/*** * * 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. * ****/ #pragma once #if !defined(PLAYER_H) #define PLAYER_H #include "pm_materials.h" //++ BulliT #include "items.h" #include "gamerules.h" #include "agglobal.h" #include "agclient.h" extern int gmsgSpectator; //-- Martin Webrant #define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet #define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet #define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second. #define PLAYER_MIN_BOUNCE_SPEED 200 #define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast. // // Player PHYSICS FLAGS bits // #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 ) // In the process of ducking, but totally squatted yet #define PFLAG_USING ( 1<<4 ) // Using a continuous entity #define PFLAG_OBSERVER ( 1<<5 ) // player is locked in stationary cam mode. Spectators can move, observers can't. // // generic player // //----------------------------------------------------- //This is Half-Life player entity //----------------------------------------------------- #define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time #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_ANIM; #define MAX_ID_RANGE 2048 #define SBAR_STRING_SIZE 128 enum sbar_data { SBAR_ID_TARGETNAME = 1, SBAR_ID_TARGETHEALTH, SBAR_ID_TARGETARMOR, SBAR_END }; #define CHAT_INTERVAL 1.0f class CBasePlayer : public CBaseMonster { public: // Spectator camera void Observer_FindNextPlayer( bool bReverse ); void Observer_HandleButtons(); void Observer_SetMode( int iMode ); void Observer_CheckTarget(); void Observer_CheckProperties(); EHANDLE m_hObserverTarget; float m_flNextObserverInput; int m_iObserverWeapon; // weapon of current tracked target int m_iObserverLastMode;// last used observer mode int IsObserver() { return pev->iuser1; }; int random_seed; // See that is shared between client & server for shared weapons code int m_iPlayerSound;// the index of the sound list slot reserved for this player int m_iTargetVolume;// ideal sound volume. int m_iWeaponVolume;// how loud the player's weapon is right now. int m_iExtraSoundTypes;// additional classification for this weapon's sound int m_iWeaponFlash;// brightness of the weapon flash float m_flStopExtraSoundTime; float m_flFlashLightTime; // Time until next battery draw/Recharge int m_iFlashBattery; // Flashlight Battery Draw int m_afButtonLast; int m_afButtonPressed; int m_afButtonReleased; edict_t *m_pentSndLast; // last sound entity to modify player room type float m_flSndRoomtype; // last roomtype set by sound entity float m_flSndRange; // dist from player to sound entity float m_flFallVelocity; int m_rgItems[MAX_ITEMS]; int m_fKnownItem; // True when a new item needs to be added int m_fNewAmmo; // True when a new item has been added unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden float m_fNextSuicideTime; // the time after which the player can next use the suicide command // these are time-sensitive things that we keep track of float m_flTimeStepSound; // when the last stepping sound was made float m_flTimeWeaponIdle; // when to play another weapon idle animation. float m_flSwimTime; // how long player has been underwater float m_flDuckTime; // how long we've been ducking float m_flWallJumpTime; // how long until next walljump float m_flSuitUpdate; // when to play next suit update int m_rgSuitPlayList[CSUITPLAYLIST];// next sentencenum to play for suit update int m_iSuitPlayNext; // next sentence slot for queue storage; int