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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef PLAYER_H
#define PLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "PlayerState.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "basecombatcharacter.h"
#include "game/server/iplayerinfo.h"
#include "hintsystem.h"
#include "playerlocaldata.h"
#include "usercmd.h"
#include "util_shared.h"
#if defined USES_ECON_ITEMS
#include "econ_item_view.h"
#include "game_item_schema.h"
#endif
// For queuing and processing usercmds
class CCommandContext {
public:
CUtlVector<CUserCmd> cmds;
int numcmds;
int totalcmds;
int dropped_packets;
bool paused;
};
// Info about last 20 or so updates to the
class CPlayerCmdInfo {
public:
CPlayerCmdInfo() : m_flTime(0.0f), m_nNumCmds(0), m_nDroppedPackets(0) {}
// realtime of sample
float m_flTime;
// # of CUserCmds in this update
int m_nNumCmds;
// # of dropped packets on the link
int m_nDroppedPackets;
};
class CPlayerSimInfo {
public:
CPlayerSimInfo()
: m_flTime(0.0f),
m_nNumCmds(0),
m_nTicksCorrected(0),
m_flFinalSimulationTime(0.0f),
m_flGameSimulationTime(0.0f),
m_flServerFrameTime(0.0f),
m_vecAbsOrigin(0, 0, 0) {}
// realtime of sample
float m_flTime;
// # of CUserCmds in this update
int m_nNumCmds;
// If clock needed correction, # of ticks added/removed
int m_nTicksCorrected; // +ve or -ve
// player's m_flSimulationTime at end of frame
float m_flFinalSimulationTime;
float m_flGameSimulationTime;
// estimate of server perf
float m_flServerFrameTime;
Vector m_vecAbsOrigin;
};
//-----------------------------------------------------------------------------
// Forward declarations:
//-----------------------------------------------------------------------------
class CBaseCombatWeapon;
class CBaseViewModel;
class CTeam;
class IPhysicsPlayerController;
class IServerVehicle;
class CUserCmd;
class CFuncLadder;
class CNavArea;
class CHintSystem;
class CAI_Expresser;
#if defined USES_ECON_ITEMS
class CEconWearable;
#endif // USES_ECON_ITEMS
// for step sounds
struct surfacedata_t;
// !!!set this bit on guns and stuff that should never respawn.
#define SF_NORESPAWN (1 << 30)
//
// Player PHYSICS FLAGS bits
//
enum PlayerPhysFlag_e {
PFLAG_DIROVERRIDE = (1 << 0), // override the player's directional control
// (trains, physics gun, etc.)
PFLAG_DUCKING =
(1 << 1), // In the process of ducking, but totally squatted yet
PFLAG_USING = (1 << 2), // Using a continuous entity
PFLAG_OBSERVER = (1 << 3), // player is locked in stationary cam mode.
// Spectators can move, observers can't.
PFLAG_VPHYSICS_MOTIONCONTROLLER =
(1 << 4), // player is physically attached to a motion controller
PFLAG_GAMEPHYSICS_ROTPUSH =
(1 << 5), // game physics did a rotating push that we may want to
// override with vphysics
// If you add another flag here check that you aren't
// overwriting phys flags in the HL2 of TF2 player classes
};
//
// generic player
//
//-----------------------------------------------------
// This is Half-Life player entity
//-----------------------------------------------------
#define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
#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 TEAM_NAME_LENGTH 16
// constant items
#define ITEM_HEALTHKIT 1
#define ITEM_BATTERY 4
#define AUTOAIM_2DEGREES 0.0348994967025
#define AUTOAIM_5DEGREES 0.08715574274766
#define AUTOAIM_8DEGREES 0.1391731009601
#define AUTOAIM_10DEGREES 0.1736481776669
#define AUTOAIM_20DEGREES 0.3490658503989
// useful cosines
#define DOT_1DEGREE 0.9998476951564
#define DOT_2DEGREE 0.9993908270191
#define DOT_3DEGREE 0.9986295347546
#define DOT_4DEGREE 0.9975640502598
#define DOT_5DEGREE 0.9961946980917
#define DOT_6DEGREE 0.9945218953683
#define DOT_7DEGREE 0.9925461516413
#define DOT_8DEGREE 0.9902680687416
#define DOT_9DEGREE 0.9876883405951
#define DOT_10DEGREE 0.9848077530122
#define DOT_15DEGREE 0.9659258262891
#define DOT_20DEGREE 0.9396926207859
#define DOT_25DEGREE 0.9063077870367
#define DOT_30DEGREE 0.866025403784
#define DOT_45DEGREE 0.707106781187
enum {
VPHYS_WALK = 0,
VPHYS_CROUCH,
VPHYS_NOCLIP,
};
enum PlayerConnectedState {
PlayerConnected,
PlayerDisconnecting,
PlayerDisconnected,
};
extern bool gInitHUD;
extern ConVar *sv_cheats;
class CBasePlayer;
class CPlayerInfo : public IBotController, public IPlayerInfo {
public:
CPlayerInfo() { m_pParent = NULL; }
~CPlayerInfo() {}
void SetParent(CBasePlayer *parent) { m_pParent = parent; }
// IPlayerInfo interface
virtual const char *GetName();
virtual int GetUserID();
virtual const char *GetNetworkIDString();
virtual int GetTeamIndex();
virtual void ChangeTeam(int iTeamNum);
virtual int GetFragCount();
virtual int GetDeathCount();
virtual bool IsConnected();
virtual int GetArmorValue();
virtual bool IsHLTV();
virtual bool IsReplay();
virtual bool IsPlayer();
virtual bool IsFakeClient();
virtual bool IsDead();
virtual bool IsInAVehicle();
virtual bool IsObserver();
virtual const Vector GetAbsOrigin();
virtual const QAngle GetAbsAngles();
virtual const Vector GetPlayerMins();
virtual const Vector GetPlayerMaxs();
virtual const char *GetWeaponName();
virtual const char *GetModelName();
virtual const int GetHealth();
virtual const int GetMaxHealth();
// bot specific functions
virtual void SetAbsOrigin(Vector &vec);
virtual void SetAbsAngles(QAngle &ang);
virtual void RemoveAllItems(bool removeSuit);
virtual void SetActiveWeapon(const char *WeaponName);
virtual void SetLocalOrigin(const Vector &origin);
virtual const Vector GetLocalOrigin(void);
virtual void SetLocalAngles(const QAngle &angles);
virtual const QAngle GetLocalAngles(void);
virtual bool IsEFlagSet(int nEFlagMask);
virtual void RunPlayerMove(CBotCmd *ucmd);
virtual void SetLastUserCommand(const CBotCmd &cmd);
virtual CBotCmd GetLastUserCommand();
private:
CBasePlayer *m_pParent;
};
class CBasePlayer : public CBaseCombatCharacter {
public:
DECLARE_CLASS(CBasePlayer, CBaseCombatCharacter);
protected:
// HACK FOR BOTS
friend class CBotManager;
static edict_t *s_PlayerEdict; // must be set before calling constructor
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CBasePlayer();
~CBasePlayer();
// IPlayerInfo passthrough (because we can't do multiple inheritance)
IPlayerInfo *GetPlayerInfo() { return &m_PlayerInfo; }
IBotController *GetBotController() { return &m_PlayerInfo; }
virtual void SetModel(const char *szModelName);
void SetBodyPitch(float flPitch);
virtual void UpdateOnRemove(void);
static CBasePlayer *CreatePlayer(const char *className, edict_t *ed);
virtual void CreateViewModel(int viewmodelindex = 0);
CBaseViewModel *GetViewModel(int viewmodelindex = 0,
bool bObserverOK = true);
void HideViewModels(void);
void DestroyViewModels(void);
CPlayerState *PlayerData(void) { return &pl; }
int RequiredEdictIndex(void) { return ENTINDEX(edict()); }
void LockPlayerInPlace(void);
void UnlockPlayer(void);
virtual void DrawDebugGeometryOverlays(void);
// Networking is about to update this entity, let it override and specify
// it's own pvs
virtual void SetupVisibility(CBaseEntity *pViewEntity, unsigned char *pvs,
int pvssize);
virtual int UpdateTransmitState();
virtual int ShouldTransmit(const CCheckTransmitInfo *pInfo);
// Returns true if this player wants pPlayer to be moved back in time when
// this player runs usercmds. Saves a lot of overhead on the server if we
// can cull out entities that don't need to lag compensate (like team
// members, entities out of our PVS, etc).
