Files
sourcearena/sp/src/game/server/player.h
T
Joe Ludwig beaae8ac45 Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
2013-12-03 08:54:16 -08:00

1553 lines
53 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef PLAYER_H
#define PLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "basecombatcharacter.h"
#include "usercmd.h"
#include "playerlocaldata.h"
#include "PlayerState.h"
#include "game/server/iplayerinfo.h"
#include "hintsystem.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "util_shared.h"
#if defined USES_ECON_ITEMS
#include "game_item_schema.h"
#include "econ_item_view.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 *Weapon_GetLast( 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 ){ return true; }
#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 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:
// 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]; }
int GetNumWearables( void ) { return m_hMyWearables.Count(); }
#endif
private:
Activity m_Activity;
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;
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;
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