m_rgiSuitNoRepeat[CSUITNOREPEAT]; // suit sentence no repeat list float m_rgflSuitNoRepeatTime[CSUITNOREPEAT]; // how long to wait before allowing repeat int m_lastDamageAmount; // Last damage taken float m_tbdPrev; // Time-based damage timer float m_flgeigerRange; // range to nearest radiation source float m_flgeigerDelay; // delay per update of range msg to client int m_igeigerRangePrev; int m_iStepLeft; // alternate left/right foot stepping sound char m_szTextureName[CBTEXTURENAMEMAX]; // current texture name we're standing on char m_chTextureType; // current texture type int m_idrowndmg; // track drowning damage taken int m_idrownrestored; // track drowning damage restored int m_bitsHUDDamage; // Damage bits for the current fame. These get sent to // the hude via the DAMAGE message BOOL m_fInitHUD; // True when deferred HUD restart msg needs to be sent BOOL m_fGameHUDInitialized; int m_iTrain; // Train control position BOOL m_fWeapon; // Set this to FALSE to force a reset of the current weapon HUD info EHANDLE m_pTank; // the tank which the player is currently controlling, NULL if no tank float m_fDeadTime; // the time at which the player died (used in PlayerDeathThink()) BOOL m_fNoPlayerSound; // a debugging feature. Player makes no sound if this is true. BOOL m_fLongJump; // does this player have the longjump module? float m_tSneaking; int m_iUpdateTime; // stores the number of frame ticks before sending HUD update messages int m_iClientHealth; // the health currently known by the client. If this changes, send a new int m_iClientBattery; // the Battery currently known by the client. If this changes, send a new int m_iHideHUD; // the players hud weapon info is to be hidden int m_iClientHideHUD; int m_iFOV; // field of view int m_iClientFOV; // client's known FOV // usable player items CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES]; CBasePlayerItem *m_pActiveItem; CBasePlayerItem *m_pClientActiveItem; // client version of the active item CBasePlayerItem *m_pLastItem; // shared ammo slots int m_rgAmmo[MAX_AMMO_SLOTS]; int m_rgAmmoLast[MAX_AMMO_SLOTS]; Vector m_vecAutoAim; BOOL m_fOnTarget; int m_iDeaths; float m_flRespawnTimer; // used in PlayerDeathThink() to make sure players can always respawn int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE int m_nCustomSprayFrames;// Custom clan logo frames for this player float m_flNextDecalTime;// next time this player can spray a decal char m_szTeamName[TEAM_NAME_LENGTH]; virtual void Spawn( void ); void Pain( void ); //virtual void Think( void ); virtual void Jump( void ); virtual void Duck( void ); virtual void PreThink( void ); virtual void PostThink( void ); virtual Vector GetGunPosition( void ); virtual int TakeHealth( float flHealth, int bitsDamageType ); virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); virtual void Killed( entvars_t *pevAttacker, int iGib ); virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) + pev->view_ofs * RANDOM_FLOAT( 0.5, 1.1 ); }; // position to shoot at 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 ShouldFadeOnDeath( void ) { return FALSE; } //++ BulliT virtual BOOL IsPlayer( void ) { return !IsSpectator(); } // Spectators should return FALSE for this, they aren't "players" as far as game logic is concerned //-- Martin Webrant virtual BOOL IsNetClient( void ) { return TRUE; } // Bots should return FALSE for this, they can't receive NET messages // Spectators should return TRUE for this virtual const char *TeamID( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); void