
Also backport a define being moved at the top in "multiplay_gamerules.cpp". And two changes related to weapons in general in "weapons.cpp".
402 lines
13 KiB
C++
402 lines
13 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#pragma once
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#include "pm_materials.h"
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#define PLAYER_FATAL_FALL_SPEED 1024 // approx 60 feet
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#define PLAYER_MAX_SAFE_FALL_SPEED 580 // approx 20 feet
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#define DAMAGE_FOR_FALL_SPEED (float)100 / (PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED) // damage per unit per second.
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#define PLAYER_MIN_BOUNCE_SPEED 200
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#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
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//
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// Player PHYSICS FLAGS bits
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//
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#define PFLAG_ONLADDER (1 << 0)
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#define PFLAG_ONSWING (1 << 0)
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#define PFLAG_ONTRAIN (1 << 1)
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#define PFLAG_ONBARNACLE (1 << 2)
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#define PFLAG_DUCKING (1 << 3) // In the process of ducking, but totally squatted yet
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#define PFLAG_USING (1 << 4) // Using a continuous entity
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#define PFLAG_OBSERVER (1 << 5) // player is locked in stationary cam mode. Spectators can move, observers can't.
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//
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// generic player
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//
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//-----------------------------------------------------
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//This is Half-Life player entity
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//-----------------------------------------------------
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#define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
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#define SUIT_GROUP true
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#define SUIT_SENTENCE false
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#define SUIT_REPEAT_OK 0
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#define SUIT_NEXT_IN_30SEC 30
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#define SUIT_NEXT_IN_1MIN 60
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#define SUIT_NEXT_IN_5MIN 300
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#define SUIT_NEXT_IN_10MIN 600
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#define SUIT_NEXT_IN_30MIN 1800
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#define SUIT_NEXT_IN_1HOUR 3600
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#define CSUITNOREPEAT 32
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#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
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#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
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#define TEAM_NAME_LENGTH 16
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typedef enum
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{
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PLAYER_IDLE,
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PLAYER_WALK,
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PLAYER_JUMP,
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PLAYER_SUPERJUMP,
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PLAYER_DIE,
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PLAYER_ATTACK1,
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} PLAYER_ANIM;
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#define MAX_ID_RANGE 2048
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#define SBAR_STRING_SIZE 128
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enum sbar_data
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{
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SBAR_ID_TARGETNAME = 1,
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SBAR_ID_TARGETHEALTH,
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SBAR_ID_TARGETARMOR,
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SBAR_END,
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};
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#define CHAT_INTERVAL 1.0f
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class CBasePlayer : public CBaseMonster
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{
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public:
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// Spectator camera
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void Observer_FindNextPlayer(bool bReverse);
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void Observer_HandleButtons();
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void Observer_SetMode(int iMode);
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void Observer_CheckTarget();
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void Observer_CheckProperties();
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EHANDLE m_hObserverTarget;
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float m_flNextObserverInput;
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int m_iObserverWeapon; // weapon of current tracked target
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int m_iObserverLastMode; // last used observer mode
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bool IsObserver() { return 0 != pev->iuser1; }
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int random_seed; // See that is shared between client & server for shared weapons code
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int m_iPlayerSound; // the index of the sound list slot reserved for this player
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int m_iTargetVolume; // ideal sound volume.
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int m_iWeaponVolume; // how loud the player's weapon is right now.
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int m_iExtraSoundTypes; // additional classification for this weapon's sound
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int m_iWeaponFlash; // brightness of the weapon flash
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float m_flStopExtraSoundTime;
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float m_flFlashLightTime; // Time until next battery draw/Recharge
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int m_iFlashBattery; // Flashlight Battery Draw
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int m_afButtonLast;
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int m_afButtonPressed;
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int m_afButtonReleased;
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EHANDLE m_SndLast; // last sound entity to modify player room type
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int m_SndRoomtype = 0; // last roomtype set by sound entity. Defaults to 0 on new maps to disable it by default.
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int m_ClientSndRoomtype;
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float m_flSndRange; // dist from player to sound entity
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float m_flFallVelocity;
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int m_rgItems[MAX_ITEMS];
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bool m_fKnownItem; // True when a new item needs to be added
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int m_fNewAmmo; // True when a new item has been added
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unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden
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float m_fNextSuicideTime; // the time after which the player can next use the suicide command
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// these are time-sensitive things that we keep track of
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float m_flTimeStepSound; // when the last stepping sound was made
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float m_flTimeWeaponIdle; // when to play another weapon idle animation.
