Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ====
//
// Purpose: Player for HL2.
//
//=============================================================================
#ifndef HL2_PLAYER_H
#define HL2_PLAYER_H
#pragma once
#include "player.h"
#include "hl2_playerlocaldata.h"
#include "simtimer.h"
#include "soundenvelope.h"
class CAI_Squad;
class CPropCombineBall;
extern int TrainSpeed(int iSpeed, int iMax);
extern void CopyToBodyQue( CBaseAnimating *pCorpse );
#define ARMOR_DECAY_TIME 3.5f
enum HL2PlayerPhysFlag_e
{
// 1 -- 5 are used by enum PlayerPhysFlag_e in player.h
PFLAG_ONBARNACLE = ( 1<<6 ), // player is hangning from the barnalce
PFLAG_IMMOBILIZED = ( 1<<7 ) // player is immobilized
};
class IPhysicsPlayerController;
struct commandgoal_t
{
Vector m_vecGoalLocation;
CBaseEntity *m_pGoalEntity;
};
// Time between checks to determine whether NPCs are illuminated by the flashlight
#define FLASHLIGHT_NPC_CHECK_INTERVAL 0.4
//----------------------------------------------------
// Definitions for weapon slots
//----------------------------------------------------
#define WEAPON_MELEE_SLOT 0
#define WEAPON_SECONDARY_SLOT 1
#define WEAPON_PRIMARY_SLOT 2
#define WEAPON_EXPLOSIVE_SLOT 3
#define WEAPON_TOOL_SLOT 4
//=============================================================================
//=============================================================================
class CSuitPowerDevice
{
public:
CSuitPowerDevice( int bitsID, float flDrainRate ) { m_bitsDeviceID = bitsID; m_flDrainRate = flDrainRate; }
private:
int m_bitsDeviceID; // tells what the device is. DEVICE_SPRINT, DEVICE_FLASHLIGHT, etc. BITMASK!!!!!
float m_flDrainRate; // how quickly does this device deplete suit power? ( percent per second )
public:
int GetDeviceID( void ) const { return m_bitsDeviceID; }
float GetDeviceDrainRate( void ) const
{
if( g_pGameRules->GetSkillLevel() == SKILL_EASY && hl2_episodic.GetBool() && !(GetDeviceID()&bits_SUIT_DEVICE_SPRINT) )
return m_flDrainRate * 0.5f;
else
return m_flDrainRate;
}
};
//=============================================================================
// >> HL2_PLAYER
//=============================================================================
class CHL2_Player : public CBasePlayer
{
public:
DECLARE_CLASS( CHL2_Player, CBasePlayer );
CHL2_Player();
~CHL2_Player( void );
static CHL2_Player *CreatePlayer( const char *className, edict_t *ed )
{
CHL2_Player::s_PlayerEdict = ed;
return (CHL2_Player*)CreateEntityByName( className );
}
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
virtual void CreateCorpse( void ) { CopyToBodyQue( this ); };
virtual void Precache( void );
virtual void Spawn(void);
virtual void Activate( void );
virtual void CheatImpulseCommands( int iImpulse );
virtual void PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper);
virtual void PlayerUse ( void );
virtual void SuspendUse( float flDuration ) { m_flTimeUseSuspended = gpGlobals->curtime + flDuration; }
virtual void UpdateClientData( void );
virtual void OnRestore();
virtual void StopLoopingSounds( void );
virtual void Splash( void );
virtual void ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set );
void DrawDebugGeometryOverlays(void);
virtual Vector EyeDirection2D( void );
virtual Vector EyeDirection3D( void );
virtual void CommanderMode();
virtual bool ClientCommand( const CCommand &args );
// from cbasecombatcharacter
void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity );
WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
Class_T Classify ( void );
void CreateSounds( void );
// from CBasePlayer
virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
// Suit Power Interface
void SuitPower_Update( void );
bool SuitPower_Drain( float flPower ); // consume some of the suit's power.
void SuitPower_Charge( float flPower ); // add suit power.