virtual bool WantsLagCompensationOnEntity(
const CBasePlayer *pPlayer, const CUserCmd *pCmd,
const CBitVec<MAX_EDICTS> *pEntityTransmitBits) const;
virtual void Spawn(void);
virtual void Activate(void);
virtual void SharedSpawn(); // Shared between client and server.
virtual void ForceRespawn(void);
virtual void InitialSpawn(void);
virtual void InitHUD(void) {}
virtual void ShowViewPortPanel(const char *name, bool bShow = true,
KeyValues *data = NULL);
virtual void PlayerDeathThink(void);
virtual void Jump(void);
virtual void Duck(void);
const char *GetTracerType(void);
void MakeTracer(const Vector &vecTracerSrc, const trace_t &tr,
int iTracerType);
void DoImpactEffect(trace_t &tr, int nDamageType);
#if !defined(NO_ENTITY_PREDICTION)
void AddToPlayerSimulationList(CBaseEntity *other);
void RemoveFromPlayerSimulationList(CBaseEntity *other);
void SimulatePlayerSimulatedEntities(void);
void ClearPlayerSimulationList(void);
#endif
// Physics simulation (player executes it's usercmd's here)
virtual void PhysicsSimulate(void);
// Forces processing of usercmds (e.g., even if game is paused, etc.)
void ForceSimulation();
virtual unsigned int PhysicsSolidMaskForEntity(void) const;
virtual void PreThink(void);
virtual void PostThink(void);
virtual int TakeHealth(float flHealth, int bitsDamageType);
virtual void TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir,
trace_t *ptr, CDmgAccumulator *pAccumulator);
bool ShouldTakeDamageInCommentaryMode(const CTakeDamageInfo &inputInfo);
virtual int OnTakeDamage(const CTakeDamageInfo &info);
virtual void DamageEffect(float flDamage, int fDamageType);
virtual void OnDamagedByExplosion(const CTakeDamageInfo &info);
void PauseBonusProgress(bool bPause = true);
void SetBonusProgress(int iBonusProgress);
void SetBonusChallenge(int iBonusChallenge);
int GetBonusProgress() const { return m_iBonusProgress; }
int GetBonusChallenge() const { return m_iBonusChallenge; }
virtual Vector EyePosition(); // position of eyes
const QAngle &EyeAngles();
void EyePositionAndVectors(Vector *pPosition, Vector *pForward,
Vector *pRight, Vector *pUp);
virtual const QAngle &LocalEyeAngles(); // Direction of eyes
void EyeVectors(Vector *pForward, Vector *pRight = NULL,
Vector *pUp = NULL);
void CacheVehicleView(
void); // Calculate and cache the position of the player in the vehicle
// Sets the view angles
void SnapEyeAngles(const QAngle &viewAngles);
virtual QAngle BodyAngles();
virtual Vector BodyTarget(const Vector &posSrc, bool bNoisy);
virtual bool ShouldFadeOnDeath(void) { return FALSE; }
virtual const impactdamagetable_t &GetPhysicsImpactDamageTable();
virtual int OnTakeDamage_Alive(const CTakeDamageInfo &info);
virtual void Event_Killed(const CTakeDamageInfo &info);
// Notifier that I've killed some other entity. (called from Victim's
// Event_Killed).
virtual void Event_KilledOther(CBaseEntity *pVictim,
const CTakeDamageInfo &info);
virtual void Event_Dying(const CTakeDamageInfo &info);
bool IsHLTV(void) const { return pl.hltv; }
bool IsReplay(void) const { return pl.replay; }
virtual bool IsPlayer(void) const {
return true;
} // Spectators return TRUE for this, use IsObserver to separate cases
virtual bool IsNetClient(void) const {
return true;
} // Bots should return FALSE for this, they can't receive NET messages
// Spectators should return TRUE for this
virtual bool IsFakeClient(void) const;
// Get the client index (entindex-1).