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float m_flSwimTime; // how long player has been underwater
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float m_flDuckTime; // how long we've been ducking
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float m_flWallJumpTime; // how long until next walljump
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float m_flSuitUpdate; // when to play next suit update
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int m_rgSuitPlayList[CSUITPLAYLIST]; // next sentencenum to play for suit update
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int m_iSuitPlayNext; // next sentence slot for queue storage;
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int m_rgiSuitNoRepeat[CSUITNOREPEAT]; // suit sentence no repeat list
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float m_rgflSuitNoRepeatTime[CSUITNOREPEAT]; // how long to wait before allowing repeat
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int m_lastDamageAmount; // Last damage taken
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float m_tbdPrev; // Time-based damage timer
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float m_flgeigerRange; // range to nearest radiation source
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float m_flgeigerDelay; // delay per update of range msg to client
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int m_igeigerRangePrev;
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int m_iStepLeft; // alternate left/right foot stepping sound
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char m_szTextureName[CBTEXTURENAMEMAX]; // current texture name we're standing on
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char m_chTextureType; // current texture type
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int m_idrowndmg; // track drowning damage taken
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int m_idrownrestored; // track drowning damage restored
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int m_bitsHUDDamage; // Damage bits for the current fame. These get sent to
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// the hude via the DAMAGE message
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bool m_fInitHUD; // True when deferred HUD restart msg needs to be sent
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bool m_fGameHUDInitialized;
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int m_iTrain; // Train control position
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bool m_fWeapon; // Set this to false to force a reset of the current weapon HUD info
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EHANDLE m_pTank; // the tank which the player is currently controlling, NULL if no tank
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EHANDLE m_hViewEntity; // The view entity being used, or null if the player is using itself as the view entity
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bool m_bResetViewEntity; //True if the player's view needs to be set back to the view entity
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float m_fDeadTime; // the time at which the player died (used in PlayerDeathThink())
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bool m_fNoPlayerSound; // a debugging feature. Player makes no sound if this is true.
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bool m_fLongJump; // does this player have the longjump module?
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float m_tSneaking;
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int m_iUpdateTime; // stores the number of frame ticks before sending HUD update messages
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int m_iClientHealth; // the health currently known by the client. If this changes, send a new
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int m_iClientBattery; // the Battery currently known by the client. If this changes, send a new
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int m_iHideHUD; // the players hud weapon info is to be hidden
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int m_iClientHideHUD;
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int m_iFOV; // field of view
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int m_iClientFOV; // client's known FOV
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// usable player items
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CBasePlayerItem* m_rgpPlayerItems[MAX_ITEM_TYPES];
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CBasePlayerItem* m_pActiveItem;
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CBasePlayerItem* m_pClientActiveItem; // client version of the active item
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CBasePlayerItem* m_pLastItem;
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std::uint64_t m_WeaponBits;
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//Not saved, used to update client.
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std::uint64_t m_ClientWeaponBits;
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// shared ammo slots
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int m_rgAmmo[MAX_AMMO_SLOTS];
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int m_rgAmmoLast[MAX_AMMO_SLOTS];
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Vector m_vecAutoAim;
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bool m_fOnTarget;
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int m_iDeaths;
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float m_flRespawnTimer; // used in PlayerDeathThink() to make sure players can always respawn
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int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE
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int m_nCustomSprayFrames = -1; // Custom clan logo frames for this player
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float m_flNextDecalTime; // next time this player can spray a decal
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char m_szTeamName[TEAM_NAME_LENGTH];
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void Spawn() override;
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void Pain();
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// void Think() override;
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virtual void Jump();
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virtual void Duck();
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virtual void PreThink();
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virtual void PostThink();
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Vector GetGunPosition() override;
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bool TakeHealth(float flHealth, int bitsDamageType) override;
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void TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) override;
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bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
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void Killed(entvars_t* pevAttacker, int iGib) override;
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Vector BodyTarget(const Vector& posSrc) override { return Center() + pev->view_ofs * RANDOM_FLOAT(0.5, 1.1); } // position to shoot at
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void StartSneaking() override { m_tSneaking = gpGlobals->time - 1; }
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void StopSneaking() override { m_tSneaking = gpGlobals->time + 30; }
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bool IsSneaking() override { return m_tSneaking <= gpGlobals->time; }
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bool IsAlive() override { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
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bool ShouldFadeOnDeath() override { return false; }
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bool IsPlayer() override { return true; } // Spectators should return false for this, they aren't "players" as far as game logic is concerned
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bool IsNetClient() override { return true; } // Bots should return false for this, they can't receive NET messages
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// Spectators should return true for this
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const char* TeamID() override;
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bool Save(CSave& save) override;
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bool Restore(CRestore& restore) override;
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void RenewItems();
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void PackDeadPlayerItems();
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void RemoveAllItems(bool removeSuit);
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bool SwitchWeapon(CBasePlayerItem* pWeapon);
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/**
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* @brief Equips an appropriate weapon for the player if they don't have one equipped already.
