cs16-client-legacy/dlls/player.h

641 lines
17 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef PLAYER_H
#define PLAYER_H
#include "pm_materials.h"
#include "hintmessage.h"
#include "weapons.h"
#define MAX_PLAYER_NAME_LENGTH 32
#define MAX_AUTOBUY_LENGTH 256
#define MAX_REBUY_LENGTH 256
#define MAX_LACTION_LENGTH 32
#define PLAYER_FATAL_FALL_SPEED (float)1100
#define PLAYER_MAX_SAFE_FALL_SPEED (float)500
#define DAMAGE_FOR_FALL_SPEED (float)100.0 / (PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED)
#define PLAYER_MIN_BOUNCE_SPEED (float)350
#define PLAYER_FALL_PUNCH_THRESHHOLD (float)250.0
#define PFLAG_ONLADDER (1<<0)
#define PFLAG_ONSWING (1<<0)
#define PFLAG_ONTRAIN (1<<1)
#define PFLAG_ONBARNACLE (1<<2)
#define PFLAG_DUCKING (1<<3)
#define PFLAG_USING (1<<4)
#define PFLAG_OBSERVER (1<<5)
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
#define DHF_ROUND_STARTED (1<<1)
#define DHF_HOSTAGE_SEEN_FAR (1<<2)
#define DHF_HOSTAGE_SEEN_NEAR (1<<3)
#define DHF_HOSTAGE_USED (1<<4)
#define DHF_HOSTAGE_INJURED (1<<5)
#define DHF_HOSTAGE_KILLED (1<<6)
#define DHF_FRIEND_SEEN (1<<7)
#define DHF_ENEMY_SEEN (1<<8)
#define DHF_FRIEND_INJURED (1<<9)
#define DHF_FRIEND_KILLED (1<<10)
#define DHF_ENEMY_KILLED (1<<11)
#define DHF_BOMB_RETRIEVED (1<<12)
#define DHF_AMMO_EXHAUSTED (1<<15)
#define DHF_IN_TARGET_ZONE (1<<16)
#define DHF_IN_RESCUE_ZONE (1<<17)
#define DHF_IN_ESCAPE_ZONE (1<<18)
#define DHF_IN_VIPSAFETY_ZONE (1<<19)
#define DHF_NIGHTVISION (1<<20)
#define DHF_HOSTAGE_CTMOVE (1<<21)
#define DHF_SPEC_DUCK (1<<22)
#define DHM_ROUND_CLEAR (DHF_ROUND_STARTED | DHF_HOSTAGE_KILLED | DHF_FRIEND_KILLED | DHF_BOMB_RETRIEVED)
#define DHM_CONNECT_CLEAR (DHF_HOSTAGE_SEEN_FAR | DHF_HOSTAGE_SEEN_NEAR | DHF_HOSTAGE_USED | DHF_HOSTAGE_INJURED | DHF_FRIEND_SEEN | DHF_ENEMY_SEEN | DHF_FRIEND_INJURED | DHF_ENEMY_KILLED | DHF_AMMO_EXHAUSTED | DHF_IN_TARGET_ZONE | DHF_IN_RESCUE_ZONE | DHF_IN_ESCAPE_ZONE | DHF_IN_VIPSAFETY_ZONE | DHF_HOSTAGE_CTMOVE | DHF_SPEC_DUCK)
#define SIGNAL_BUY (1<<0)
#define SIGNAL_BOMB (1<<1)
#define SIGNAL_RESCUE (1<<2)
#define SIGNAL_ESCAPE (1<<3)
#define SIGNAL_VIPSAFETY (1<<4)
class CUnifiedSignals
{
public:
CUnifiedSignals(void)
{
m_flSignal = 0;
m_flState = 0;
}
public:
void Update(void)
{
m_flState = m_flSignal;
m_flSignal = 0;
}
void Signal(int flags) { m_flSignal |= flags; }
int GetSignal(void) { return m_flSignal; }
int GetState(void) { return m_flState; }
private:
int m_flSignal;
int m_flState;
};
#define IGNOREMSG_NONE 0
#define IGNOREMSG_ENEMY 1
#define IGNOREMSG_TEAM 2
#define CSUITPLAYLIST 4
#define SUIT_GROUP TRUE
#define SUIT_SENTENCE FALSE
#define SUIT_REPEAT_OK 0
#define SUIT_NEXT_IN_30SEC 30
#define SUIT_NEXT_IN_1MIN 60
#define SUIT_NEXT_IN_5MIN 300
#define SUIT_NEXT_IN_10MIN 600
#define SUIT_NEXT_IN_30MIN 1800
#define SUIT_NEXT_IN_1HOUR 3600
#define CSUITNOREPEAT 32
#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
#define TEAM_NAME_LENGTH 16
typedef enum
{
PLAYER_IDLE,
PLAYER_WALK,
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1,
PLAYER_ATTACK2,
PLAYER_FLINCH,
PLAYER_LARGE_FLINCH,
PLAYER_RELOAD,
PLAYER_HOLDBOMB
}
PLAYER_ANIM;
typedef enum
{
Menu_OFF,
Menu_ChooseTeam,
Menu_IGChooseTeam,
Menu_ChooseAppearance,
Menu_Buy,
Menu_BuyPistol,
Menu_BuyRifle,
Menu_BuyMachineGun,
