//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Client-side CBasePlayer. // // - Manages the player's flashlight effect. // //=============================================================================// #ifndef C_BASEPLAYER_H #define C_BASEPLAYER_H #ifdef _WIN32 #pragma once #endif #include "c_playerlocaldata.h" #include "c_basecombatcharacter.h" #include "PlayerState.h" #include "usercmd.h" #include "shareddefs.h" #include "timedevent.h" #include "smartptr.h" #include "fx_water.h" #include "hintsystem.h" #include "SoundEmitterSystem/isoundemittersystembase.h" #include "c_env_fog_controller.h" #include "igameevents.h" #include "GameEventListener.h" #if defined USES_ECON_ITEMS #include "econ_item.h" #include "game_item_schema.h" #include "econ_item_view.h" #endif class C_BaseCombatWeapon; class C_BaseViewModel; class C_FuncLadder; class CFlashlightEffect; class C_EconWearable; extern int g_nKillCamMode; extern int g_nKillCamTarget1; extern int g_nKillCamTarget2; class C_CommandContext { public: bool needsprocessing; CUserCmd cmd; int command_number; }; class C_PredictionError { public: float time; Vector error; }; #define CHASE_CAM_DISTANCE_MIN 16.0f #define CHASE_CAM_DISTANCE_MAX 96.0f #define WALL_OFFSET 6.0f bool IsInFreezeCam( void ); //----------------------------------------------------------------------------- // Purpose: Base Player class //----------------------------------------------------------------------------- class C_BasePlayer : public C_BaseCombatCharacter, public CGameEventListener { public: DECLARE_CLASS( C_BasePlayer, C_BaseCombatCharacter ); DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE(); DECLARE_INTERPOLATION(); C_BasePlayer(); virtual ~C_BasePlayer(); virtual void Spawn( void ); virtual void SharedSpawn(); // Shared between client and server. virtual bool GetSteamID( CSteamID *pID ); // IClientEntity overrides. virtual void OnPreDataChanged( DataUpdateType_t updateType ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void PreDataUpdate( DataUpdateType_t updateType ); virtual void PostDataUpdate( DataUpdateType_t updateType ); virtual void ReceiveMessage( int classID, bf_read &msg ); virtual void OnRestore(); virtual void AddEntity( void ); virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); virtual void GetToolRecordingState( KeyValues *msg ); virtual float GetPlayerMaxSpeed(); void SetAnimationExtension( const char *pExtension ); C_BaseViewModel *GetViewModel( int viewmodelindex = 0, bool bObserverOK=true ); C_BaseCombatWeapon *GetActiveWeapon( void ) const; const char *GetTracerType( void ); // View model prediction setup virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov ); virtual void CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles); // 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 ); void CreateWaterEffects( void ); virtual void SetPlayerUnderwater( bool state ); void UpdateUnderwaterState( void ); bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; } virtual Vector Weapon_ShootPosition(); virtual void Weapon_DropPrimary( void ) {} virtual Vector GetAutoaimVector( float flScale ); void SetSuitUpdate(const char *name, int fgroup, int iNoRepeat); // Input handling virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd ); virtual void AvoidPhysicsProps( CUserCmd *pCmd ); virtual void PlayerUse( void ); CBaseEntity *FindUseEntity( void ); virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps ); // Data handlers virtual bool IsPlayer( void ) const { return true; } virtual int GetHealth() const { return m_iHealth; } int GetBonusProgress() const { return m_iBonusProgress; } int GetBonusChallenge() const { return m_iBonusChallenge; } // observer mode virtual int GetObserverMode() const; void SetObserverMode ( int iNewMode ); virtual CBaseEntity *GetObserverTarget() const; void SetObserverTarget( EHANDLE hObserverTarget ); bool AudioStateIsUnderwater( Vector vecMainViewOrigin ); bool IsObserver() const; bool IsHLTV() const; bool IsReplay() const; void ResetObserverMode(); bool IsBot( void ) const { return false; } // Eye position.. virtual Vector EyePosition(); virtual const QAngle &EyeAngles(); // Direction of eyes void