//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ==== // // Purpose: Player for HL2. // //============================================================================= #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 PFLAG_IMMOBILIZED = ( 1<<7 ) // player is immobilized }; class IPhysicsPlayerController; 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 ); void CreateSounds( 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 ); // Flashlight Device void CheckFlashlight( void ); int FlashlightIsOn( void ); virtual bool FlashlightTurnOn( bool playSound = false ); virtual void FlashlightTurnOff( bool playSound = false ); 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 | PFLAG_IMMOBILIZED ) ) > 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 ); virtual void SetActiveSpecialSuitAbility( CBaseCombatWeapon *pAbility ); virtual CBaseCombatWeapon *GetActiveSpecialSuitAbility( void ) const; 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 SpecialSuitAbilityPostFrame(); 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 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 // This player's HL2 specific data that should only be replicated to // the player and not to other players. CNetworkVarEmbedded( CHL2PlayerLocalData, m_HL2Local ); 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; bool m_bAlt1ToggledOn; bool m_bAlt1ToggledNotReady; CHandle m_hActiveSpecialSuitAbility; // 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; 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