Menu_BuyShotgun,
Menu_BuySubMachineGun,
Menu_BuyItem,
Menu_Radio1,
Menu_Radio2,
Menu_Radio3,
Menu_ClientBuy
}
Menu;
typedef enum
{
MODEL_UNASSIGNED,
MODEL_URBAN,
MODEL_TERROR,
MODEL_LEET,
MODEL_ARCTIC,
MODEL_GSG9,
MODEL_GIGN,
MODEL_SAS,
MODEL_GUERILLA,
MODEL_VIP,
MODEL_MILITIA,
MODEL_SPETSNAZ
}
ModelName;
typedef enum
{
JOINED,
SHOWLTEXT,
READINGLTEXT,
SHOWTEAMSELECT,
PICKINGTEAM,
GETINTOGAME
}
JoinState;
typedef struct
{
int m_primaryWeapon;
int m_primaryAmmo;
int m_secondaryWeapon;
int m_secondaryAmmo;
int m_heGrenade;
int m_flashbang;
int m_smokeGrenade;
BOOL m_defuser;
BOOL m_nightVision;
int m_armor;
}
RebuyStruct;
typedef enum
{
THROW_NONE,
THROW_FORWARD,
THROW_BACKWARD,
THROW_HITVEL,
THROW_BOMB,
THROW_GRENADE,
THROW_HITVEL_MINUS_AIRVEL
}
ThrowDirection;
#define MAX_ID_RANGE 2048
#define MAX_SPECTATOR_ID_RANGE 8192
#define SBAR_STRING_SIZE 128
#define SBAR_TARGETTYPE_TEAMMATE 1
#define SBAR_TARGETTYPE_ENEMY 2
#define SBAR_TARGETTYPE_HOSTAGE 3
enum sbar_data
{
SBAR_ID_TARGETTYPE = 1,
SBAR_ID_TARGETNAME,
SBAR_ID_TARGETHEALTH,
SBAR_END
};
typedef enum
{
SILENT,
CALM,
INTENSE
}
MusicState;
#define CHAT_INTERVAL 1.0
class CBasePlayer : public CBaseMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void Restart(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void) { return CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Classify(void);
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType);
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual int TakeHealth(float flHealth, int bitsDamageType);
virtual void Killed(entvars_t *pevAttacker, int iGib);
virtual void AddPoints(int score, BOOL bAllowNegativeScore);
virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore);
virtual BOOL AddPlayerItem(CBasePlayerItem *pItem);
virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem);
virtual int GiveAmmo(int iAmount, char *szName, int iMax);
virtual void StartSneaking(void) { m_tSneaking = gpGlobals->time - 1; }
virtual void StopSneaking(void) { m_tSneaking = gpGlobals->time + 30; }
virtual BOOL IsSneaking(void) { return m_tSneaking <= gpGlobals->time; }
virtual BOOL IsAlive(void) { return pev->deadflag == DEAD_NO && pev->health > 0; }
virtual BOOL IsPlayer(void) { return TRUE; }
virtual BOOL IsNetClient(void) { return TRUE; }
virtual const char *TeamID(void);
virtual BOOL FBecomeProne(void);
virtual Vector BodyTarget(const Vector &posSrc) { return Center() + pev->view_ofs * RANDOM_FLOAT(0.5, 1.1); }
virtual int Illumination(void);
virtual BOOL ShouldFadeOnDeath(void) { return FALSE; }
virtual void ResetMaxSpeed(void);
virtual void Jump(void);
virtual void Duck(void);
virtual void PreThink(void);
virtual void PostThink(void);
virtual Vector GetGunPosition(void);
virtual BOOL IsBot(void) { return FALSE; }
virtual void UpdateClientData(void);
virtual void ImpulseCommands(void);
virtual void RoundRespawn(void);
virtual Vector GetAutoaimVector(float flDelta);
virtual void Blind(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha);
virtual void OnTouchingWeapon(CBasePlayerWeapon *pWeapon) {};
public:
void Pain(int hitgroup, bool hitkevlar);
void RenewItems(void);
void PackDeadPlayerItems(void);
void RemoveAllItems(BOOL removeSuit);
void SwitchTeam(void);
BOOL SwitchWeapon(CBasePlayerItem *pWeapon);
BOOL IsOnLadder(void);
