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