int GetClientIndex() { return ENTINDEX(edict()) - 1; }
// returns the player name
const char *GetPlayerName() { return m_szNetname; }
void SetPlayerName(const char *name);
int GetUserID() { return engine->GetPlayerUserId(edict()); }
const char *GetNetworkIDString();
virtual const Vector GetPlayerMins(void) const; // uses local player
virtual const Vector GetPlayerMaxs(void) const; // uses local player
void VelocityPunch(const Vector &vecForce);
void ViewPunch(const QAngle &angleOffset);
void ViewPunchReset(float tolerance = 0);
void ShowViewModel(bool bShow);
void ShowCrosshair(bool bShow);
// View model prediction setup
void CalcView(Vector &eyeOrigin, QAngle &eyeAngles, float &zNear,
float &zFar, float &fov);
// Handle view smoothing when going up stairs
void SmoothViewOnStairs(Vector &eyeOrigin);
virtual float CalcRoll(const QAngle &angles, const Vector &velocity,
float rollangle, float rollspeed);
void CalcViewRoll(QAngle &eyeAngles);
virtual int Save(ISave &save);
virtual int Restore(IRestore &restore);
virtual bool ShouldSavePhysics();
virtual void OnRestore(void);
virtual void PackDeadPlayerItems(void);
virtual void RemoveAllItems(bool removeSuit);
bool IsDead() const;
#ifdef CSTRIKE_DLL
virtual bool IsRunning(void) const {
return false;
} // bot support under cstrike (AR)
#endif
bool HasPhysicsFlag(unsigned int flag) {
return (m_afPhysicsFlags & flag) != 0;
}
// Weapon stuff
virtual Vector Weapon_ShootPosition();
virtual bool Weapon_CanUse(CBaseCombatWeapon *pWeapon);
virtual void Weapon_Equip(CBaseCombatWeapon *pWeapon);
virtual void Weapon_Drop(CBaseCombatWeapon *pWeapon,
const Vector *pvecTarget /* = NULL */,
const Vector *pVelocity /* = NULL */);
virtual bool Weapon_Switch(
CBaseCombatWeapon *pWeapon,
int viewmodelindex =
0); // Switch to given weapon if has ammo (false if failed)
virtual void Weapon_SetLast(CBaseCombatWeapon *pWeapon);
virtual bool Weapon_ShouldSetLast(CBaseCombatWeapon *pOldWeapon,
CBaseCombatWeapon *pNewWeapon) {
return true;
}
virtual bool Weapon_ShouldSelectItem(CBaseCombatWeapon *pWeapon);
void Weapon_DropSlot(int weaponSlot);
CBaseCombatWeapon *GetLastWeapon(void) { return m_hLastWeapon.Get(); }
virtual void OnMyWeaponFired(
CBaseCombatWeapon *weapon); // call this when this player fires a
// weapon to allow other systems to react
virtual float GetTimeSinceWeaponFired(
void) const; // returns the time, in seconds, since this player fired a
// weapon
virtual bool IsFiringWeapon(void)
const; // return true if this player is currently firing their weapon
bool HasAnyAmmoOfType(int nAmmoIndex);
// JOHN: sends custom messages if player HUD data has changed (eg health,
// ammo)
virtual void UpdateClientData(void);
void RumbleEffect(unsigned char index, unsigned char rumbleData,
unsigned char rumbleFlags);
// Player is moved across the transition by other means
virtual int ObjectCaps(void) {
return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION;
}
virtual void Precache(void);
bool IsOnLadder(void);
virtual void ExitLadder() {}
virtual surfacedata_t *GetLadderSurface(const Vector &origin);
virtual void SetFlashlightEnabled(bool bState){};
virtual int FlashlightIsOn(void) { return false; }
virtual void FlashlightTurnOn(void){};
virtual void FlashlightTurnOff(void){};
virtual bool IsIlluminatedByFlashlight(CBaseEntity *pEntity,
float *flReturnDot) {
return false;
}
void UpdatePlayerSound(void);
virtual void UpdateStepSound(surfacedata_t *psurface,
const Vector &vecOrigin,
const Vector &vecVelocity);
virtual void PlayStepSound(Vector &vecOrigin, surfacedata_t *psurface,
float fvol, bool force);
virtual const char *GetOverrideStepSound(const char *pszBaseStepSoundName) {
return pszBaseStepSoundName;
}
virtual void GetStepSoundVelocities(float *velwalk, float *velrun);
virtual void SetStepSoundTime(stepsoundtimes_t iStepSoundTime,
bool bWalking);
virtual void DeathSound(const CTakeDamageInfo &info);
virtual const char *GetSceneSoundToken(void) { return ""; }
virtual void OnEmitFootstepSound(const CSoundParameters &params,
const Vector &vecOrigin, float fVolume) {}
Class_T Classify(void);
virtual void SetAnimation(PLAYER_ANIM playerAnim);
void SetWeaponAnimType(const char *szExtention);
// custom player functions
virtual void ImpulseCommands(void);
virtual void CheatImpulseCommands(int iImpulse);
virtual bool ClientCommand(const CCommand &args);
void NotifySinglePlayerGameEnding() { m_bSinglePlayerGameEnding = true; }
bool IsSinglePlayerGameEnding() {
return m_bSinglePlayerGameEnding == true;
}
bool HandleVoteCommands(const CCommand &args);
// Observer functions
virtual bool StartObserverMode(int mode); // true, if successful
virtual void StopObserverMode(void); // stop spectator mode
virtual bool ModeWantsSpectatorGUI(int iMode) { return true; }
virtual bool SetObserverMode(
int mode); // sets new observer mode, returns true if successful
virtual int GetObserverMode(void); // returns observer mode or OBS_NONE
virtual bool SetObserverTarget(CBaseEntity *target);
virtual void ObserverUse(bool bIsPressed); // observer pressed use
virtual CBaseEntity *GetObserverTarget(
void); // returns players targer or NULL
virtual CBaseEntity *FindNextObserverTarget(
bool bReverse); // returns next/prev player to follow or NULL
virtual int GetNextObserverSearchStartPoint(
bool bReverse); // Where we should start looping the player list in a
// FindNextObserverTarget call
virtual bool IsValidObserverTarget(
CBaseEntity *target); // true, if player is allowed to see this target
virtual void
CheckObserverSettings(); // checks, if target still valid (didn't die etc)
virtual void JumptoPosition(const Vector &origin, const QAngle &angles);
virtual void ForceObserverMode(
int mode); // sets a temporary mode, force because of invalid targets
virtual void ResetObserverMode(); // resets all observer related settings
virtual void ValidateCurrentObserverTarget(
void); // Checks the current observer target, and moves on if it's not
// valid anymore
virtual void AttemptToExitFreezeCam(void);
virtual bool StartReplayMode(float fDelay, float fDuration, int iEntity);
virtual void StopReplayMode();
virtual int GetDelayTicks();
virtual int GetReplayEntity();
virtual void CreateCorpse(void) {}
virtual CBaseEntity *EntSelectSpawnPoint(void);
// Vehicles
virtual bool IsInAVehicle(void) const;
bool CanEnterVehicle(IServerVehicle *pVehicle, int nRole);
virtual bool GetInVehicle(IServerVehicle *pVehicle, int nRole);
virtual void LeaveVehicle(const Vector &vecExitPoint = vec3_origin,
const QAngle &vecExitAngles = vec3_angle);
int GetVehicleAnalogControlBias() { return m_iVehicleAnalogBias; }
void SetVehicleAnalogControlBias(int bias) { m_iVehicleAnalogBias = bias; }
// override these for
virtual void OnVehicleStart() {}
virtual void OnVehicleEnd(Vector &playerDestPosition) {}
IServerVehicle *GetVehicle();
CBaseEntity *GetVehicleEntity(void);
bool UsingStandardWeaponsInVehicle(void);
void AddPoints(int score, bool bAllowNegativeScore);
void AddPointsToTeam(int score, bool bAllowNegativeScore);
virtual bool BumpWeapon(CBaseCombatWeapon *pWeapon);
bool RemovePlayerItem(CBaseCombatWeapon *pItem);
CBaseEntity *HasNamedPlayerItem(const char *pszItemName);
bool HasWeapons(void); // do I have ANY weapons?
