274 lines
11 KiB
C
274 lines
11 KiB
C
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#ifndef ASW_PLAYER_H
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#define ASW_PLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "asw_shareddefs.h"
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#include "asw_player_shared.h"
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#include "player.h"
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#include "asw_playerlocaldata.h"
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#include "server_class.h"
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#include "asw_playeranimstate.h"
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#include "asw_game_resource.h"
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#include "asw_info_message_shared.h"
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#include "basemultiplayerplayer.h"
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#include "steam/steam_api.h"
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class CASW_Marine;
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class CRagdollProp;
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class CASW_Voting_Missions;
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//=============================================================================
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// >> Swarm player
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//=============================================================================
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class CASW_Player : public CBaseMultiplayerPlayer, public IASWPlayerAnimStateHelpers
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{
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public:
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DECLARE_CLASS( CASW_Player, CBaseMultiplayerPlayer );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CASW_Player();
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virtual ~CASW_Player();
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virtual int UpdateTransmitState();
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static CASW_Player *CreatePlayer( const char *className, edict_t *ed );
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static CASW_Player* Instance( int iEnt );
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// This passes the event to the client's and server's CPlayerAnimState.
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void DoAnimationEvent( PlayerAnimEvent_t event );
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virtual void PreThink();
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virtual void PostThink();
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virtual void Spawn();
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virtual void Precache();
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virtual void UpdateBattery( void ) { }
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void DriveMarineMovement( CUserCmd *ucmd, IMoveHelper *moveHelper );
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void PushawayThink();
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virtual void AvoidPhysicsProps( CUserCmd *pCmd );
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virtual bool ClientCommand( const CCommand &args );
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void EmitPrivateSound( const char *soundName, bool bFromMarine = false );
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// eye position is above the marine we're remote controlling
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virtual Vector EyePosition(void);
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virtual Vector EarPosition( void );
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virtual CBaseEntity *GetSoundscapeListener();
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Vector m_vecLastMarineOrigin; // remember last known position to keep camera there when gibbing
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Vector m_vecFreeCamOrigin; // if the player is using freecam cheat to look around, he'll tell us about that position
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bool m_bUsedFreeCam; // has the player ever sent a freecam message (if he has, we started adding the freecam's pos to PVS)
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const QAngle& EyeAngles();
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virtual const QAngle& EyeAnglesWithCursorRoll();
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const Vector& GetCrosshairTracePos() { return m_vecCrosshairTracePos; }
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void SetCrosshairTracePos( const Vector &vecPos ) { m_vecCrosshairTracePos = vecPos; }
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virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
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virtual void HandleSpeedChanges( void );
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virtual bool CanBeSeenBy( CAI_BaseNPC *pNPC ) { return false; } // Players are never seen by NPCs
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CNetworkHandle (CASW_Marine, m_hMarine);
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bool ShouldAutoReload() { return m_bAutoReload; }
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bool m_bAutoReload;
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// anim state helper
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virtual CBaseCombatWeapon* ASWAnim_GetActiveWeapon();
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virtual bool ASWAnim_CanMove();
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// spectating
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void SpectateNextMarine();
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void SetSpectatingMarine(CASW_Marine *d);
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CASW_Marine* GetSpectatingMarine();
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CNetworkHandle (CASW_Marine, m_hSpectatingMarine);
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bool m_bLastAttackButton; // used to detect left clicks for cycling through marines
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bool m_bRequestedSpectator; // this player requested to be a spectator since the start of a match (won't be considered for leader, campaign votes, etc.)
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float m_fLastControlledMarineTime;
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void BecomeNonSolid();
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void OnMarineCommanded( const CASW_Marine *pMarine );
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void SetMarine( CASW_Marine *pMarine );
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CASW_Marine* GetMarine();
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CASW_Marine* GetMarine() const;
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void SelectNextMarine( bool bReverse );
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bool CanSwitchToMarine( int num );
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void SwitchMarine( int num );
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void OrderMarineFace( int iMarine, float fYaw, Vector &vecOrderPos );
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void LeaveMarines();
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bool HasLiveMarines();
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virtual bool IsAlive( void );
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CNetworkHandle(CASW_Marine, m_hOrderingMarine)
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CASW_Game_Resource* GetGNI();
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// This player's Infested specific data that should only be replicated to
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// the player and not to other players.
