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