virtual void SelectLastItem(void);
virtual void SelectItem(const char *pstr, int iSubType = 0);
void ItemPreFrame(void);
virtual void ItemPostFrame(void);
virtual CBaseEntity *GiveNamedItem(const char *szName, int iSubType = 0);
void EnableControl(bool fControl);
virtual void CheckTrainUpdate(void);
void AbortReload(void);
void SendAmmoUpdate(void);
void WaterMove(void);
float GetWaterJumpTime() const;
void SetWaterJumpTime(float flWaterJumpTime);
float GetSwimSoundTime(void) const;
void SetSwimSoundTime(float flSwimSoundTime);
virtual void SetPlayerUnderwater(bool state);
void UpdateUnderwaterState(void);
bool IsPlayerUnderwater(void) { return m_bPlayerUnderwater; }
virtual bool CanBreatheUnderwater() const { return false; }
virtual void PlayerUse(void);
virtual void PlayUseDenySound() {}
virtual CBaseEntity *FindUseEntity(void);
virtual bool IsUseableEntity(CBaseEntity *pEntity,
unsigned int requiredCaps);
bool ClearUseEntity();
CBaseEntity *DoubleCheckUseNPC(CBaseEntity *pNPC, const Vector &vecSrc,
const Vector &vecDir);
// physics interactions
// mass/size limit set to zero for none
static bool CanPickupObject(CBaseEntity *pObject, float massLimit,
float sizeLimit);
virtual void PickupObject(CBaseEntity *pObject,
bool bLimitMassAndSize = true) {}
virtual void ForceDropOfCarriedPhysObjects(
CBaseEntity *pOnlyIfHoldindThis = NULL) {}
virtual float GetHeldObjectMass(IPhysicsObject *pHeldObject);
void CheckSuitUpdate();
void SetSuitUpdate(const char *name, int fgroup, int iNoRepeat);
virtual void UpdateGeigerCounter(void);
void CheckTimeBasedDamage(void);
void ResetAutoaim(void);
virtual Vector GetAutoaimVector(float flScale);
virtual Vector GetAutoaimVector(float flScale, float flMaxDist);
virtual void GetAutoaimVector(autoaim_params_t &params);
float GetAutoaimScore(const Vector &eyePosition, const Vector &viewDir,
const Vector &vecTarget, CBaseEntity *pTarget,
float fScale, CBaseCombatWeapon *pActiveWeapon);
QAngle AutoaimDeflection(Vector &vecSrc, autoaim_params_t &params);
virtual bool ShouldAutoaim(void);
void SetTargetInfo(Vector &vecSrc, float flDist);
void SetViewEntity(CBaseEntity *pEntity);
CBaseEntity *GetViewEntity(void) { return m_hViewEntity; }
virtual void ForceClientDllUpdate(
void); // Forces all client .dll specific data to be resent to client.
void DeathMessage(CBaseEntity *pKiller);
virtual void ProcessUsercmds(CUserCmd *cmds, int numcmds, int totalcmds,
int dropped_packets, bool paused);
bool IsUserCmdDataValid(CUserCmd *pCmd);
void AvoidPhysicsProps(CUserCmd *pCmd);
// Run a user command. The default implementation calls ::PlayerRunCommand.
// In TF, this controls a vehicle if the player is in one.
virtual void PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper);
void RunNullCommand();
CUserCmd *GetCurrentCommand(void) { return m_pCurrentCommand; }
float GetTimeSinceLastUserCommand(void) {
return (!IsConnected() || IsFakeClient() || IsBot())
? 0.f
: gpGlobals->curtime - m_flLastUserCommandTime;
}
// Team Handling
virtual void ChangeTeam(int iTeamNum) {
ChangeTeam(iTeamNum, false, false);
}
virtual void ChangeTeam(int iTeamNum, bool bAutoTeam, bool bSilent);
// say/sayteam allowed?
virtual bool CanHearAndReadChatFrom(CBasePlayer *pPlayer) { return true; }
virtual bool CanSpeak(void) { return true; }
audioparams_t &GetAudioParams() { return m_Local.m_audio; }
virtual void ModifyOrAppendPlayerCriteria(AI_CriteriaSet &set);
const QAngle &GetPunchAngle();
void SetPunchAngle(const QAngle &punchAngle);
virtual void DoMuzzleFlash();
const char *GetLastKnownPlaceName(void) const {
return m_szLastPlaceName;
} // return the last nav place name the player occupied
virtual void CheckChatText(char *p, int bufsize) {}
virtual void CreateRagdollEntity(void) { return; }
virtual void HandleAnimEvent(animevent_t *pEvent);
virtual bool ShouldAnnounceAchievement(void);
#if defined USES_ECON_ITEMS
// Wearables
virtual void EquipWearable(CEconWearable *pItem);
virtual void RemoveWearable(CEconWearable *pItem);
void PlayWearableAnimsForPlaybackEvent(wearableanimplayback_t iPlayback);
#endif
public:
// Player Physics Shadow
void SetupVPhysicsShadow(const Vector &vecAbsOrigin,
const Vector &vecAbsVelocity,
CPhysCollide *pStandModel,
const char *pStandHullName,
CPhysCollide *pCrouchModel,
const char *pCrouchHullName);
IPhysicsPlayerController *GetPhysicsController() {
return m_pPhysicsController;
}
virtual void VPhysicsCollision(int index, gamevcollisionevent_t *pEvent);
void VPhysicsUpdate(IPhysicsObject *pPhysics);
virtual void VPhysicsShadowUpdate(IPhysicsObject *pPhysics);
virtual bool IsFollowingPhysics(void) { return false; }
bool IsRideablePhysics(IPhysicsObject *pPhysics);
IPhysicsObject *GetGroundVPhysics();
virtual void Touch(CBaseEntity *pOther);
void SetTouchedPhysics(bool bTouch);
bool TouchedPhysics(void);
Vector GetSmoothedVelocity(void);
virtual void RefreshCollisionBounds(void);
virtual void InitVCollision(const Vector &vecAbsOrigin,
const Vector &vecAbsVelocity);
virtual void VPhysicsDestroyObject();
void SetVCollisionState(const Vector &vecAbsOrigin,
const Vector &vecAbsVelocity, int collisionState);
void PostThinkVPhysics(void);
virtual void UpdatePhysicsShadowToCurrentPosition();
void UpdatePhysicsShadowToPosition(const Vector &vecAbsOrigin);
void UpdateVPhysicsPosition(const Vector &position, const Vector &velocity,
float secondsToArrival);
// Hint system
virtual CHintSystem *Hints(void) { return NULL; }
bool ShouldShowHints(void) {
return Hints() ? Hints()->ShouldShowHints() : false;
}
void SetShowHints(bool bShowHints) {
if (Hints()) Hints()->SetShowHints(bShowHints);
}
bool HintMessage(int hint, bool bForce = false) {
return Hints() ? Hints()->HintMessage(hint, bForce) : false;
}
void HintMessage(const char *pMessage) {
if (Hints()) Hints()->HintMessage(pMessage);
}
void StartHintTimer(int iHintID) {
if (Hints()) Hints()->StartHintTimer(iHintID);
}
void StopHintTimer(int iHintID) {
if (Hints()) Hints()->StopHintTimer(iHintID);
}
void RemoveHintTimer(int iHintID) {
if (Hints()) Hints()->RemoveHintTimer(iHintID);
}
// Accessor methods
int FragCount() const { return m_iFrags; }
int DeathCount() const { return m_iDeaths; }
bool IsConnected() const { return m_iConnected != PlayerDisconnected; }
bool IsDisconnecting() const { return m_iConnected == PlayerDisconnecting; }
bool IsSuitEquipped() const { return m_Local.m_bWearingSuit; }
int ArmorValue() const { return m_ArmorValue; }
bool HUDNeedsRestart() const { return m_fInitHUD; }
float MaxSpeed() const { return m_flMaxspeed; }
Activity GetActivity() const { return m_Activity; }
inline void SetActivity(Activity eActivity) { m_Activity = eActivity; }
bool IsPlayerLockedInPlace() const { return m_iPlayerLocked != 0; }
bool IsObserver() const { return (m_afPhysicsFlags & PFLAG_OBSERVER) != 0; }
bool IsOnTarget() const { return m_fOnTarget; }
float MuzzleFlashTime() const { return m_flFlashTime; }
float PlayerDrownTime() const { return m_AirFinished; }
int GetObserverMode() const { return m_iObserverMode; }
CBaseEntity *GetObserverTarget() const { return m_hObserverTarget; }
// Round gamerules
virtual bool IsReadyToPlay(void) { return true; }
virtual bool IsReadyToSpawn(void) { return true; }
virtual bool ShouldGainInstantSpawn(void) { return false; }
virtual void ResetPerRoundStats(void) { return; }
void AllowInstantSpawn(void) { m_bAllowInstantSpawn = true; }
virtual void ResetScores(void) {
ResetFragCount();
ResetDeathCount();
}
void ResetFragCount();
void IncrementFragCount(int nCount);
void ResetDeathCount();
void IncrementDeathCount(int nCount);
void SetArmorValue(int value);
void IncrementArmorValue(int nCount, int nMaxValue = -1);
void SetConnected(PlayerConnectedState iConnected) {
m_iConnected = iConnected;
}
virtual void EquipSuit(bool bPlayEffects = true);
virtual void RemoveSuit(void);
void SetMaxSpeed(float flMaxSpeed) { m_flMaxspeed = flMaxSpeed; }
void NotifyNearbyRadiationSource(float flRange);
void SetAnimationExtension(const char *pExtension);
void SetAdditionalPVSOrigin(const Vector &vecOrigin);
void SetCameraPVSOrigin(const Vector &vecOrigin);
void SetMuzzleFlashTime(float flTime);
void SetUseEntity(CBaseEntity *pUseEntity);
CBaseEntity *GetUseEntity();
virtual float GetPlayerMaxSpeed();
// Used to set private physics flags PFLAG_*
void SetPhysicsFlag(int nFlag, bool bSet);
void AllowImmediateDecalPainting();
// Suicide...