void SuitPower_SetCharge( float flPower ) { m_HL2Local.m_flSuitPower = flPower; }
void SuitPower_Initialize( void );
bool SuitPower_IsDeviceActive( const CSuitPowerDevice &device );
bool SuitPower_AddDevice( const CSuitPowerDevice &device );
bool SuitPower_RemoveDevice( const CSuitPowerDevice &device );
bool SuitPower_ShouldRecharge( void );
float SuitPower_GetCurrentPercentage( void ) { return m_HL2Local.m_flSuitPower; }
void SetFlashlightEnabled( bool bState );
// Apply a battery
bool ApplyBattery( float powerMultiplier = 1.0 );
// Commander Mode for controller NPCs
enum CommanderCommand_t
{
CC_NONE,
CC_TOGGLE,
CC_FOLLOW,
CC_SEND,
};
void CommanderUpdate();
void CommanderExecute( CommanderCommand_t command = CC_TOGGLE );
bool CommanderFindGoal( commandgoal_t *pGoal );
void NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity );
CAI_BaseNPC *GetSquadCommandRepresentative();
int GetNumSquadCommandables();
int GetNumSquadCommandableMedics();
// Locator
void UpdateLocatorPosition( const Vector &vecPosition );
// Sprint Device
void StartAutoSprint( void );
void StartSprinting( void );
void StopSprinting( void );
void InitSprinting( void );
bool IsSprinting( void ) { return m_fIsSprinting; }
bool CanSprint( void );
void EnableSprint( bool bEnable);
bool CanZoom( CBaseEntity *pRequester );
void ToggleZoom(void);
void StartZooming( void );
void StopZooming( void );
bool IsZooming( void );
void CheckSuitZoom( void );
// Walking
void StartWalking( void );
void StopWalking( void );
bool IsWalking( void ) { return m_fIsWalking; }
// Aiming heuristics accessors
virtual float GetIdleTime( void ) const { return ( m_flIdleTime - m_flMoveTime ); }
virtual float GetMoveTime( void ) const { return ( m_flMoveTime - m_flIdleTime ); }
virtual float GetLastDamageTime( void ) const { return m_flLastDamageTime; }
virtual bool IsDucking( void ) const { return !!( GetFlags() & FL_DUCKING ); }
virtual bool PassesDamageFilter( const CTakeDamageInfo &info );
void InputIgnoreFallDamage( inputdata_t &inputdata );
void InputIgnoreFallDamageWithoutReset( inputdata_t &inputdata );
void InputEnableFlashlight( inputdata_t &inputdata );
void InputDisableFlashlight( inputdata_t &inputdata );
const impactdamagetable_t &GetPhysicsImpactDamageTable();
virtual int OnTakeDamage( const CTakeDamageInfo &info );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual void OnDamagedByExplosion( const CTakeDamageInfo &info );
bool ShouldShootMissTarget( CBaseCombatCharacter *pAttacker );
void CombineBallSocketed( CPropCombineBall *pCombineBall );
virtual void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
virtual void GetAutoaimVector( autoaim_params_t &params );
bool ShouldKeepLockedAutoaimTarget( EHANDLE hLockedTarget );
void SetLocatorTargetEntity( CBaseEntity *pEntity ) { m_hLocatorTargetEntity.Set( pEntity ); }
virtual int GiveAmmo( int nCount, int nAmmoIndex, bool bSuppressSound);
virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon );
virtual bool Weapon_Lower( void );
virtual bool Weapon_Ready( void );
virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0 );
virtual bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon );
// Flashlight Device
void CheckFlashlight( void );
int FlashlightIsOn( void );
virtual bool FlashlightTurnOn( bool playSound = false );
virtual void FlashlightTurnOff( bool playSound = false );
bool IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot );
void SetFlashlightPowerDrainScale( float flScale ) { m_flFlashlightPowerDrainScale = flScale; }
// Underwater breather device
virtual void SetPlayerUnderwater( bool state );
virtual bool CanBreatheUnderwater() const { return m_HL2Local.m_flSuitPower > 0.0f; }
// physics interactions
virtual void PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize );
virtual bool IsHoldingEntity( CBaseEntity *pEnt );
virtual void ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldindThis );
virtual float GetHeldObjectMass( IPhysicsObject *pHeldObject );
virtual bool IsFollowingPhysics( void ) { return (m_afPhysicsFlags & ( PFLAG_ONBARNACLE | PFLAG_IMMOBILIZED ) ) > 0; }
void InputForceDropPhysObjects( inputdata_t &data );
virtual void Event_Killed( const CTakeDamageInfo &info );