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CNetworkVarEmbedded( CASWPlayerLocalData, m_ASWLocal );
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// gets the firing direction when the player is firing through a marine
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Vector GetAutoaimVectorForMarine(CASW_Marine* marine, float flDelta, float flNearMissDelta);
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QAngle MarineAutoaimDeflection( Vector &vecSrc, float flDist, float flDelta, float flNearMissDelta);
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QAngle m_angMarineAutoAim;
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void FlashlightTurnOn( void );
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void FlashlightTurnOff( void );
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// Marine position prediction (used by AI to compensate for player lag times)
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void MoveMarineToPredictedPosition();
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void RestoreMarinePosition();
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Vector m_vecStoredPosition;
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virtual CBaseCombatCharacter *ActivePlayerCombatCharacter( void );
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// shared code
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void ItemPostFrame();
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void ASWSelectWeapon(CBaseCombatWeapon* pWeapon, int subtype); // for switching weapons on the current marine
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virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
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virtual CBaseCombatWeapon* Weapon_OwnsThisType( const char *pszWeapon, int iSubType = 0 ) const; // True if already owns a weapon of this class
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virtual int Weapon_GetSlot( const char *pszWeapon, int iSubType = 0 ) const; // Returns -1 if they don't have one
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// searches for nearby entities that we can use (pickups, buttons, etc)
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virtual void PlayerUse();
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virtual void FindUseEntities();
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void SortUsePair( CBaseEntity **pEnt1, CBaseEntity **pEnt2, int *pnFirstPriority, int *pnSecondPriority );
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int GetUsePriority(CBaseEntity* pEnt);
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void ActivateUseIcon( int iUseEntityIndex, int nHoldType );
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CBaseEntity* GetUseEntity( int i );
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int GetNumUseEntities() { return m_iUseEntities; }
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EHANDLE m_hUseEntities[ ASW_PLAYER_MAX_USE_ENTS ];
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int m_iUseEntities;
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CNetworkVar( float, m_flUseKeyDownTime );
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CNetworkVar( EHANDLE, m_hUseKeyDownEnt );
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// looking at an info panel
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void ShowInfoMessage(CASW_Info_Message* pMessage);
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CNetworkHandle (CASW_Info_Message, m_pCurrentInfoMessage);
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float m_fClearInfoMessageTime;
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virtual void SetAnimation( PLAYER_ANIM playerAnim );
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// ragdoll blend test
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void RagdollBlendTest();
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CRagdollProp* m_pBlendRagdoll;
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float m_fBlendAmount;
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// AI perf debugging
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float m_fLastAICountTime;
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// changing name
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bool CanChangeName() { return true; }
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void ChangeName(const char *pszNewName);
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bool HasFullyJoined() { return m_bSentJoinedMessage; }
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bool m_bSentJoinedMessage; // has this player told everyone that he's fully joined yet
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// voting
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int m_iKLVotesStarted; // how many kick or leader votes this player has started, if he starts too many, flood control will be applied to the announcements
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float m_fLastKLVoteTime; // last time we started a kick or leader vote
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CNetworkVar(int, m_iLeaderVoteIndex); // entindex of the player we want to be leader
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CNetworkVar(int, m_iKickVoteIndex); // entindex of the player we want to be kicked
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void VoteMissionList(int nMissionOffset, int iNumSlots); // player wants to see a list of missions he can vote for
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void VoteCampaignMissionList(int nCampaignIndex, int nMissionOffset, int iNumSlots); // player wants to see a list of missions within a specific campaign
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void VoteCampaignList(int nCampaignOffset, int iNumSlots); // player wants to see a list of new campaigns he can vote for
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void VoteSavedCampaignList(int nSaveOffset, int iNumSlots); // player wants to see a list of saved campaign games he can vote for
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CNetworkHandle(CASW_Voting_Missions, m_hVotingMissions); // handle to voting missions entity that will network down the list of missions/campaigns/saves
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const char* GetASWNetworkID();
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CNetworkVar( int, m_iMapVoted ); // 0 = didn't vote, 1 = "no" vote, 2 = "yes" vote
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// client stat counts (these are numbers each client stores and provides to the server on player creation, so server can decide to award medals)
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int m_iClientKills;
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int m_iClientMissionsCompleted;
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int m_iClientCampaignsCompleted;
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// char array of medals awarded (used for stats upload)
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CUtlVector<unsigned char> m_CharMedals;
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// have we notified other players that we're impatiently waiting on them?