BOOL FlashlightIsOn(void);
void FlashlightTurnOn(void);
void FlashlightTurnOff(void);
void UpdatePlayerSound(void);
void DeathSound(void);
void SetAnimation(PLAYER_ANIM playerAnim);
void SetWeaponAnimType(const char *szExtention);
void CheatImpulseCommands(int iImpulse);
void StartDeathCam(void);
void StartObserver(const Vector &vecPosition, const Vector &vecViewAngle);
CBaseEntity *Observer_IsValidTarget(int iTarget, bool bOnlyTeam);
void Observer_FindNextPlayer(bool bReverse, char *name = NULL);
void Observer_HandleButtons(void);
void Observer_SetMode(int iMode);
void Observer_CheckTarget(void);
void Observer_CheckProperties(void);
int IsObserver(void) { return pev->iuser1; }
bool IsObservingPlayer(CBasePlayer *pTarget);
void SetObserverAutoDirector(bool bState);
BOOL CanSwitchObserverModes(void);
void DropPlayerItem(const char *pszItemName);
void ThrowPrimary(void);
void ThrowWeapon(char *pszWeaponName);
BOOL HasPlayerItem(CBasePlayerItem *pCheckItem);
BOOL HasNamedPlayerItem(const char *pszItemName);
BOOL HasWeapons(void);
void SelectPrevItem(int iItem);
void SelectNextItem(int iItem);
void SelectLastItem(void);
void SelectItem(const char *pstr);
void ItemPreFrame(void);
void ItemPostFrame(void);
void GiveNamedItem(const char *szName);
void EnableControl(BOOL fControl);
void SendAmmoUpdate(void);
void SendFOV(int iFOV);
void SendHostagePos(void);
void SendHostageIcons(void);
void SendWeatherInfo(void);
void WaterMove(void);
void EXPORT PlayerDeathThink(void);
void PlayerUse(void);
void CheckSuitUpdate(void);
void SetSuitUpdate(const char *name, int fgroup, int iNoRepeat);
void UpdateGeigerCounter(void);
void CheckTimeBasedDamage(void);
void BarnacleVictimBitten(entvars_t *pevBarnacle);
void BarnacleVictimReleased(void);
static int GetAmmoIndex(const char *psz);
int AmmoInventory(int iAmmoIndex);
void ResetAutoaim(void);
Vector AutoaimDeflection(Vector &vecSrc, float flDist, float flDelta);
void ForceClientDllUpdate(void);
void SetCustomDecalFrames(int nFrames);
int GetCustomDecalFrames(void);
void TabulateAmmo(void);
void SetProgressBarTime(int iTime);
void SetProgressBarTime2(int iTime, float flLastTime);
void SetPlayerModel(BOOL HasC4);
void SetNewPlayerModel(const char *model);
void CheckPowerups(entvars_t *pev);
void SmartRadio(void);
void Radio(const char *msg_id, const char *msg_verbose, int pitch = 100, bool showIcon = true);
void GiveDefaultItems(void);
void SetBombIcon(BOOL bFlash);
void SetScoreAttrib(CBasePlayer *dest);
void SetScoreboardAttributes(CBasePlayer *pPlayer = NULL);
BOOL IsBombGuy(void);
BOOL ShouldDoLargeFlinch(int nHitGroup, int nGunType);
BOOL IsArmored(int nHitGroup);
bool HintMessage(const char *pMessage, BOOL bDisplayIfDead = FALSE, BOOL bOverrideClientSettings = FALSE);
void AddAccount(int amount, bool bTrackChange = true);
void SyncRoundTimer(void);
void MenuPrint(const char *text);
void ResetMenu(void);
void MakeVIP(void);
void JoiningThink(void);
void ResetStamina(void);
void Disappear(void);
void RemoveLevelText(void);
void MoveToNextIntroCamera(void);
void SpawnClientSideCorpse(void);
void SetPrefsFromUserinfo(char *infobuffer);
void HostageUsed(void);
bool CanPlayerBuy(bool display);
void StudioEstimateGait(void);
void CalculatePitchBlend(void);
void CalculateYawBlend(void);