RenewItems(void); void PackDeadPlayerItems( void ); void RemoveAllItems( BOOL removeSuit ); BOOL SwitchWeapon( CBasePlayerItem *pWeapon ); // JOHN: sends custom messages if player HUD data has changed (eg health, ammo) virtual void UpdateClientData( void ); static TYPEDESCRIPTION m_playerSaveData[]; // Player is moved across the transition by other means virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } virtual void Precache( void ); BOOL IsOnLadder( void ); BOOL FlashlightIsOn( void ); void FlashlightTurnOn( void ); void FlashlightTurnOff( void ); void UpdatePlayerSound ( void ); void DeathSound ( void ); int Classify ( void ); void SetAnimation( PLAYER_ANIM playerAnim ); void SetWeaponAnimType( const char *szExtention ); char m_szAnimExtention[32]; // custom player functions virtual void ImpulseCommands( void ); void CheatImpulseCommands( int iImpulse ); void StartDeathCam( void ); void StartObserver( Vector vecPosition, Vector vecViewAngle ); void StopObserver(); void AddPoints( int score, BOOL bAllowNegativeScore ); void AddPointsToTeam( int score, BOOL bAllowNegativeScore ); BOOL AddPlayerItem( CBasePlayerItem *pItem ); BOOL RemovePlayerItem( CBasePlayerItem *pItem, bool bCallHoster ); void DropPlayerItem ( char *pszItemName ); BOOL HasPlayerItem( CBasePlayerItem *pCheckItem ); BOOL HasNamedPlayerItem( const char *pszItemName ); BOOL HasPlayerItemFromID( int nID ); BOOL HasWeapons( void );// do I have ANY weapons? 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); int GiveAmmo( int iAmount, const char *szName, int iMax ); void SendAmmoUpdate(void); void WaterMove( void ); void EXPORT PlayerDeathThink( void ); void PlayerUse( void ); void CheckSuitUpdate(); void SetSuitUpdate( const char *name, int fgroup, int iNoRepeat ); void UpdateGeigerCounter( void ); void CheckTimeBasedDamage( void ); BOOL FBecomeProne ( void ); void BarnacleVictimBitten ( entvars_t *pevBarnacle ); void BarnacleVictimReleased ( void ); static int GetAmmoIndex(const char *psz); int AmmoInventory( int iAmmoIndex ); int Illumination( void ); void ResetAutoaim( void ); Vector GetAutoaimVector( float flDelta ); Vector AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ); void ForceClientDllUpdate( void ); // Forces all client .dll specific data to be resent to client. void DeathMessage( entvars_t *pevKiller ); void SetCustomDecalFrames( int nFrames ); int GetCustomDecalFrames( void ); void TabulateAmmo( void ); float m_flStartCharge; float m_flAmmoStartCharge; float m_flPlayAftershock; float m_flNextAmmoBurn;// while charging, when to absorb another unit of player's ammo? // Player ID void InitStatusBar( void ); void UpdateStatusBar( void ); int m_izSBarState[SBAR_END]; float m_flNextSBarUpdateTime; float m_flStatusBarDisappearDelay; char m_SbarString0[SBAR_STRING_SIZE]; char m_SbarString1[SBAR_STRING_SIZE]; void SetPrefsFromUserinfo( char *infobuffer ); float m_flNextChatTime; //++ BulliT protected: bool m_bAdmin; //Player gained admin status. bool m_bIngame; //Player was in the game when match started. float m_fPlayerIdCheck; //Next time to check player id. float m_fDisplayGamemode; //Next time to display gamemode. float m_fLongjumpTimer; //Long jump timer. Vector m_vKilled; //Where the player got killed last time. double m_fFloodLockTill; //Flood protection: Locked from talking double m_afFloodWhen[10]; //Flood protection: When messages were said int m_iFloodWhenHead; //Flood protection: Head pointer for when said double m_fPrevSoundFlood; double