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bool m_bPrintedWantStartMessage;
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bool m_bPrintedWantsContinueMessage;
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virtual void CreateViewModel( int viewmodelindex = 0 ) { return; } // ASW players don't have viewmodels
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virtual void SetPunchAngle( const QAngle &punchAngle ) { return; } // ASW players never use punch angle
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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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// random map generation
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CNetworkVar( float, m_fMapGenerationProgress ); // how far this player is through generating their local copy of the next random map
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virtual CBaseEntity* FindPickerEntity();
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// entity this player is highlighting with his mouse cursor
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void SetHighlightEntity( CBaseEntity* pEnt ) { m_hHighlightEntity = pEnt; }
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CBaseEntity* GetHighlightEntity() const { return m_hHighlightEntity.Get(); }
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EHANDLE m_hHighlightEntity;
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// status of selecting marine/weapons in the briefing
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CNetworkVar( int, m_nChangingSlot );
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// experience
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int GetLevel();
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int GetLevelBeforeDebrief();
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int GetExperience();
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int GetExperienceBeforeDebrief() { return m_iExperienceBeforeDebrief; }
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void SetNetworkedExperience( int iExperience ) { m_iNetworkedXP = iExperience; }
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void SetNetworkedPromotion( int iPromotion ) { m_iNetworkedPromotion = iPromotion; }
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int GetPromotion();
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int GetEarnedXP( CASW_Earned_XP_t nType ) { return m_iEarnedXP[ nType ]; }
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void CalculateEarnedXP();
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void AwardExperience(); // calculates earned XP. Steam stat setting actually happens on the client.
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void RequestExperience(); // asks Steam for your current XP
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int32 m_iExperience;
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int32 m_iExperienceBeforeDebrief;
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int32 m_iPromotion;
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int32 m_iEarnedXP[ ASW_NUM_XP_TYPES ];
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int32 m_iStatNumXP[ ASW_NUM_XP_TYPES ];
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CNetworkVar( int, m_iNetworkedXP );
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CNetworkVar( int, m_iNetworkedPromotion );
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bool m_bHasAwardedXP;
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bool m_bPendingSteamStats;
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float m_flPendingSteamStatsStart;
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bool m_bSentPromotedMessage;
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#if !defined(NO_STEAM)
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CCallResult< CASW_Player, GSStatsReceived_t > m_CallbackGSStatsReceived;
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void Steam_OnGSStatsReceived( GSStatsReceived_t *pGSStatsReceived, bool bError );
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#endif
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private:
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// Copyed from EyeAngles() so we can send it to the client.
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CNetworkQAngle( m_angEyeAngles );
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Vector m_vecCrosshairTracePos; // the world location directly beneath the player's crosshair
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CNetworkVarForDerived( bool, m_fIsWalking );
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IPlayerAnimState *m_PlayerAnimState;
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bool m_bFirstInhabit;
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};
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extern void TE_MarineAnimEvent( CASW_Marine *pMarine, PlayerAnimEvent_t event );
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extern void TE_MarineAnimEventExceptCommander( CASW_Marine *pMarine, PlayerAnimEvent_t event );
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extern void TE_MarineAnimEventJustCommander( CASW_Marine *pMarine, PlayerAnimEvent_t event );
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void OrderNearbyMarines(CASW_Player *pPlayer, ASW_Orders NewOrders, bool bAcknowledge = true );
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inline CASW_Player *ToASW_Player( CBaseEntity *pEntity )
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{
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if ( !pEntity || !pEntity->IsPlayer() )
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return NULL;
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#ifdef _DEBUG
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Assert( dynamic_cast<CASW_Player*>( pEntity ) != 0 );
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#endif
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return static_cast< CASW_Player* >( pEntity );
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}
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#endif // ASW_PLAYER_H
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