void StudioProcessGait(void);
void HandleSignals(void);
void EnterEscapeZone(void);
void LeaveEscapeZone(void);
void EnterVIPSafetyZone(void);
void LeaveVIPSafetyZone(void);
void InitStatusBar(void);
void UpdateStatusBar(void);
bool IsHittingShield(const Vector &vecDirection, TraceResult *ptr);
bool IsReloading(void);
bool IsThrowingGrenade(void);
void StopReload(void);
void DrawnShiled(void);
bool HasShield(void);
void UpdateShieldCrosshair(bool bShieldDrawn);
void DropShield(bool bDeploy);
void GiveShield(bool bRetire);
bool IsProtectedByShield(void);
void RemoveShield(void);
void UpdateLocation(bool bForceUpdate);
void ClientCommand(const char *arg0, const char *arg1 = NULL, const char *arg2 = NULL, const char *arg3 = NULL);
void ClearAutoBuyData(void);
void AddAutoBuyData(const char *string);
void InitRebuyData(const char *string);
void AutoBuy(void);
bool ShouldExecuteAutoBuyCommand(const AutoBuyInfoStruct *commandInfo, bool boughtPrimary, bool boughtSecondary);
AutoBuyInfoStruct *GetAutoBuyCommandInfo(const char *command);
void PrioritizeAutoBuyString(char *autobuyString, const char *priorityString);
void ParseAutoBuyString(const char *string, bool &boughtPrimary, bool &boughtSecondary);
void PostAutoBuyCommandProcessing(const AutoBuyInfoStruct *commandInfo, bool &boughtPrimary, bool &boughtSecondary);
void BuildRebuyStruct(void);
void Rebuy(void);
void RebuyPrimaryWeapon(void);
void RebuyPrimaryAmmo(void);
void RebuySecondaryWeapon(void);
void RebuySecondaryAmmo(void);
void RebuyHEGrenade(void);
void RebuyFlashbang(void);
void RebuySmokeGrenade(void);
void RebuyDefuser(void);
void RebuyNightVision(void);
void RebuyArmor(void);
public:
static TYPEDESCRIPTION m_playerSaveData[];
public:
int random_seed;
unsigned short m_usPlayerBleed;
EHANDLE m_hObserverTarget;
float m_flNextObserverInput;
int m_iObserverWeapon;
int m_iObserverC4State;
bool m_bObserverHasDefuser;
int m_iObserverLastMode;
float m_flFlinchTime;
float m_flAnimTime;
bool m_bHighDamage;
float m_flVelocityModifier;
int m_iLastZoom;
bool m_bResumeZoom;
float m_flEjectBrass;
int m_iKevlar;
bool m_bNotKilled;
int m_iTeam;
int m_iAccount;
bool m_bHasPrimary;
float m_flDeathThrowTime;
int m_iThrowDirection;
float m_flLastTalk;
bool m_bJustConnected;
bool m_bContextHelp;
JoinState m_iJoiningState;
CBaseEntity *m_pIntroCamera;
float m_fIntroCamTime;
float m_fLastMovement;
bool m_bMissionBriefing;
bool m_bTeamChanged;
int m_iModelName;
int m_iTeamKills;
int m_iIgnoreGlobalChat;
bool m_bHasNightVision;
bool m_bNightVisionOn;
Vector m_vRecentPath[20];
float m_flIdleCheckTime;
float m_flRadioTime;
int m_iRadioMessages;
bool m_bIgnoreRadio;
bool m_bHasC4;
bool m_bHasDefuser;
bool m_bKilledByBomb;
Vector m_vBlastVector;
bool m_bKilledByGrenade;
CHintMessageQueue m_hintMessageQueue;
int m_flDisplayHistory;
int m_iMenu;
int m_iChaseTarget;
CBaseEntity *m_pChaseTarget;
BOOL m_fCamSwitch;
bool m_bEscaped;
bool m_bIsVIP;
float m_tmNextRadarUpdate;
Vector m_vLastOrigin;
int m_iCurrentKickVote;
float m_flNextVoteTime;
bool m_bJustKilledTeammate;
int m_iHostagesKilled;
int m_iMapVote;
bool m_bCanShoot;
float m_flLastFired;
float m_flLastAttackedTeammate;
bool m_bHeadshotKilled;
bool m_bPunishedForTK;
bool m_bReceivesNoMoneyNextRound;
int m_iTimeCheckAllowed;
bool m_bHasChangedName;