virtual void CommitSuicide(bool bExplode = false, bool bForce = false);
virtual void CommitSuicide(const Vector &vecForce, bool bExplode = false,
bool bForce = false);
// For debugging...
void ForceOrigin(const Vector &vecOrigin);
// Bot accessors...
void SetTimeBase(float flTimeBase);
float GetTimeBase() const;
void SetLastUserCommand(const CUserCmd &cmd);
const CUserCmd *GetLastUserCommand(void);
virtual bool IsBot()
const; // IMPORTANT: This returns true for ANY type of bot. If your
// game uses different, incompatible types of bots check your
// specific bot type before casting
virtual bool IsBotOfType(
int botType) const; // return true if this player is a bot of the
// specific type (zero is invalid)
virtual int GetBotType(void) const; // return a unique int representing the
// type of bot instance this is
bool IsPredictingWeapons(void) const;
int CurrentCommandNumber() const;
const CUserCmd *GetCurrentUserCommand() const;
int GetLockViewanglesTickNumber() const {
return m_iLockViewanglesTickNumber;
}
QAngle GetLockViewanglesData() const { return m_qangLockViewangles; }
int GetFOV(void); // Get the current FOV value
int GetDefaultFOV(void) const; // Default FOV if not specified otherwise
int GetFOVForNetworking(
void); // Get the current FOV used for network computations
bool SetFOV(CBaseEntity *pRequester, int FOV, float zoomRate = 0.0f,
int iZoomStart = 0); // Alters the base FOV of the player (must
// have a valid requester)
void SetDefaultFOV(int FOV); // Sets the base FOV if nothing else is
// affecting it by zooming
CBaseEntity *GetFOVOwner(void) { return m_hZoomOwner; }
float GetFOVDistanceAdjustFactor(); // shared between client and server
float GetFOVDistanceAdjustFactorForNetworking();
int GetImpulse(void) const { return m_nImpulse; }
// Movement constraints
void ActivateMovementConstraint(CBaseEntity *pEntity,
const Vector &vecCenter, float flRadius,
float flConstraintWidth,
float flSpeedFactor);
void DeactivateMovementConstraint();
// talk control
void NotePlayerTalked() { m_fLastPlayerTalkTime = gpGlobals->curtime; }
float LastTimePlayerTalked() { return m_fLastPlayerTalkTime; }
void DisableButtons(int nButtons);
void EnableButtons(int nButtons);
void ForceButtons(int nButtons);
void UnforceButtons(int nButtons);
//---------------------------------
// Inputs
//---------------------------------
void InputSetHealth(inputdata_t &inputdata);
void InputSetHUDVisibility(inputdata_t &inputdata);
void InputHandleMapEvent(inputdata_t &inputdata);
surfacedata_t *GetSurfaceData(void) { return m_pSurfaceData; }
void SetLadderNormal(Vector vecLadderNormal) {
m_vecLadderNormal = vecLadderNormal;
}
// Here so that derived classes can use the expresser
virtual CAI_Expresser *GetExpresser() { return NULL; };
#if !defined(NO_STEAM)
//----------------------------
// Steam handling
bool GetSteamID(CSteamID *pID);
uint64 GetSteamIDAsUInt64(void);
#endif
float GetRemainingMovementTimeForUserCmdProcessing() const {
return m_flMovementTimeForUserCmdProcessingRemaining;
}
float ConsumeMovementTimeForUserCmdProcessing(float flTimeNeeded) {
if (m_flMovementTimeForUserCmdProcessingRemaining <= 0.0f) {
return 0.0f;
} else if (flTimeNeeded >
m_flMovementTimeForUserCmdProcessingRemaining +
FLT_EPSILON) {
float flResult = m_flMovementTimeForUserCmdProcessingRemaining;
m_flMovementTimeForUserCmdProcessingRemaining = 0.0f;
return flResult;
} else {
m_flMovementTimeForUserCmdProcessingRemaining -= flTimeNeeded;
if (m_flMovementTimeForUserCmdProcessingRemaining < 0.0f)
m_flMovementTimeForUserCmdProcessingRemaining = 0.0f;
return flTimeNeeded;
}
}
private:
// How much of a movement time buffer can we process from this user?
float m_flMovementTimeForUserCmdProcessingRemaining;
// For queueing up CUserCmds and running them from PhysicsSimulate
int GetCommandContextCount(void) const;
CCommandContext *GetCommandContext(int index);
CCommandContext *AllocCommandContext(void);
void RemoveCommandContext(int index);
void RemoveAllCommandContexts(void);
CCommandContext *RemoveAllCommandContextsExceptNewest(void);
void ReplaceContextCommands(CCommandContext *ctx, CUserCmd *pCommands,
int nCommands);
int DetermineSimulationTicks(void);
void AdjustPlayerTimeBase(int simulation_ticks);
public:
// How long since this player last interacted with something the game
// considers an objective/target/goal
float GetTimeSinceLastObjective(void) const {
return (m_flLastObjectiveTime == -1.f)
? 999.f
: gpGlobals->curtime - m_flLastObjectiveTime;
}
void SetLastObjectiveTime(float flTime) { m_flLastObjectiveTime = flTime; }
// Used by gamemovement to check if the entity is stuck.
int m_StuckLast;
// FIXME: Make these protected or private!
// This player's data that should only be replicated to
// the player and not to other players.