m_fPrevTextFlood; bool m_bSpawnFull; //Spawn with all weapons. double m_fSpectateTime; //Dont flood the spectate functions. int m_iSpectateWeapon; int m_iSpectateAmmoClip; int m_iSpot; //Info intermission spot. bool m_bSentWallhackInfo; //int m_iWeaponWeight[MAX_WEAPONS]; bool m_bInitLocation; //True to init location on client. int m_iLastPlayerId; float m_fNextPlayerId; bool m_bSentCheatCheck; public: int m_iVote; //What player voted. -1 (not voted), 0 no, 1 yes. bool m_bDoneFirstSpawn; //True if player has done the first spawn. bool m_bInSpawn; //True if player is spawning. bool m_bReady; //True if player is ready to enter lts/lms int m_iNumTeams; //Userinfo int m_iDisableSpecs; int m_iAutoWepSwitch; char m_szModel[64]; //CTF bool m_bFlagTeam1; //True if you got flag 1. bool m_bFlagTeam2; //True if you got flag 2. enum enumFlagStatus { Off = -1, Home = 0, Stolen = 1, Lost = 2, Carry = 3}; int m_iFlagStatus1Last; int m_iFlagStatus2Last; enum { Invalid, Alive, GotKilled, SelfKilled, WorldKilled }; int m_iStatus; //Maps int m_iMapListSent; void Init(); //Init all extra variables. const char *GetAuthID(); //Get steam ID const char *GetName(); //Get name bool IsAdmin(); //Returns true if a voted or real admin. void SetIsAdmin(bool bAdmin); //Set to true to be admin. bool IsIngame(); //Returns true if allowed to enter the game. If false go specmode. void SetIngame(bool bIngame); //Set to true to allow player in the game. bool ShouldWeaponSwitch(); //Should weapon switch when walking over? bool DisableSpecs(); //Does this player allow spectators. void UpdatePlayerId(); //Check if we should send player name. void OnPickupLongjump(); //Player picked it up. void LongjumpThink(); //The lj think. Handles timer. void SetDisplayGamemode(float fTime); //Display gamemode. Vector GetKilledPosition(); //Where the player got killed last time. void ShowVGUI( int iMenu ); void ChangeTeam( const char *pszNewTeam, bool bSendScores = true ); //Change team/model. bool RespawnMatch(); //Respawn and removes players old enties. void ResetScore(); //Reset score. bool IsSpectator(); //Returns true if spectating. bool IsProxy(); //Returns true if proxy server client. bool FloodCheck(); //Returns true if user is flooding us. Use this one for public messages. bool FloodSound(); //Returns true if user is flooding us. bool FloodText(); //Returns true if user is flooding us. void MoveToInfoIntermission( edict_t *pSpot ); //Move to a info intermission spot. friend class AgClient; //AgClient class should be able to access protected variables. int BloodColor() { return BLOOD_COLOR_RED; } void SetSpawnFull( bool bSpawnFull ); //Set to true to spawn american way. bool GetSpawnFull(); //Get spawn full with ammo void RemoveAllItemsNoClientMessage(); EHANDLE m_hSpectateTarget;//The player this player is watching. void Spectate_Init(); void Spectate_Spectate(); void Spectate_Start( bool bResetScore = true ); void Spectate_Stop( bool bIntermediateSpawn = false ); void Spectate_SetMode( int iMode ); void Spectate_UpdatePosition(); void Spectate_HandleButtons(); void Spectate_Nextplayer( bool bReverse ); void Spectate_Nextspot( bool bReverse ); bool Spectate_Think(); bool Spectate_Follow( EHANDLE &pPlayer, int iMode ); bool Spectate_HLTV(); void SendWallhackInfo(); void UpdateFlagStatus( CBasePlayer *pPlayer ); int GetWeaponWeight( CBasePlayerItem *pItem ); /* void SetWeaponWeight( const char *pszWeaponWeights ); void InitWeaponWeight(); */ //-- Martin Webrant Vector m_vecLastViewAngles; }; //++ BulliT inline void