char m_szNewName[MAX_PLAYER_NAME_LENGTH];
bool m_bIsDefusing;
float m_tmHandleSignals;
CUnifiedSignals m_signals;
edict_t *m_pentCurBombTarget;
int m_iPlayerSound;
int m_iTargetVolume;
int m_iWeaponVolume;
int m_iExtraSoundTypes;
int m_iWeaponFlash;
float m_flStopExtraSoundTime;
float m_flFlashLightTime;
int m_iFlashBattery;
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
edict_t *m_pentSndLast;
float m_flSndRoomtype;
float m_flSndRange;
float m_flFallVelocity;
int m_rgItems[MAX_ITEMS];
int m_fNewAmmo;
unsigned int m_afPhysicsFlags;
float m_fNextSuicideTime;
float m_flTimeStepSound;
float m_flTimeWeaponIdle;
float m_flSwimTime;
float m_flDuckTime;
float m_flWallJumpTime;
float m_flSuitUpdate;
int m_rgSuitPlayList[CSUITPLAYLIST];
int m_iSuitPlayNext;
int m_rgiSuitNoRepeat[CSUITNOREPEAT];
float m_rgflSuitNoRepeatTime[CSUITNOREPEAT];
int m_lastDamageAmount;
float m_tbdPrev;
float m_flgeigerRange;
float m_flgeigerDelay;
int m_igeigerRangePrev;
int m_iStepLeft;
char m_szTextureName[CBTEXTURENAMEMAX];
char m_chTextureType;
int m_idrowndmg;
int m_idrownrestored;
int m_bitsHUDDamage;
BOOL m_fInitHUD;
BOOL m_fGameHUDInitialized;
int m_iTrain;
BOOL m_fWeapon;
EHANDLE m_pTank;
float m_fDeadTime;
BOOL m_fNoPlayerSound;
BOOL m_fLongJump;
float m_tSneaking;
int m_iUpdateTime;
int m_iClientHealth;
int m_iClientBattery;
int m_iHideHUD;
int m_iClientHideHUD;
int m_iFOV;
int m_iClientFOV;
int m_iNumSpawns;
CBaseEntity *m_pObserver;
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
CBasePlayerItem *m_pActiveItem;
CBasePlayerItem *m_pClientActiveItem;
CBasePlayerItem *m_pLastItem;
int m_rgAmmo[MAX_AMMO_SLOTS];
int m_rgAmmoLast[MAX_AMMO_SLOTS];
Vector m_vecAutoAim;
BOOL m_fOnTarget;
int m_iDeaths;
int m_izSBarState[SBAR_END];
float m_flNextSBarUpdateTime;
float m_flStatusBarDisappearDelay;
char m_SbarString0[SBAR_STRING_SIZE];
int m_lastx, m_lasty;
int m_nCustomSprayFrames;
float m_flNextDecalTime;
char m_szTeamName[TEAM_NAME_LENGTH];
int m_modelIndexPlayer;
char m_szAnimExtention[32];
int m_iGaitsequence;
float m_flGaitframe;
float m_flGaityaw;
vec3_t m_prevgaitorigin;
float m_flPitch;
float m_flYaw;
float m_flGaitMovement;
int m_iAutoWepSwitch;
bool m_bVGUIMenus;
bool m_bShowHints;
bool m_bShieldDrawn;
bool m_bOwnsShield;
bool m_bWasFollowing;
float m_flNextFollowTime;
float m_flYawModifier;
float m_blindUntilTime;
float m_blindStartTime;
float m_blindHoldTime;
float m_blindFadeTime;
float m_blindAlpha;
float m_allowAutoFollowTime;
char m_autoBuyString[MAX_AUTOBUY_LENGTH];
char *m_rebuyString;
RebuyStruct m_rebuyStruct;
bool m_bIsInRebuy;
float m_flLastUpdateTime;
char m_lastLocation[MAX_LACTION_LENGTH];
int m_progressStart;
int m_progressEnd;
bool m_bObserverAutoDirector;
bool m_canSwitchObserverModes;
float m_heartBeatTime;
int m_intenseTimestamp;
int m_silentTimestamp;
MusicState m_musicState;
int m_flLastCommandTime[8];
};
#define AUTOAIM_2DEGREES 0.0348994967025
#define AUTOAIM_5DEGREES 0.08715574274766
#define AUTOAIM_8DEGREES 0.1391731009601
#define AUTOAIM_10DEGREES 0.1736481776669
extern int gmsgHudText;
extern int gmsgShowMenu;
extern int gmsgVGUIMenu;
extern int gmsgScenarioIcon;
extern int gmsgBombDrop;
extern BOOL gInitHUD;
void SendItemStatus(CBasePlayer *pPlayer);
extern bool UseBotArgs;
extern const char *BotArgs[4];
#endif