393 lines
13 KiB
C++
393 lines
13 KiB
C++
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ====
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//
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// Purpose: Player for HL2.
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//
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//=============================================================================
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#ifndef HL2_PLAYER_H
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#define HL2_PLAYER_H
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#pragma once
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#include "player.h"
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#include "hl2_playerlocaldata.h"
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#include "simtimer.h"
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#include "soundenvelope.h"
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class CAI_Squad;
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class CPropCombineBall;
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extern int TrainSpeed(int iSpeed, int iMax);
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extern void CopyToBodyQue( CBaseAnimating *pCorpse );
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#define ARMOR_DECAY_TIME 3.5f
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enum HL2PlayerPhysFlag_e
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{
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// 1 -- 5 are used by enum PlayerPhysFlag_e in player.h
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PFLAG_ONBARNACLE = ( 1<<6 ), // player is hangning from the barnalce
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PFLAG_IMMOBILIZED = ( 1<<7 ) // player is immobilized
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};
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class IPhysicsPlayerController;
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struct commandgoal_t
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{
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Vector m_vecGoalLocation;
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CBaseEntity *m_pGoalEntity;
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};
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// Time between checks to determine whether NPCs are illuminated by the flashlight
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#define FLASHLIGHT_NPC_CHECK_INTERVAL 0.4
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//----------------------------------------------------
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// Definitions for weapon slots
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//----------------------------------------------------
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#define WEAPON_MELEE_SLOT 0
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#define WEAPON_SECONDARY_SLOT 1
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#define WEAPON_PRIMARY_SLOT 2
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#define WEAPON_EXPLOSIVE_SLOT 3
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#define WEAPON_TOOL_SLOT 4
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//=============================================================================
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//=============================================================================
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class CSuitPowerDevice
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{
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public:
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CSuitPowerDevice( int bitsID, float flDrainRate ) { m_bitsDeviceID = bitsID; m_flDrainRate = flDrainRate; }
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private:
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int m_bitsDeviceID; // tells what the device is. DEVICE_SPRINT, DEVICE_FLASHLIGHT, etc. BITMASK!!!!!
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float m_flDrainRate; // how quickly does this device deplete suit power? ( percent per second )
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public:
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int GetDeviceID( void ) const { return m_bitsDeviceID; }
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float GetDeviceDrainRate( void ) const
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{
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if( g_pGameRules->GetSkillLevel() == SKILL_EASY && hl2_episodic.GetBool() && !(GetDeviceID()&bits_SUIT_DEVICE_SPRINT) )
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return m_flDrainRate * 0.5f;
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else
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return m_flDrainRate;
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}
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};
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//=============================================================================
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// >> HL2_PLAYER
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//=============================================================================
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class CHL2_Player : public CBasePlayer
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{
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public:
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DECLARE_CLASS( CHL2_Player, CBasePlayer );
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CHL2_Player();
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~CHL2_Player( void );
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static CHL2_Player *CreatePlayer( const char *className, edict_t *ed )
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{
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CHL2_Player::s_PlayerEdict = ed;
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return (CHL2_Player*)CreateEntityByName( className );
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}
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual void CreateCorpse( void ) { CopyToBodyQue( this ); };
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virtual void Precache( void );
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virtual void Spawn(void);
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virtual void Activate( void );
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virtual void CheatImpulseCommands( int iImpulse );
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virtual void PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper);
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virtual void PlayerUse ( void );
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virtual void SuspendUse( float flDuration ) { m_flTimeUseSuspended = gpGlobals->curtime + flDuration; }
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virtual void UpdateClientData( void );
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virtual void OnRestore();
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virtual void StopLoopingSounds( void );
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virtual void Splash( void );
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virtual void ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set );
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void DrawDebugGeometryOverlays(void);
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virtual Vector EyeDirection2D( void );
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virtual Vector EyeDirection3D( void );
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virtual void CommanderMode();
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virtual bool ClientCommand( const CCommand &args );
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// from cbasecombatcharacter
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void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity );
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WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
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Class_T Classify ( void );
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void CreateSounds( void );
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// from CBasePlayer
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virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
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// Suit Power Interface
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void SuitPower_Update( void );
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bool SuitPower_Drain( float flPower ); // consume some of the suit's power.
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void SuitPower_Charge( float flPower ); // add suit power.