CNetworkVarEmbedded(CPlayerLocalData, m_Local);
#if defined USES_ECON_ITEMS
CNetworkVarEmbedded(CAttributeList, m_AttributeList);
#endif
void InitFogController(void);
void InputSetFogController(inputdata_t &inputdata);
// Used by env_soundscape_triggerable to manage when the player is touching
// multiple soundscape triggers simultaneously. The one at the HEAD of the
// list is always the current soundscape for the player.
CUtlVector<EHANDLE> m_hTriggerSoundscapeList;
// Player data that's sometimes needed by the engine
CNetworkVarEmbedded(CPlayerState, pl);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_fFlags);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_vecViewOffset);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_flFriction);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_iAmmo);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_hGroundEntity);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_lifeState);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_iHealth);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_vecBaseVelocity);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_nNextThinkTick);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_vecVelocity);
IMPLEMENT_NETWORK_VAR_FOR_DERIVED(m_nWaterLevel);
int m_nButtons;
int m_afButtonPressed;
int m_afButtonReleased;
int m_afButtonLast;
int m_afButtonDisabled; // A mask of input flags that are cleared
// automatically
int m_afButtonForced; // These are forced onto the player's inputs
CNetworkVar(bool, m_fOnTarget); // Is the crosshair on a target?
char m_szAnimExtension[32];
int m_nUpdateRate; // user snapshot rate cl_updaterate
float m_fLerpTime; // users cl_interp
bool m_bLagCompensation; // user wants lag compenstation
bool m_bPredictWeapons; // user has client side predicted weapons
float GetDeathTime(void) { return m_flDeathTime; }
void ClearZoomOwner(void);
void SetPreviouslyPredictedOrigin(const Vector &vecAbsOrigin);
const Vector &GetPreviouslyPredictedOrigin() const;
float GetFOVTime(void) { return m_flFOVTime; }
void AdjustDrownDmg(int nAmount);
#if defined USES_ECON_ITEMS
CEconWearable *GetWearable(int i) { return m_hMyWearables[i]; }
const CEconWearable *GetWearable(int i) const { return m_hMyWearables[i]; }
int GetNumWearables(void) const { return m_hMyWearables.Count(); }
#endif
private:
Activity m_Activity;
float
m_flLastObjectiveTime; // Last curtime player touched/killed something
// the gamemode considers an objective
protected:
void CalcPlayerView(Vector &eyeOrigin, QAngle &eyeAngles, float &fov);
void CalcVehicleView(IServerVehicle *pVehicle, Vector &eyeOrigin,
QAngle &eyeAngles, float &zNear, float &zFar,
float &fov);
void CalcObserverView(Vector &eyeOrigin, QAngle &eyeAngles, float &fov);
void CalcViewModelView(const Vector &eyeOrigin, const QAngle &eyeAngles);
virtual void Internal_HandleMapEvent(inputdata_t &inputdata) {}
// FIXME: Make these private! (tf_player uses them)
// Secondary point to derive PVS from when zoomed in with binoculars/sniper
// rifle. The PVS is
// a merge of the standing origin and this additional origin
Vector m_vecAdditionalPVSOrigin;
// Extra PVS origin if we are using a camera object
Vector m_vecCameraPVSOrigin;
CNetworkHandle(
CBaseEntity,
m_hUseEntity); // the player is currently controlling this entity
// because of +USE latched, NULL if no entity
int m_iTrain; // Train control position
float m_iRespawnFrames; // used in PlayerDeathThink() to make sure players
// can always respawn
unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics
// should be revisited or overriden
// Vehicles
CNetworkHandle(CBaseEntity, m_hVehicle);
int m_iVehicleAnalogBias;
void UpdateButtonState(int nUserCmdButtonMask);
bool m_bPauseBonusProgress;
CNetworkVar(int, m_iBonusProgress);
CNetworkVar(int, m_iBonusChallenge);
int m_lastDamageAmount; // Last damage taken
Vector m_DmgOrigin;
float m_DmgTake;
float m_DmgSave;
int m_bitsDamageType; // what types of damage has player taken
int m_bitsHUDDamage; // Damage bits for the current fame. These get sent to
// the hud via gmsgDamage
CNetworkVar(float, m_flDeathTime); // the time at which the player died
// (used in PlayerDeathThink())
float m_flDeathAnimTime; // the time at which the player finished their
// death anim (used in PlayerDeathThink() and
// ShouldTransmit())
CNetworkVar(int, m_iObserverMode); // if in spectator mode != 0
CNetworkVar(int, m_iFOV); // field of view
CNetworkVar(int, m_iDefaultFOV); // default field of view
CNetworkVar(int, m_iFOVStart); // What our FOV started at
CNetworkVar(float, m_flFOVTime); // Time our FOV change started
int m_iObserverLastMode; // last used observer mode
CNetworkHandle(CBaseEntity,
m_hObserverTarget); // entity handle to m_iObserverTarget
bool m_bForcedObserverMode; // true, player was forced by invalid targets
// to switch mode
CNetworkHandle(
CBaseEntity,
m_hZoomOwner); // This is a pointer to the entity currently controlling
// the player's zoom Only this entity can change the zoom
// state once it has ownership
float m_tbdPrev; // Time-based damage timer
int m_idrowndmg; // track drowning damage taken
int m_idrownrestored; // track drowning damage restored
int m_nPoisonDmg; // track recoverable poison damage taken
int m_nPoisonRestored; // track poison damage restored
// NOTE: bits damage type appears to only be used for time-based damage
BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
// Player Physics Shadow
int m_vphysicsCollisionState;
virtual int SpawnArmorValue(void) const { return 0; }
float m_fNextSuicideTime; // the time after which the player can next use
// the suicide command
int m_iSuicideCustomKillFlags;
// Replay mode
float m_fDelay; // replay delay in seconds
float m_fReplayEnd; // time to stop replay mode
int m_iReplayEntity; // follow this entity in replay
private:
void HandleFuncTrain();
// DATA
private:
CUtlVector<CCommandContext> m_CommandContext;
// Player Physics Shadow
protected
: // used to be private, but need access for portal mod (Dave Kircher)
IPhysicsPlayerController *m_pPhysicsController;
IPhysicsObject *m_pShadowStand;
IPhysicsObject *m_pShadowCrouch;
Vector m_oldOrigin;
Vector m_vecSmoothedVelocity;
bool m_touchedPhysObject;
bool m_bPhysicsWasFrozen;
private:
int m_iPlayerSound; // the index of the sound list slot reserved for this
// player
int m_iTargetVolume; // ideal sound volume.
int m_rgItems[MAX_ITEMS];
// these are time-sensitive things that we keep track of
float m_flSwimTime; // how long player has been underwater
float m_flDuckTime; // how long we've been ducking
float m_flDuckJumpTime;
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
float m_flgeigerRange; // range to nearest radiation source
float m_flgeigerDelay; // delay per update of range msg to client
int m_igeigerRangePrev;
bool m_fInitHUD; // True when deferred HUD restart msg needs to be sent
bool m_fGameHUDInitialized;
bool m_fWeapon; // Set this to FALSE to force a reset of the current weapon
// HUD info
int m_iUpdateTime; // stores the number of frame ticks before sending HUD
// update messages
int m_iClientBattery; // the Battery currently known by the client. If
// this changes, send a new
// Autoaim data
QAngle m_vecAutoAim;
int m_lastx, m_lasty; // These are the previous update's crosshair angles,
// DON"T SAVE/RESTORE
int m_iFrags;
int m_iDeaths;
float m_flNextDecalTime; // next time this player can spray a decal
// Team Handling
// char m_szTeamName[TEAM_NAME_LENGTH];
// Multiplayer handling
PlayerConnectedState m_iConnected;
// from edict_t
// CBasePlayer doesn't send this but CCSPlayer does.