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*/
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void EquipWeapon();
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void SetWeaponBit(int id);
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void ClearWeaponBit(int id);
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bool HasSuit() const;
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void SetHasSuit(bool hasSuit);
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// JOHN: sends custom messages if player HUD data has changed (eg health, ammo)
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virtual void UpdateClientData();
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static TYPEDESCRIPTION m_playerSaveData[];
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// Player is moved across the transition by other means
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int ObjectCaps() override { return CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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void Precache() override;
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bool IsOnLadder();
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bool FlashlightIsOn();
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void FlashlightTurnOn();
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void FlashlightTurnOff();
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void UpdatePlayerSound();
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void DeathSound() override;
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int Classify() override;
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void SetAnimation(PLAYER_ANIM playerAnim);
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void SetWeaponAnimType(const char* szExtention);
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char m_szAnimExtention[32];
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// custom player functions
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virtual void ImpulseCommands();
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void CheatImpulseCommands(int iImpulse);
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void StartDeathCam();
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void StartObserver(Vector vecPosition, Vector vecViewAngle);
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void AddPoints(int score, bool bAllowNegativeScore) override;
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void AddPointsToTeam(int score, bool bAllowNegativeScore) override;
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bool AddPlayerItem(CBasePlayerItem* pItem) override;
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bool RemovePlayerItem(CBasePlayerItem* pItem) override;
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void DropPlayerItem(char* pszItemName);
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bool HasPlayerItem(CBasePlayerItem* pCheckItem);
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bool HasNamedPlayerItem(const char* pszItemName);
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bool HasPlayerItemFromID(int nID);
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bool HasWeapons(); // do I have ANY weapons?
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void SelectPrevItem(int iItem);
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void SelectNextItem(int iItem);
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void SelectLastItem();
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void SelectItem(const char* pstr);
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void ItemPreFrame();
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void ItemPostFrame();
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void GiveNamedItem(const char* szName);
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void GiveNamedItem(const char* szName, int defaultAmmo);
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void EnableControl(bool fControl);
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int GiveAmmo(int iAmount, const char* szName, int iMax) override;
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void SendAmmoUpdate();
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void SendSingleAmmoUpdate(int ammoIndex);
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private:
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void InternalSendSingleAmmoUpdate(int ammoIndex);
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public:
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void WaterMove();
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void EXPORT PlayerDeathThink();
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void PlayerUse();
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void CheckSuitUpdate();
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void SetSuitUpdate(const char* name, bool fgroup, int iNoRepeat);
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void UpdateGeigerCounter();
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void CheckTimeBasedDamage();
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bool FBecomeProne() override;
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void BarnacleVictimBitten(entvars_t* pevBarnacle) override;
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void BarnacleVictimReleased() override;
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static int GetAmmoIndex(const char* psz);
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int AmmoInventory(int iAmmoIndex);
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int Illumination() override;
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void ResetAutoaim();
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Vector GetAutoaimVector(float flDelta);
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Vector AutoaimDeflection(Vector& vecSrc, float flDist, float flDelta);
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void ForceClientDllUpdate(); // Forces all client .dll specific data to be resent to client.
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void DeathMessage(entvars_t* pevKiller);
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void SetCustomDecalFrames(int nFrames);
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int GetCustomDecalFrames();
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void TabulateAmmo();
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float m_flStartCharge;
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float m_flAmmoStartCharge;
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float m_flPlayAftershock;
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float m_flNextAmmoBurn; // while charging, when to absorb another unit of player's ammo?
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//Player ID
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void InitStatusBar();
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void UpdateStatusBar();
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int m_izSBarState[SBAR_END];
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float m_flNextSBarUpdateTime;
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float m_flStatusBarDisappearDelay;
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char m_SbarString0[SBAR_STRING_SIZE];
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char m_SbarString1[SBAR_STRING_SIZE];
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float m_flNextChatTime;
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void SetPrefsFromUserinfo(char* infobuffer);
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int m_iAutoWepSwitch;
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bool m_bRestored;
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//True if the player is currently spawning.
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bool m_bIsSpawning = false;
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};
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inline void CBasePlayer::SetWeaponBit(int id)
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{
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m_WeaponBits |= 1ULL << id;
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}
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inline void CBasePlayer::ClearWeaponBit(int id)
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{
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m_WeaponBits &= ~(1ULL << id);
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}
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inline bool CBasePlayer::HasSuit() const
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{
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return (m_WeaponBits & (1ULL << WEAPON_SUIT)) != 0;
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}
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inline void CBasePlayer::SetHasSuit(bool hasSuit)
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{
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if (hasSuit)
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{
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SetWeaponBit(WEAPON_SUIT);
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}
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else
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{
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ClearWeaponBit(WEAPON_SUIT);
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}
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}
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#define AUTOAIM_2DEGREES 0.0348994967025
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#define AUTOAIM_5DEGREES 0.08715574274766
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#define AUTOAIM_8DEGREES 0.1391731009601
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#define AUTOAIM_10DEGREES 0.1736481776669
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inline bool gInitHUD = true;
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inline bool gEvilImpulse101 = false;
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inline bool giPrecacheGrunt = false;
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/**
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* @brief Display the game title if this key is set
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*/
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inline DLL_GLOBAL bool gDisplayTitle = false;
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inline DLL_GLOBAL unsigned int g_ulModelIndexPlayer = 0;
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inline DLL_GLOBAL CBaseEntity* g_pLastSpawn = nullptr;
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