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void SuitPower_SetCharge( float flPower ) { m_HL2Local.m_flSuitPower = flPower; }
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void SuitPower_Initialize( void );
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bool SuitPower_IsDeviceActive( const CSuitPowerDevice &device );
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bool SuitPower_AddDevice( const CSuitPowerDevice &device );
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bool SuitPower_RemoveDevice( const CSuitPowerDevice &device );
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bool SuitPower_ShouldRecharge( void );
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float SuitPower_GetCurrentPercentage( void ) { return m_HL2Local.m_flSuitPower; }
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void SetFlashlightEnabled( bool bState );
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// Apply a battery
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bool ApplyBattery( float powerMultiplier = 1.0 );
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// Commander Mode for controller NPCs
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enum CommanderCommand_t
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{
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CC_NONE,
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CC_TOGGLE,
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CC_FOLLOW,
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CC_SEND,
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};
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void CommanderUpdate();
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void CommanderExecute( CommanderCommand_t command = CC_TOGGLE );
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bool CommanderFindGoal( commandgoal_t *pGoal );
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void NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity );
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CAI_BaseNPC *GetSquadCommandRepresentative();
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int GetNumSquadCommandables();
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int GetNumSquadCommandableMedics();
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// Locator
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void UpdateLocatorPosition( const Vector &vecPosition );
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// Sprint Device
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void StartAutoSprint( void );
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void StartSprinting( void );
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void StopSprinting( void );
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void InitSprinting( void );
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bool IsSprinting( void ) { return m_fIsSprinting; }
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bool CanSprint( void );
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void EnableSprint( bool bEnable);
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bool CanZoom( CBaseEntity *pRequester );
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void ToggleZoom(void);
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void StartZooming( void );
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void StopZooming( void );
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bool IsZooming( void );
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void CheckSuitZoom( void );
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// Walking
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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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// Aiming heuristics accessors
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virtual float GetIdleTime( void ) const { return ( m_flIdleTime - m_flMoveTime ); }
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virtual float GetMoveTime( void ) const { return ( m_flMoveTime - m_flIdleTime ); }
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virtual float GetLastDamageTime( void ) const { return m_flLastDamageTime; }
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virtual bool IsDucking( void ) const { return !!( GetFlags() & FL_DUCKING ); }
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virtual bool PassesDamageFilter( const CTakeDamageInfo &info );
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void InputIgnoreFallDamage( inputdata_t &inputdata );
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void InputIgnoreFallDamageWithoutReset( inputdata_t &inputdata );
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void InputEnableFlashlight( inputdata_t &inputdata );
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void InputDisableFlashlight( inputdata_t &inputdata );
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const impactdamagetable_t &GetPhysicsImpactDamageTable();
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual void OnDamagedByExplosion( const CTakeDamageInfo &info );
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bool ShouldShootMissTarget( CBaseCombatCharacter *pAttacker );
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void CombineBallSocketed( CPropCombineBall *pCombineBall );
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virtual void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info );
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virtual void GetAutoaimVector( autoaim_params_t ¶ms );
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bool ShouldKeepLockedAutoaimTarget( EHANDLE hLockedTarget );
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void SetLocatorTargetEntity( CBaseEntity *pEntity ) { m_hLocatorTargetEntity.Set( pEntity ); }
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virtual int GiveAmmo( int nCount, int nAmmoIndex, bool bSuppressSound);
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virtual bool BumpWeapon( CBaseCombatWeapon *pWeapon );
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virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
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virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon );
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virtual bool Weapon_Lower( void );
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virtual bool Weapon_Ready( void );
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virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0 );
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virtual bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon );
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// Flashlight Device
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void CheckFlashlight( void );
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int FlashlightIsOn( void );
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virtual bool FlashlightTurnOn( bool playSound = false );
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virtual void FlashlightTurnOff( bool playSound = false );
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bool IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot );
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void SetFlashlightPowerDrainScale( float flScale ) { m_flFlashlightPowerDrainScale = flScale; }
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// Underwater breather device
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virtual void SetPlayerUnderwater( bool state );
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virtual bool CanBreatheUnderwater() const { return m_HL2Local.m_flSuitPower > 0.0f; }
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// physics interactions
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virtual void PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize );
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virtual bool IsHoldingEntity( CBaseEntity *pEnt );
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virtual void ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldindThis );
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virtual float GetHeldObjectMass( IPhysicsObject *pHeldObject );
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virtual bool IsFollowingPhysics( void ) { return (m_afPhysicsFlags & ( PFLAG_ONBARNACLE | PFLAG_IMMOBILIZED ) ) > 0; }
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void InputForceDropPhysObjects( inputdata_t &data );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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void NotifyScriptsOfDeath( void );
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// override the test for getting hit
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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LadderMove_t *GetLadderMove() { return &m_HL2Local.m_LadderMove; }