CBasePlayer::Init() { m_bSentWallhackInfo = false; m_bInSpawn = false; m_bAdmin = false; m_bIngame = 1 > ag_match_running.value; m_bDoneFirstSpawn = false; m_fPlayerIdCheck = gpGlobals->time + 5.0f; m_fDisplayGamemode = 0.0; m_fLongjumpTimer = 0.0; m_iVote = -1; m_iStatus = Invalid; m_fDisplayGamemode = gpGlobals->time + 5; m_vKilled = g_vecZero; m_fFloodLockTill = AgTime(); for( int i = 0; i < sizeof( m_afFloodWhen ) / sizeof( m_afFloodWhen[0] ); i++ ) { m_afFloodWhen[i] = AgTime(); } m_iFloodWhenHead = 0; m_fPrevSoundFlood = AgTime(); m_fPrevTextFlood = AgTime(); m_bSpawnFull = false; Spectate_Init(); if( ARENA == AgGametype() ) { //Never allow new players in arena mode to spawn directly. m_bIngame = false; g_pGameRules->m_Arena.ClientConnected( this ); } else if( LMS == AgGametype() ) { //Never allow new players in arena mode to spawn directly. m_bIngame = false; g_pGameRules->m_LMS.ClientConnected( this ); } else if( CTF == AgGametype() ) { g_pGameRules->m_CTF.ClientConnected( this ); if( 1 == ag_match_running.value ) { //Check score cache if he was in the game. g_pGameRules->m_ScoreCache.RestoreInGame( this ); } } else { if( 1 == ag_match_running.value ) { //Check score cache if he was in the game. g_pGameRules->m_ScoreCache.RestoreInGame( this ); } } if( 0 < ag_auto_admin.value ) { //Autoadmin the player. AdminCache.RestoreAdmin( this ); } m_bFlagTeam1 = false; m_bFlagTeam2 = false; m_iFlagStatus1Last = Off; m_iFlagStatus2Last = Off; m_iAutoWepSwitch = 1; m_iDisableSpecs = 0; //InitWeaponWeight(); m_bReady = true; m_iNumTeams = 0; m_bInitLocation = true; m_iMapListSent = -1; m_szModel[0] = '\0'; m_iLastPlayerId = -1; m_fNextPlayerId = 0.0; m_bSentCheatCheck = false; #if _DEBUG if( 0 == strcmp( GetAuthID(), "237555" ) ) m_bAdmin = true; #endif }; inline const char* CBasePlayer::GetAuthID() { if( g_bLangame ) return ""; return GETPLAYERAUTHID( edict() ); }; inline const char* CBasePlayer::GetName() { return pev->netname ? ( STRING( pev->netname ) )[0] ? STRING( pev->netname ) : "" : ""; }; inline bool CBasePlayer::IsAdmin() { return m_bAdmin; }; inline void CBasePlayer::SetIsAdmin(bool bAdmin) { m_bAdmin = bAdmin; }; inline bool CBasePlayer::IsIngame() { return m_bIngame; }; inline void CBasePlayer::SetIngame(bool bIngame) { m_bIngame = bIngame; }; inline bool CBasePlayer::IsSpectator() { return pev->iuser1 > 0 || IsProxy(); }; inline bool CBasePlayer::IsProxy() { if (pev->flags & FL_PROXY ) return true; return false; }; inline Vector CBasePlayer::GetKilledPosition() { return m_vKilled; } inline bool CBasePlayer::ShouldWeaponSwitch() { return ( 0 != m_iAutoWepSwitch && !( 2 == m_iAutoWepSwitch && ( m_afButtonLast & ( IN_ATTACK | IN_ATTACK2 )))); }; inline void CBasePlayer::SetDisplayGamemode(float fTime) { m_fDisplayGamemode = gpGlobals->time + fTime; }; inline void CBasePlayer::SetSpawnFull(bool bSpawnFull) { m_bSpawnFull = bSpawnFull; } inline bool CBasePlayer::GetSpawnFull() { return m_bSpawnFull; } inline bool CBasePlayer::DisableSpecs() { return 0 != m_iDisableSpecs; } // Spectator Movement modes (stored in pev->iuser1, so the physics code can get at them) #define OBS_NONE 0 #define OBS_CHASE_LOCKED 1 #define OBS_CHASE_FREE 2 #define OBS_ROAMING 3 #define OBS_IN_EYE 4 #define OBS_MAP_FREE 5 #define OBS_MAP_CHASE 6 //-- Martin Webrant #define AUTOAIM_2DEGREES 0.0348994967025 #define AUTOAIM_5DEGREES 0.08715574274766 #define AUTOAIM_8DEGREES 0.1391731009601 #define AUTOAIM_10DEGREES 0.1736481776669 extern int gmsgHudText; extern BOOL gInitHUD; #endif // PLAYER_H