void NotifyScriptsOfDeath( void );
// override the test for getting hit
virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
LadderMove_t *GetLadderMove() { return &m_HL2Local.m_LadderMove; }
virtual void ExitLadder();
virtual surfacedata_t *GetLadderSurface( const Vector &origin );
virtual void EquipSuit( bool bPlayEffects = true );
virtual void RemoveSuit( void );
void HandleAdmireGlovesAnimation( void );
void StartAdmireGlovesAnimation( void );
virtual void SetActiveSpecialSuitAbility( CBaseCombatWeapon *pAbility );
virtual CBaseCombatWeapon *GetActiveSpecialSuitAbility( void ) const;
void HandleSpeedChanges( void );
void SetControlClass( Class_T controlClass ) { m_nControlClass = controlClass; }
void StartWaterDeathSounds( void );
void StopWaterDeathSounds( void );
bool IsWeaponLowered( void ) { return m_HL2Local.m_bWeaponLowered; }
void HandleArmorReduction( void );
void StartArmorReduction( void ) { m_flArmorReductionTime = gpGlobals->curtime + ARMOR_DECAY_TIME;
m_iArmorReductionFrom = ArmorValue();
}
void MissedAR2AltFire();
inline void EnableCappedPhysicsDamage();
inline void DisableCappedPhysicsDamage();
// HUD HINTS
void DisplayLadderHudHint();
CSoundPatch *m_sndLeeches;
CSoundPatch *m_sndWaterSplashes;
protected:
virtual void PreThink( void );
virtual void PostThink( void );
virtual bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
virtual void UpdateWeaponPosture( void );
virtual void ItemPostFrame();
virtual void SpecialSuitAbilityPostFrame();
virtual void PlayUseDenySound();
private:
bool CommanderExecuteOne( CAI_BaseNPC *pNpc, const commandgoal_t &goal, CAI_BaseNPC **Allies, int numAllies );
void OnSquadMemberKilled( inputdata_t &data );
Class_T m_nControlClass; // Class when player is controlling another entity
float m_flTimeAllSuitDevicesOff;
bool m_bSprintEnabled; // Used to disable sprint temporarily
bool m_bIsAutoSprinting; // A proxy for holding down the sprint key.
float m_fAutoSprintMinTime; // Minimum time to maintain autosprint regardless of player speed.
CNetworkVar( bool, m_fIsSprinting );
CNetworkVarForDerived( bool, m_fIsWalking );
protected: // Jeep: Portal_Player needs access to this variable to overload PlayerUse for picking up objects through portals
// This player's HL2 specific data that should only be replicated to
// the player and not to other players.
CNetworkVarEmbedded( CHL2PlayerLocalData, m_HL2Local );
bool m_bPlayUseDenySound; // Signaled by PlayerUse, but can be unset by HL2 ladder code...
private:
CAI_Squad * m_pPlayerAISquad;
CSimpleSimTimer m_CommanderUpdateTimer;
float m_RealTimeLastSquadCommand;
CommanderCommand_t m_QueuedCommand;
Vector m_vecMissPositions[16];
int m_nNumMissPositions;
float m_flTimeIgnoreFallDamage;
bool m_bIgnoreFallDamageResetAfterImpact;
// Suit power fields
float m_flSuitPowerLoad; // net suit power drain (total of all device's drainrates)
float m_flAdmireGlovesAnimTime;
float m_flNextFlashlightCheckTime;
float m_flFlashlightPowerDrainScale;
bool m_bAlt1ToggledOn;
bool m_bAlt1ToggledNotReady;
CHandle<CBaseCombatWeapon> m_hActiveSpecialSuitAbility;
// Aiming heuristics code
float m_flIdleTime; //Amount of time we've been motionless
float m_flMoveTime; //Amount of time we've been in motion
float m_flLastDamageTime; //Last time we took damage
float m_flTargetFindTime;
bool m_bFlashlightDisabled;
bool m_bUseCappedPhysicsDamageTable;
float m_flArmorReductionTime;
int m_iArmorReductionFrom;
float m_flTimeUseSuspended;
CSimpleSimTimer m_LowerWeaponTimer;
CSimpleSimTimer m_AutoaimTimer;
EHANDLE m_hLockedAutoAimEntity;
EHANDLE m_hLocatorTargetEntity; // The entity that's being tracked by the suit locator.
float m_flTimeNextLadderHint; // Next time we're eligible to display a HUD hint about a ladder.
friend class CHL2GameMovement;
};
//-----------------------------------------------------------------------------
// FIXME: find a better way to do this
// Switches us to a physics damage table that caps the max damage.
//-----------------------------------------------------------------------------
void CHL2_Player::EnableCappedPhysicsDamage()
{
m_bUseCappedPhysicsDamageTable = true;
}
void CHL2_Player::DisableCappedPhysicsDamage()
{
m_bUseCappedPhysicsDamageTable = false;
}
#endif //HL2_PLAYER_H