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virtual void ExitLadder();
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virtual surfacedata_t *GetLadderSurface( const Vector &origin );
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virtual void EquipSuit( bool bPlayEffects = true );
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virtual void RemoveSuit( void );
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void HandleAdmireGlovesAnimation( void );
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void StartAdmireGlovesAnimation( void );
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virtual void SetActiveSpecialSuitAbility( CBaseCombatWeapon *pAbility );
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virtual CBaseCombatWeapon *GetActiveSpecialSuitAbility( void ) const;
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void HandleSpeedChanges( void );
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void SetControlClass( Class_T controlClass ) { m_nControlClass = controlClass; }
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void StartWaterDeathSounds( void );
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void StopWaterDeathSounds( void );
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bool IsWeaponLowered( void ) { return m_HL2Local.m_bWeaponLowered; }
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void HandleArmorReduction( void );
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void StartArmorReduction( void ) { m_flArmorReductionTime = gpGlobals->curtime + ARMOR_DECAY_TIME;
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m_iArmorReductionFrom = ArmorValue();
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}
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void MissedAR2AltFire();
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inline void EnableCappedPhysicsDamage();
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inline void DisableCappedPhysicsDamage();
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// HUD HINTS
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void DisplayLadderHudHint();
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CSoundPatch *m_sndLeeches;
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CSoundPatch *m_sndWaterSplashes;
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protected:
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virtual void PreThink( void );
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virtual void PostThink( void );
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virtual bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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virtual void UpdateWeaponPosture( void );
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virtual void ItemPostFrame();
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virtual void SpecialSuitAbilityPostFrame();
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virtual void PlayUseDenySound();
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private:
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bool CommanderExecuteOne( CAI_BaseNPC *pNpc, const commandgoal_t &goal, CAI_BaseNPC **Allies, int numAllies );
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void OnSquadMemberKilled( inputdata_t &data );
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Class_T m_nControlClass; // Class when player is controlling another entity
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float m_flTimeAllSuitDevicesOff;
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bool m_bSprintEnabled; // Used to disable sprint temporarily
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bool m_bIsAutoSprinting; // A proxy for holding down the sprint key.
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float m_fAutoSprintMinTime; // Minimum time to maintain autosprint regardless of player speed.
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CNetworkVar( bool, m_fIsSprinting );
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CNetworkVarForDerived( bool, m_fIsWalking );
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protected: // Jeep: Portal_Player needs access to this variable to overload PlayerUse for picking up objects through portals
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// This player's HL2 specific data that should only be replicated to
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// the player and not to other players.
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CNetworkVarEmbedded( CHL2PlayerLocalData, m_HL2Local );
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bool m_bPlayUseDenySound; // Signaled by PlayerUse, but can be unset by HL2 ladder code...
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private:
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CAI_Squad * m_pPlayerAISquad;
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CSimpleSimTimer m_CommanderUpdateTimer;
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float m_RealTimeLastSquadCommand;
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CommanderCommand_t m_QueuedCommand;
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Vector m_vecMissPositions[16];
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int m_nNumMissPositions;
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float m_flTimeIgnoreFallDamage;
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bool m_bIgnoreFallDamageResetAfterImpact;
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// Suit power fields
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float m_flSuitPowerLoad; // net suit power drain (total of all device's drainrates)
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float m_flAdmireGlovesAnimTime;
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float m_flNextFlashlightCheckTime;
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float m_flFlashlightPowerDrainScale;
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bool m_bAlt1ToggledOn;
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bool m_bAlt1ToggledNotReady;
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CHandle<CBaseCombatWeapon> m_hActiveSpecialSuitAbility;
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// Aiming heuristics code
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float m_flIdleTime; //Amount of time we've been motionless
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float m_flMoveTime; //Amount of time we've been in motion
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float m_flLastDamageTime; //Last time we took damage
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float m_flTargetFindTime;
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bool m_bFlashlightDisabled;
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bool m_bUseCappedPhysicsDamageTable;
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float m_flArmorReductionTime;
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int m_iArmorReductionFrom;
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float m_flTimeUseSuspended;
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CSimpleSimTimer m_LowerWeaponTimer;
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CSimpleSimTimer m_AutoaimTimer;
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EHANDLE m_hLockedAutoAimEntity;
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EHANDLE m_hLocatorTargetEntity; // The entity that's being tracked by the suit locator.
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float m_flTimeNextLadderHint; // Next time we're eligible to display a HUD hint about a ladder.
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friend class CHL2GameMovement;
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};
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//-----------------------------------------------------------------------------
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// FIXME: find a better way to do this
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// Switches us to a physics damage table that caps the max damage.
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//-----------------------------------------------------------------------------
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void CHL2_Player::EnableCappedPhysicsDamage()
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{
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m_bUseCappedPhysicsDamageTable = true;
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}
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void CHL2_Player::DisableCappedPhysicsDamage()
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{
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m_bUseCappedPhysicsDamageTable = false;
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}
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#endif //HL2_PLAYER_H
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