CNetworkVarForDerived(int, m_ArmorValue);
float m_AirFinished;
float m_PainFinished;
// player locking
int m_iPlayerLocked;
protected:
// the player's personal view model
typedef CHandle<CBaseViewModel> CBaseViewModelHandle;
CNetworkArray(CBaseViewModelHandle, m_hViewModel, MAX_VIEWMODELS);
// Last received usercmd (in case we drop a lot of packets )
CUserCmd m_LastCmd;
CUserCmd *m_pCurrentCommand;
int m_iLockViewanglesTickNumber;
QAngle m_qangLockViewangles;
float m_flStepSoundTime; // time to check for next footstep sound
bool m_bAllowInstantSpawn;
#if defined USES_ECON_ITEMS
// Wearables
CUtlVector<CHandle<CEconWearable> > m_hMyWearables;
#endif
private:
// Replicated to all clients
CNetworkVar(float, m_flMaxspeed);
// Not transmitted
float m_flWaterJumpTime; // used to be called teleport_time
Vector m_vecWaterJumpVel;
int m_nImpulse;
float m_flSwimSoundTime;
Vector m_vecLadderNormal;
float m_flFlashTime;
int m_nDrownDmgRate; // Drowning damage in points per second without air.
int m_nNumCrouches; // Number of times we've crouched (for hinting)
bool m_bDuckToggled; // If true, the player is crouching via a toggle
public:
bool GetToggledDuckState(void) { return m_bDuckToggled; }
void ToggleDuck(void);
float GetStickDist(void);
float m_flForwardMove;
float m_flSideMove;
int m_nNumCrateHudHints;
private:
// Used in test code to teleport the player to random locations in the map.
Vector m_vForcedOrigin;
bool m_bForceOrigin;
// Clients try to run on their own realtime clock, this is this client's
// clock
CNetworkVar(int, m_nTickBase);
bool m_bGamePaused;
float m_fLastPlayerTalkTime;
CNetworkVar(CBaseCombatWeaponHandle, m_hLastWeapon);
#if !defined(NO_ENTITY_PREDICTION)
CUtlVector<CHandle<CBaseEntity> > m_SimulatedByThisPlayer;
#endif
float m_flOldPlayerZ;
float m_flOldPlayerViewOffsetZ;
bool m_bPlayerUnderwater;
EHANDLE m_hViewEntity;
// Movement constraints
CNetworkHandle(CBaseEntity, m_hConstraintEntity);
CNetworkVector(m_vecConstraintCenter);
CNetworkVar(float, m_flConstraintRadius);
CNetworkVar(float, m_flConstraintWidth);
CNetworkVar(float, m_flConstraintSpeedFactor);
friend class CPlayerMove;
friend class CPlayerClass;
// Player name
char m_szNetname[MAX_PLAYER_NAME_LENGTH];
protected:
// HACK FOR TF2 Prediction
friend class CTFGameMovementRecon;
friend class CGameMovement;
friend class CTFGameMovement;
friend class CHL1GameMovement;
friend class CCSGameMovement;
friend class CHL2GameMovement;
friend class CDODGameMovement;
friend class CPortalGameMovement;
// Accessors for gamemovement
bool IsDucked(void) const { return m_Local.m_bDucked; }
bool IsDucking(void) const { return m_Local.m_bDucking; }
float GetStepSize(void) const { return m_Local.m_flStepSize; }
CNetworkVar(float, m_flLaggedMovementValue);
// These are generated while running usercmds, then given to
// UpdateVPhysicsPosition after running all queued commands.
Vector m_vNewVPhysicsPosition;
Vector m_vNewVPhysicsVelocity;
Vector m_vecVehicleViewOrigin; // Used to store the calculated view of the
// player while riding in a vehicle
QAngle m_vecVehicleViewAngles; // Vehicle angles
float m_flVehicleViewFOV; // FOV of the vehicle driver
int m_nVehicleViewSavedFrame; // Used to mark which frame was the last one
// the view was calculated for
Vector m_vecPreviouslyPredictedOrigin; // Used to determine if
// non-gamemovement game code has
// teleported, or tweaked the
// player's origin
int m_nBodyPitchPoseParam;
CNetworkString(m_szLastPlaceName, MAX_PLACE_NAME_LENGTH);
char m_szNetworkIDString[MAX_NETWORKID_LENGTH];
CPlayerInfo m_PlayerInfo;
// Texture names and surface data, used by CGameMovement
int m_surfaceProps;
surfacedata_t *m_pSurfaceData;
float m_surfaceFriction;
char m_chTextureType;
char m_chPreviousTextureType; // Separate from m_chTextureType. This is
// cleared if the player's not on the ground.
bool m_bSinglePlayerGameEnding;
public:
float GetLaggedMovementValue(void) { return m_flLaggedMovementValue; }
void SetLaggedMovementValue(float flValue) {
m_flLaggedMovementValue = flValue;
}
inline bool IsAutoKickDisabled(void) const;
inline void DisableAutoKick(bool disabled);
void DumpPerfToRecipient(CBasePlayer *pRecipient, int nMaxRecords);
// NVNT returns true if user has a haptic device
virtual bool HasHaptics() { return m_bhasHaptics; }
// NVNT sets weather a user should receive haptic device messages.
virtual void SetHaptics(bool has) { m_bhasHaptics = has; }
private:
// NVNT member variable holding if this user is using a haptic device.
bool m_bhasHaptics;
bool m_autoKickDisabled;
struct StepSoundCache_t {
StepSoundCache_t() : m_usSoundNameIndex(0) {}
CSoundParameters m_SoundParameters;
unsigned short m_usSoundNameIndex;
};
// One for left and one for right side of step
StepSoundCache_t m_StepSoundCache[2];
CUtlLinkedList<CPlayerSimInfo> m_vecPlayerSimInfo;
CUtlLinkedList<CPlayerCmdInfo> m_vecPlayerCmdInfo;
IntervalTimer m_weaponFiredTimer;
// Store the last time we successfully processed a usercommand
float m_flLastUserCommandTime;
// used to prevent achievement announcement spam
CUtlVector<float> m_flAchievementTimes;
public:
virtual unsigned int PlayerSolidMask(bool brushOnly = false)
const; // returns the solid mask for the given player, so bots can have
// a more-restrictive set
};
typedef CHandle<CBasePlayer> CBasePlayerHandle;
EXTERN_SEND_TABLE(DT_BasePlayer)
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline bool CBasePlayer::IsBotOfType(int botType) const {
// bot type of zero is invalid
return (GetBotType() != 0) && (GetBotType() == botType);
}
inline int CBasePlayer::GetBotType(void) const { return 0; }
inline bool CBasePlayer::IsAutoKickDisabled(void) const {
return m_autoKickDisabled;
}
inline void CBasePlayer::DisableAutoKick(bool disabled) {
m_autoKickDisabled = disabled;
}
inline void CBasePlayer::SetAdditionalPVSOrigin(const Vector &vecOrigin) {
m_vecAdditionalPVSOrigin = vecOrigin;
}
inline void CBasePlayer::SetCameraPVSOrigin(const Vector &vecOrigin) {
m_vecCameraPVSOrigin = vecOrigin;
}
inline void CBasePlayer::SetMuzzleFlashTime(float flTime) {
m_flFlashTime = flTime;
}
inline void CBasePlayer::SetUseEntity(CBaseEntity *pUseEntity) {
m_hUseEntity = pUseEntity;
}
inline CBaseEntity *CBasePlayer::GetUseEntity() { return m_hUseEntity; }
// Bot accessors...
