Player );
CPortal_Player();
~CPortal_Player( void );
static CPortal_Player *CreatePlayer( const char *className, edict_t *ed )
{
CPortal_Player::s_PlayerEdict = ed;
return (CPortal_Player*)CreateEntityByName( className );
}
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
virtual void Precache( void );
virtual void CreateSounds( void );
virtual void StopLoopingSounds( void );
virtual void Spawn( void );
virtual void OnRestore( void );
virtual void Activate( void );
virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t &params );
virtual void PostThink( void );
virtual void PreThink( void );
virtual void PlayerDeathThink( void );
void UpdatePortalPlaneSounds( void );
void UpdateWooshSounds( void );
Activity TranslateActivity( Activity ActToTranslate, bool *pRequired = NULL );
virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
Activity TranslateTeamActivity( Activity ActToTranslate );
virtual void SetAnimation( PLAYER_ANIM playerAnim );
virtual CAI_Expresser* GetExpresser( void );
virtual void PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper);
virtual bool ClientCommand( const CCommand &args );
virtual void CreateViewModel( int viewmodelindex = 0 );
virtual bool BecomeRagdollOnClient( const Vector &force );
virtual int OnTakeDamage( const CTakeDamageInfo &inputInfo );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const;
virtual void FireBullets ( const FireBulletsInfo_t &info );
virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0);
virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
virtual void ShutdownUseEntity( void );
virtual const Vector& WorldSpaceCenter( ) const;
virtual void VPhysicsShadowUpdate( IPhysicsObject *pPhysics );
//virtual bool StartReplayMode( float fDelay, float fDuration, int iEntity );
//virtual void StopReplayMode();
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual void Jump( void );
bool UseFoundEntity( CBaseEntity *pUseEntity );
CBaseEntity* FindUseEntity( void );
CBaseEntity* FindUseEntityThroughPortal( void );
virtual void PlayerUse( void );
//virtual bool StartObserverMode( int mode );
virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
virtual void UpdateOnRemove( void );
virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
virtual void UpdatePortalViewAreaBits( unsigned char *pvs, int pvssize );
bool ValidatePlayerModel( const char *pModel );
QAngle GetAnimEyeAngles( void ) { return m_angEyeAngles.Get(); }
Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
void CheatImpulseCommands( int iImpulse );
void CreateRagdollEntity( const CTakeDamageInfo &info );
void GiveAllItems( void );
void GiveDefaultItems( void );
void NoteWeaponFired( void );
void ResetAnimation( void );
void SetPlayerModel( void );
void UpdateExpression ( void );
void ClearExpression ( void );
int GetPlayerModelType( void ) { return m_iPlayerSoundType; }
void ForceDuckThisFrame( void );
void UnDuck ( void );
inline void ForceJumpThisFrame( void ) { ForceButtons( IN_JUMP ); }
void DoAnimationEvent( PlayerAnimEvent_t event, int nData );
void SetupBones( matrix3x4_t *pBoneToWorld, int boneMask );
// physics interactions
virtual void PickupObject(CBaseEntity *pObject, bool bLimitMassAndSize );
virtual void ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldingThis );
void ToggleHeldObjectOnOppositeSideOfPortal( void ) { m_bHeldObjectOnOppositeSideOfPortal = !m_bHeldObjectOnOppositeSideOfPortal; }
void SetHeldObjectOnOppositeSideOfPortal( bool p_bHeldObjectOnOppositeSideOfPortal ) { m_bHeldObjectOnOppositeSideOfPortal = p_bHeldObjectOnOppositeSideOfPortal; }
bool IsHeldObjectOnOppositeSideOfPortal( void ) { return m_bHeldObjectOnOppositeSideOfPortal; }
CProp_Portal *GetHeldObjectPortal( void ) { return m_pHeldObjectPortal; }
void SetHeldObjectPortal( CProp_Portal *pPortal ) { m_pHeldObjectPortal = pPortal; }
void SetStuckOnPortalCollisionObject( void ) { m_bStuckOnPortalCollisionObject = true; }
CWeaponPortalBase* GetActivePortalWeapon() const;
void IncrementPortalsPlaced( void );
void IncrementStepsTaken( void );
void UpdateSecondsTaken( void );
void ResetThisLevelStats( void );
int NumPortalsPlaced( void ) const { return m_StatsThisLevel.iNumPortalsPlaced; }
int NumStepsTaken( void ) const { return m_StatsThisLevel.iNumStepsTaken; }
float NumSecondsTaken( void ) const { return m_StatsThisLevel.fNumSecondsTaken; }
void SetNeuroToxinDamageTime( float fCountdownSeconds ) { m_fNeuroToxinDamageTime = gpGlobals->curtime + fCountdownSeconds; }
void IncNumCamerasDetatched( void ) { ++m_iNumCamerasDetatched; }
int GetNumCamerasDetatched( void ) const { return m_iNumCamerasDetatched; }
Vector m_vecTotalBulletForce; //Accumulator for bullet force in a single frame
bool m_bSilentDropAndPickup;
// Tracks our ragdoll entity.
CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
void SuppressCrosshair( bool bState ) { m_bSuppressingCrosshair = bState; }
private:
virtual CAI_Expresser* CreateExpresser( void );
CSoundPatch *m_pWooshSound;
CNetworkQAngle( m_angEyeAngles );
CPortalPlayerAnimState* m_PlayerAnimState;
int m_iLastWeaponFireUsercmd;
CNetworkVar( int, m_iSpawnInterpCounter );
CNetworkVar( int, m_iPlayerSoundType );
CNetworkVar( bool, m_bSuppressingCrosshair );
CNetworkVar( bool, m_bHeldObjectOnOppositeSideOfPortal );
CNetworkHandle( CProp_Portal, m_pHeldObjectPortal ); // networked entity handle
bool m_bIntersectingPortalPlane;
bool m_bStuckOnPortalCollisionObject;
float m_fTimeLastHurt;
bool m_bIsRegenerating; // Is the player currently regaining health
float m_fNeuroToxinDamageTime;
PortalPlayerStatistics_t m_StatsThisLevel;
float m_fTimeLastNumSecondsUpdate;
int m_iNumCamerasDetatched;
QAngle m_qPrePortalledViewAngles;
bool m_bFixEyeAnglesFromPortalling;
VMatrix m_matLastPortalled;
CAI_Expresser *m_pExpresser;
string_t m_iszExpressionScene;
EHANDLE m_hExpressionSceneEnt;
float m_flExpressionLoopTime;
mutable Vector m_vWorldSpaceCenterHolder; //WorldSpaceCenter() returns a reference, need an actual value somewhere
public:
CNetworkVar( bool, m_bPitchReorientation );
CNetworkHandle( CProp_Portal, m_hPortalEnvironment ); //if the player is in a portal environment, this is the associated portal
CNetworkHandle( CFunc_LiquidPortal, m_hSurroundingLiquidPortal ); //if the player is standing in a liquid portal, this will point to it
friend class CProp_Portal;
#ifdef PORTAL_MP
public:
virtual CBaseEntity* EntSelectSpawnPoint( void );
void PickTeam( void );
#endif
};
inline CPortal_Player *ToPortalPlayer( CBaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsPlayer() )
return NULL;
return dynamic_cast<CPortal_Player*>( pEntity );
}
inline CPortal_Player *GetPortalPlayer( int iPlayerIndex )
{
return static_cast<CPortal_Player*>( UTIL_PlayerByIndex( iPlayerIndex ) );
}
#endif //PORTAL_PLAYER_H