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Diffstat (limited to 'game/server/hl2/hl2_player.h')
| -rw-r--r-- | game/server/hl2/hl2_player.h | 384 |
1 files changed, 384 insertions, 0 deletions
diff --git a/game/server/hl2/hl2_player.h b/game/server/hl2/hl2_player.h new file mode 100644 index 0000000..6e72bb9 --- /dev/null +++ b/game/server/hl2/hl2_player.h @@ -0,0 +1,384 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Player for HL2. +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef HL2_PLAYER_H +#define HL2_PLAYER_H +#pragma once + + +#include "player.h" +#include "hl2_playerlocaldata.h" +#include "simtimer.h" +#include "soundenvelope.h" + +class CAI_Squad; +class CPropCombineBall; + +extern int TrainSpeed(int iSpeed, int iMax); +extern void CopyToBodyQue( CBaseAnimating *pCorpse ); + +#define ARMOR_DECAY_TIME 3.5f + +enum HL2PlayerPhysFlag_e +{ + // 1 -- 5 are used by enum PlayerPhysFlag_e in player.h + + PFLAG_ONBARNACLE = ( 1<<6 ) // player is hangning from the barnalce +}; + +class IPhysicsPlayerController; +class CLogicPlayerProxy; + +struct commandgoal_t +{ + Vector m_vecGoalLocation; + CBaseEntity *m_pGoalEntity; +}; + +// Time between checks to determine whether NPCs are illuminated by the flashlight +#define FLASHLIGHT_NPC_CHECK_INTERVAL 0.4 + +//---------------------------------------------------- +// Definitions for weapon slots +//---------------------------------------------------- +#define WEAPON_MELEE_SLOT 0 +#define WEAPON_SECONDARY_SLOT 1 +#define WEAPON_PRIMARY_SLOT 2 +#define WEAPON_EXPLOSIVE_SLOT 3 +#define WEAPON_TOOL_SLOT 4 + +//============================================================================= +//============================================================================= +class CSuitPowerDevice +{ +public: + CSuitPowerDevice( int bitsID, float flDrainRate ) { m_bitsDeviceID = bitsID; m_flDrainRate = flDrainRate; } +private: + int m_bitsDeviceID; // tells what the device is. DEVICE_SPRINT, DEVICE_FLASHLIGHT, etc. BITMASK!!!!! + float m_flDrainRate; // how quickly does this device deplete suit power? ( percent per second ) + +public: + int GetDeviceID( void ) const { return m_bitsDeviceID; } + float GetDeviceDrainRate( void ) const + { + if( g_pGameRules->GetSkillLevel() == SKILL_EASY && hl2_episodic.GetBool() && !(GetDeviceID()&bits_SUIT_DEVICE_SPRINT) ) + return m_flDrainRate * 0.5f; + else + return m_flDrainRate; + } +}; + +//============================================================================= +// >> HL2_PLAYER +//============================================================================= +class CHL2_Player : public CBasePlayer +{ +public: + DECLARE_CLASS( CHL2_Player, CBasePlayer ); + + CHL2_Player(); + ~CHL2_Player( void ); + + static CHL2_Player *CreatePlayer( const char *className, edict_t *ed ) + { + CHL2_Player::s_PlayerEdict = ed; + return (CHL2_Player*)CreateEntityByName( className ); + } + + DECLARE_SERVERCLASS(); + DECLARE_DATADESC(); + + virtual void CreateCorpse( void ) { CopyToBodyQue( this ); }; + + virtual void Precache( void ); + virtual void Spawn(void); + virtual void Activate( void ); + virtual void CheatImpulseCommands( int iImpulse ); + virtual void PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper); + virtual void PlayerUse ( void ); + virtual void SuspendUse( float flDuration ) { m_flTimeUseSuspended = gpGlobals->curtime + flDuration; } + virtual void UpdateClientData( void ); + virtual void OnRestore(); + virtual void StopLoopingSounds( void ); + virtual void Splash( void ); + virtual void ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set ); + + void DrawDebugGeometryOverlays(void); + + virtual Vector EyeDirection2D( void ); + virtual Vector EyeDirection3D( void ); + + virtual void CommanderMode(); + + virtual bool ClientCommand( const CCommand &args ); + + // from cbasecombatcharacter + void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity ); + WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon ); + + Class_T Classify ( void ); + + // from CBasePlayer + virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize ); + + // Suit Power Interface + void SuitPower_Update( void ); + bool SuitPower_Drain( float flPower ); // consume some of the suit's power. + void SuitPower_Charge( float flPower ); // add suit power. + void SuitPower_SetCharge( float flPower ) { m_HL2Local.m_flSuitPower = flPower; } + void