inline void CBasePlayer::SetTimeBase(float flTimeBase) {
m_nTickBase = TIME_TO_TICKS(flTimeBase);
}
inline void CBasePlayer::SetLastUserCommand(const CUserCmd &cmd) {
m_LastCmd = cmd;
}
inline CUserCmd const *CBasePlayer::GetLastUserCommand(void) {
return &m_LastCmd;
}
inline bool CBasePlayer::IsPredictingWeapons(void) const {
return m_bPredictWeapons;
}
inline int CBasePlayer::CurrentCommandNumber() const {
Assert(m_pCurrentCommand);
return m_pCurrentCommand->command_number;
}
inline const CUserCmd *CBasePlayer::GetCurrentUserCommand() const {
Assert(m_pCurrentCommand);
return m_pCurrentCommand;
}
inline IServerVehicle *CBasePlayer::GetVehicle() {
CBaseEntity *pVehicleEnt = m_hVehicle.Get();
return pVehicleEnt ? pVehicleEnt->GetServerVehicle() : NULL;
}
inline CBaseEntity *CBasePlayer::GetVehicleEntity() { return m_hVehicle.Get(); }
inline bool CBasePlayer::IsInAVehicle(void) const {
return (NULL != m_hVehicle.Get()) ? true : false;
}
inline void CBasePlayer::SetTouchedPhysics(bool bTouch) {
m_touchedPhysObject = bTouch;
}
inline bool CBasePlayer::TouchedPhysics(void) { return m_touchedPhysObject; }
inline void CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon *weapon) {
m_weaponFiredTimer.Start();
}
inline float CBasePlayer::GetTimeSinceWeaponFired(void) const {
return m_weaponFiredTimer.GetElapsedTime();
}
inline bool CBasePlayer::IsFiringWeapon(void) const {
return m_weaponFiredTimer.HasStarted() &&
m_weaponFiredTimer.IsLessThen(1.0f);
}
//-----------------------------------------------------------------------------
// Converts an entity to a player
//-----------------------------------------------------------------------------
inline CBasePlayer *ToBasePlayer(CBaseEntity *pEntity) {
if (!pEntity || !pEntity->IsPlayer()) return NULL;
#if _DEBUG
return dynamic_cast<CBasePlayer *>(pEntity);
#else
return static_cast<CBasePlayer *>(pEntity);
#endif
}
inline const CBasePlayer *ToBasePlayer(const CBaseEntity *pEntity) {
if (!pEntity || !pEntity->IsPlayer()) return NULL;
#if _DEBUG
return dynamic_cast<const CBasePlayer *>(pEntity);
#else
return static_cast<const CBasePlayer *>(pEntity);
#endif
}
//--------------------------------------------------------------------------------------------------------------
/**
* DEPRECATED: Use CollectPlayers() instead.
* Iterate over all active players in the game, invoking functor on each.
* If functor returns false, stop iteration and return false.
*/
template <typename Functor>
bool ForEachPlayer(Functor &func) {
for (int i = 1; i <= gpGlobals->maxClients; ++i) {
CBasePlayer *player = static_cast<CBasePlayer *>(UTIL_PlayerByIndex(i));
if (player == NULL) continue;
if (FNullEnt(player->edict())) continue;
if (!player->IsPlayer()) continue;
if (!player->IsConnected()) continue;
if (func(player) == false) return false;
}
return true;
}
//-----------------------------------------------------------------------------------------------
/**
* The interface for an iterative player functor
*/
class IPlayerFunctor {
public:
virtual void OnBeginIteration(void) {
} // invoked once before iteration begins
virtual bool operator()(CBasePlayer *player) = 0;
virtual void OnEndIteration(bool allElementsIterated) {
} // invoked once after iteration is complete whether successful or not
};
//--------------------------------------------------------------------------------------------------------------
/**
* DEPRECATED: Use CollectPlayers() instead.
* Specialization of ForEachPlayer template for IPlayerFunctors
*/
template <>
inline bool ForEachPlayer(IPlayerFunctor &func) {
func.OnBeginIteration();
bool isComplete = true;
for (int i = 1; i <= gpGlobals->maxClients; ++i) {
CBasePlayer *player = static_cast<CBasePlayer *>(UTIL_PlayerByIndex(i));
if (player == NULL) continue;
if (FNullEnt(player->edict())) continue;
if (!player->IsPlayer()) continue;
if (!player->IsConnected()) continue;
if (func(player) == false) {
isComplete = false;
break;
}
}
func.OnEndIteration(isComplete);
return isComplete;
}
//--------------------------------------------------------------------------------------------------------------
//
// Collect all valid, connected players into given vector.
// Returns number of players collected.
//
#define COLLECT_ONLY_LIVING_PLAYERS true
#define APPEND_PLAYERS true
template <typename T>
int CollectPlayers(CUtlVector<T *> *playerVector, int team = TEAM_ANY,
bool isAlive = false, bool shouldAppend = false) {
if (!shouldAppend) {
playerVector->RemoveAll();
}
for (int i = 1; i <= gpGlobals->maxClients; ++i) {
CBasePlayer *player = UTIL_PlayerByIndex(i);
if (player == NULL) continue;
if (FNullEnt(player->edict())) continue;
if (!player->IsPlayer()) continue;
if (!player->IsConnected()) continue;
if (team != TEAM_ANY && player->GetTeamNumber() != team) continue;
if (isAlive && !player->IsAlive()) continue;
playerVector->AddToTail(assert_cast<T *>(player));
}
return playerVector->Count();
}
template <typename T>
int CollectHumanPlayers(CUtlVector<T *> *playerVector, int team = TEAM_ANY,
bool isAlive = false, bool shouldAppend = false) {
if (!shouldAppend) {
playerVector->RemoveAll();
}
for (int i = 1; i <= gpGlobals->maxClients; ++i) {
CBasePlayer *player = UTIL_PlayerByIndex(i);
if (player == NULL) continue;
if (FNullEnt(player->edict())) continue;
if (!player->IsPlayer()) continue;
if (player->IsBot()) continue;
if (!player->IsConnected()) continue;
if (team != TEAM_ANY && player->GetTeamNumber() != team) continue;
if (isAlive && !player->IsAlive()) continue;
playerVector->AddToTail(assert_cast<T *>(player));
}
return playerVector->Count();
}
enum {
VEHICLE_ANALOG_BIAS_NONE = 0,
VEHICLE_ANALOG_BIAS_FORWARD,
VEHICLE_ANALOG_BIAS_REVERSE,
};
#endif // PLAYER_H