SuitPower_Initialize( void ); + bool SuitPower_IsDeviceActive( const CSuitPowerDevice &device ); + bool SuitPower_AddDevice( const CSuitPowerDevice &device ); + bool SuitPower_RemoveDevice( const CSuitPowerDevice &device ); + bool SuitPower_ShouldRecharge( void ); + float SuitPower_GetCurrentPercentage( void ) { return m_HL2Local.m_flSuitPower; } + + void SetFlashlightEnabled( bool bState ); + + // Apply a battery + bool ApplyBattery( float powerMultiplier = 1.0 ); + + // Commander Mode for controller NPCs + enum CommanderCommand_t + { + CC_NONE, + CC_TOGGLE, + CC_FOLLOW, + CC_SEND, + }; + + void CommanderUpdate(); + void CommanderExecute( CommanderCommand_t command = CC_TOGGLE ); + bool CommanderFindGoal( commandgoal_t *pGoal ); + void NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity ); + CAI_BaseNPC *GetSquadCommandRepresentative(); + int GetNumSquadCommandables(); + int GetNumSquadCommandableMedics(); + + // Locator + void UpdateLocatorPosition( const Vector &vecPosition ); + + // Sprint Device + void StartAutoSprint( void ); + void StartSprinting( void ); + void StopSprinting( void ); + void InitSprinting( void ); + bool IsSprinting( void ) { return m_fIsSprinting; } + bool CanSprint( void ); + void EnableSprint( bool bEnable); + + bool CanZoom( CBaseEntity *pRequester ); + void ToggleZoom(void); + void StartZooming( void ); + void StopZooming( void ); + bool IsZooming( void ); + void CheckSuitZoom( void ); + + // Walking + void StartWalking( void ); + void StopWalking( void ); + bool IsWalking( void ) { return m_fIsWalking; } + + // Aiming heuristics accessors + virtual float GetIdleTime( void ) const { return ( m_flIdleTime - m_flMoveTime ); } + virtual float GetMoveTime( void ) const { return ( m_flMoveTime - m_flIdleTime ); } + virtual float GetLastDamageTime( void ) const { return m_flLastDamageTime; } + virtual bool IsDucking( void ) const { return !!( GetFlags() & FL_DUCKING ); } + + virtual bool PassesDamageFilter( const CTakeDamageInfo &info ); + void InputIgnoreFallDamage( inputdata_t &inputdata ); + void InputIgnoreFallDamageWithoutReset( inputdata_t &inputdata ); + void InputEnableFlashlight( inputdata_t &inputdata ); + void InputDisableFlashlight( inputdata_t &inputdata ); + + const impactdamagetable_t &GetPhysicsImpactDamageTable(); + virtual int OnTakeDamage( const CTakeDamageInfo &info ); + virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + virtual void OnDamagedByExplosion( const CTakeDamageInfo &info ); + bool ShouldShootMissTarget( CBaseCombatCharacter *pAttacker ); + + void CombineBallSocketed( CPropCombineBall *pCombineBall ); + + virtual void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ); + + virtual void GetAutoaimVector( autoaim_params_t ¶ms ); + bool ShouldKeepLockedAutoaimTarget( EHANDLE hLockedTarget ); + + void SetLocatorTargetEntity( CBaseEntity *pEntity ) { m_hLocatorTargetEntity.Set( pEntity ); } + + virtual int GiveAmmo( int nCount, int nAmmoIndex, bool bSuppressSound); + virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon ); + + virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon ); + virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon ); + virtual bool Weapon_Lower( void ); + virtual bool Weapon_Ready( void ); + virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); + virtual bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon ); + + void FirePlayerProxyOutput( const char *pszOutputName, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller ); + + CLogicPlayerProxy *GetPlayerProxy( void ); + + // Flashlight Device + void CheckFlashlight( void ); + int FlashlightIsOn( void ); + void FlashlightTurnOn( void ); + void FlashlightTurnOff( void ); + bool IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot ); + void SetFlashlightPowerDrainScale( float flScale ) { m_flFlashlightPowerDrainScale = flScale; } + + // Underwater breather device + virtual void SetPlayerUnderwater( bool state ); + virtual bool CanBreatheUnderwater() const { return m_HL2Local.m_flSuitPower > 0.0f; } + + // physics interactions + virtual void PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize ); + virtual bool IsHoldingEntity( CBaseEntity *pEnt ); + virtual void ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldindThis ); + virtual float GetHeldObjectMass( IPhysicsObject *pHeldObject ); + + virtual bool IsFollowingPhysics( void ) { return (m_afPhysicsFlags & PFLAG_ONBARNACLE) > 0; } + void InputForceDropPhysObjects( inputdata_t &data ); + + virtual void Event_Killed( const CTakeDamageInfo &info ); + void NotifyScriptsOfDeath( void ); + + // override the test for getting hit + virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ); + + LadderMove_t *GetLadderMove() { return &m_HL2Local.m_LadderMove; } + virtual void ExitLadder(); + virtual surfacedata_t *GetLadderSurface( const Vector &origin ); + + virtual void EquipSuit( bool bPlayEffects = true ); + virtual void RemoveSuit( void ); + void HandleAdmireGlovesAnimation( void ); + void StartAdmireGlovesAnimation( void ); + + void HandleSpeedChanges( void ); + + void SetControlClass( Class_T controlClass ) { m_nControlClass = controlClass; } + + void StartWaterDeathSounds( void ); + void StopWaterDeathSounds( void ); + + bool IsWeaponLowered( void ) { return m_HL2Local.m_bWeaponLowered; } + void HandleArmorReduction( void ); + void StartArmorReduction( void ) { m_flArmorReductionTime = gpGlobals->curtime + ARMOR_DECAY_TIME; + m_iArmorReductionFrom = ArmorValue(); + } + + void MissedAR2AltFire(); + + inline void EnableCappedPhysicsDamage(); + inline void DisableCappedPhysicsDamage(); + + // HUD HINTS + void DisplayLadderHudHint(); + + CSoundPatch *m_sndLeeches; + CSoundPatch *m_sndWaterSplashes; + +protected: + virtual void PreThink( void ); + virtual void PostThink( void ); + virtual bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); + + virtual void UpdateWeaponPosture( void ); + + virtual void ItemPostFrame(); + virtual void PlayUseDenySound(); + +private: + bool CommanderExecuteOne( CAI_BaseNPC *pNpc, const commandgoal_t &goal, CAI_BaseNPC **Allies, int numAllies ); + + void OnSquadMemberKilled( inputdata_t &data ); + + Class_T m_nControlClass; // Class when player is controlling another entity + // This player's HL2 specific data that should only be replicated to + // the player and not to other players. + CNetworkVarEmbedded( CHL2PlayerLocalData, m_HL2Local ); + + float m_flTimeAllSuitDevicesOff; + + bool m_bSprintEnabled; // Used to disable sprint temporarily + bool m_bIsAutoSprinting; // A proxy for holding down the sprint key. + float m_fAutoSprintMinTime; // Minimum time to maintain autosprint regardless of player speed. + + CNetworkVar( bool, m_fIsSprinting ); + CNetworkVarForDerived( bool, m_fIsWalking ); + +protected: // Jeep: Portal_Player needs access to this variable to overload PlayerUse for picking up objects through portals + bool m_bPlayUseDenySound; // Signaled by PlayerUse, but can be unset by HL2 ladder code... + +private: + + CAI_Squad * m_pPlayerAISquad; + CSimpleSimTimer m_CommanderUpdateTimer; + float m_RealTimeLastSquadCommand; + CommanderCommand_t m_QueuedCommand; + + Vector m_vecMissPositions[16]; + int m_nNumMissPositions; + + float m_flTimeIgnoreFallDamage; + bool m_bIgnoreFallDamageResetAfterImpact; + + // Suit power fields + float m_flSuitPowerLoad; // net suit power drain (total of all device's drainrates) + float m_flAdmireGlovesAnimTime; + + float m_flNextFlashlightCheckTime; + float m_flFlashlightPowerDrainScale; + + // Aiming heuristics code + float m_flIdleTime; //Amount of time we've been motionless + float m_flMoveTime; //Amount of time we've been in motion + float m_flLastDamageTime; //Last time we took damage + float m_flTargetFindTime; + + EHANDLE m_hPlayerProxy; + + bool m_bFlashlightDisabled; + bool m_bUseCappedPhysicsDamageTable; + + float m_flArmorReductionTime; + int m_iArmorReductionFrom; + + float m_flTimeUseSuspended; + + CSimpleSimTimer m_LowerWeaponTimer; + CSimpleSimTimer m_AutoaimTimer; + + EHANDLE m_hLockedAutoAimEntity; + + EHANDLE m_hLocatorTargetEntity; // The entity that's being tracked by the suit locator. + + float m_flTimeNextLadderHint; // Next time we're eligible to display a HUD hint about a ladder. + + friend class CHL2GameMovement; +}; + + +//----------------------------------------------------------------------------- +// FIXME: find a better way to do this +// Switches us to a physics damage table that caps the max damage. +//----------------------------------------------------------------------------- +void CHL2_Player::EnableCappedPhysicsDamage() +{ + m_bUseCappedPhysicsDamageTable = true; +} + + +void CHL2_Player::DisableCappedPhysicsDamage() +{ + m_bUseCappedPhysicsDamageTable = false; +} + + +#endif //HL2_PLAYER_H |