EyePositionAndVectors( Vector *pPosition, Vector *pForward, Vector *pRight, Vector *pUp ); virtual const QAngle &LocalEyeAngles(); // Direction of eyes // This can be overridden to return something other than m_pRagdoll if the mod uses separate // entities for ragdolls. virtual IRagdoll* GetRepresentativeRagdoll() const; // override the initial bone position for ragdolls virtual bool GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt ) OVERRIDE; // Returns eye vectors void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL ); void CacheVehicleView( void ); // Calculate and cache the position of the player in the vehicle bool IsSuitEquipped( void ) { return m_Local.m_bWearingSuit; }; // Team handlers virtual void TeamChange( int iNewTeam ); // Flashlight void Flashlight( void ); void UpdateFlashlight( void ); // Weapon selection code virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); } virtual C_BaseCombatWeapon *GetActiveWeaponForSelection( void ); // Returns the view model if this is the local player. If you're in third person or // this is a remote player, it returns the active weapon // (and its appropriate left/right weapon if this is TF2). virtual C_BaseAnimating* GetRenderedWeaponModel(); virtual bool IsOverridingViewmodel( void ) { return false; }; virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags ) { return 0; }; virtual float GetDefaultAnimSpeed( void ) { return 1.0; } void SetMaxSpeed( float flMaxSpeed ) { m_flMaxspeed = flMaxSpeed; } float MaxSpeed() const { return m_flMaxspeed; } // Should this object cast shadows? virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; } virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; } bool IsLocalPlayer( void ) const; // Global/static methods virtual void ThirdPersonSwitch( bool bThirdperson ); static bool LocalPlayerInFirstPersonView(); static bool ShouldDrawLocalPlayer(); static C_BasePlayer *GetLocalPlayer( void ); int GetUserID( void ); virtual bool CanSetSoundMixer( void ); virtual int GetVisionFilterFlags( bool bWeaponsCheck = false ) { return 0x00; } bool HasVisionFilterFlags( int nFlags, bool bWeaponsCheck = false ) { return ( GetVisionFilterFlags( bWeaponsCheck ) & nFlags ) == nFlags; } virtual void CalculateVisionUsingCurrentFlags( void ) {} void BuildFirstPersonMeathookTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, const char *pchHeadBoneName ); // Specific queries about this player. bool InFirstPersonView(); bool ShouldDrawThisPlayer(); // Called by the view model if its rendering is being overridden. virtual bool ViewModel_IsTransparent( void ); virtual bool ViewModel_IsUsingFBTexture( void ); #if !defined( NO_ENTITY_PREDICTION ) void AddToPlayerSimulationList( C_BaseEntity *other ); void SimulatePlayerSimulatedEntities( void ); void RemoveFromPlayerSimulationList( C_BaseEntity *ent ); void ClearPlayerSimulationList( void ); #endif virtual void PhysicsSimulate( void ); virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_PLAYERSOLID; } // Prediction stuff virtual bool ShouldPredict( void ); virtual void PreThink( void ); virtual void PostThink( void ); virtual void ItemPreFrame( void ); virtual void ItemPostFrame( void ); virtual void AbortReload( void ); virtual void SelectLastItem(void); virtual void Weapon_SetLast( C_BaseCombatWeapon *pWeapon ); virtual bool Weapon_ShouldSetLast( C_BaseCombatWeapon *pOldWeapon, C_BaseCombatWeapon *pNewWeapon ) { return true; } virtual bool Weapon_ShouldSelectItem( C_BaseCombatWeapon *pWeapon ); virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed) virtual C_BaseCombatWeapon *GetLastWeapon( void ) { return m_hLastWeapon.Get(); } void ResetAutoaim( void ); virtual void SelectItem( const char *pstr, int iSubType = 0 ); virtual void UpdateClientData( void ); virtual float GetFOV( void ); int GetDefaultFOV( void ) const; virtual bool IsZoomed( void ) { return false; } bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate = 0.0f, int iZoomStart = 0 ); void ClearZoomOwner( void ); float GetFOVDistanceAdjustFactor(); virtual void ViewPunch( const QAngle &angleOffset ); void ViewPunchReset( float tolerance = 0 ); void UpdateButtonState( int nUserCmdButtonMask ); int GetImpulse( void ) const; virtual void Simulate(); virtual bool ShouldInterpolate(); virtual bool ShouldDraw(); virtual int DrawModel( int flags ); // Called when not in tactical mode. Allows view to be overriden for things like driving a tank. virtual void OverrideView( CViewSetup *pSetup ); // returns the player name const char * GetPlayerName(); virtual const Vector GetPlayerMins( void ) const; // uses local player virtual const Vector GetPlayerMaxs( void ) const; // uses local player // Is the player dead? bool IsPlayerDead(); bool IsPoisoned( void ) { return m_Local.m_bPoisoned; } C_BaseEntity *GetUseEntity(); // Vehicles... IClientVehicle *GetVehicle(); bool IsInAVehicle() const { return ( NULL != m_hVehicle.Get() ) ? true : false; } virtual void SetVehicleRole( int nRole ); void LeaveVehicle( void ); bool UsingStandardWeaponsInVehicle( void ); virtual void SetAnimation( PLAYER_ANIM playerAnim ); float GetTimeBase( void ) const; float GetFinalPredictedTime() const; bool IsInVGuiInputMode() const; bool IsInViewModelVGuiInputMode() const; C_CommandContext *GetCommandContext(); // Get the command number associated with the current usercmd we're running (if in predicted code). int CurrentCommandNumber() const; const CUserCmd *GetCurrentUserCommand() const; const QAngle& GetPunchAngle(); void SetPunchAngle( const QAngle &angle ); float GetWaterJumpTime() const; void SetWaterJumpTime( float flWaterJumpTime ); float GetSwimSoundTime( void ) const; void SetSwimSoundTime( float flSwimSoundTime ); float GetDeathTime( void ) { return m_flDeathTime; } void SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin ); const Vector &GetPreviouslyPredictedOrigin() const; // CS wants to allow small FOVs for zoomed-in AWPs. virtual float GetMinFOV() const; virtual void DoMuzzleFlash(); virtual void PlayPlayerJingle(); 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 surfacedata_t * GetFootstepSurface( const Vector &origin, const char *surfaceName ); virtual void GetStepSoundVelocities( float *velwalk, float *velrun ); virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking ); virtual const char *GetOverrideStepSound( const char *pszBaseStepSoundName ) { return pszBaseStepSoundName; } virtual void OnEmitFootstepSound( const CSoundParameters& params, const Vector& vecOrigin, float fVolume ) {} // Called by prediction when it detects a prediction correction. // vDelta is the line from where the client had predicted the player to at the usercmd in question, // to where the server says the client should be at said usercmd. void NotePredictionError( const Vector &vDelta ); // Called by the renderer to apply the prediction error smoothing. void GetPredictionErrorSmoothingVector( Vector &vOffset ); virtual void ExitLadder() {} surfacedata_t *GetLadderSurface( const Vector &origin ); surfacedata_t *GetSurfaceData( void ) { return m_pSurfaceData; } void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; } // Hints virtual CHintSystem *Hints( void ) { return NULL; } bool ShouldShowHints( void ) { return Hints() ? Hints()->ShouldShowHints() : false; } bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false ) { return Hints() ? Hints()->HintMessage( hint, bForce, bOnlyIfClear ) : false; } void HintMessage( const char *pMessage ) { if (Hints()) Hints()->HintMessage( pMessage ); } virtual IMaterial *GetHeadLabelMaterial( void ); // Fog fogparams_t *GetFogParams( void ) { return &m_CurrentFog; } void FogControllerChanged( bool bSnap ); void UpdateFogController( void ); void UpdateFogBlend( void ); float GetFOVTime( void ){ return m_flFOVTime; } virtual void OnAchievementAchieved( int iAchievement ) {} bool ShouldAnnounceAchievement( void ){ return m_flNextAchievementAnnounceTime < gpGlobals->curtime; } void SetNextAchievementAnnounceTime( float flTime ){ m_flNextAchievementAnnounceTime = flTime; } #if defined USES_ECON_ITEMS // Wearables virtual void UpdateWearables(); C_EconWearable *GetWearable( int i ) { return m_hMyWearables[i]; } int GetNumWearables( void ) { return m_hMyWearables.Count(); } #endif bool HasFiredWeapon( void ) { return m_bFiredWeapon; } void SetFiredWeapon( bool bFlag ) { m_bFiredWeapon = bFlag; } virtual bool CanUseFirstPersonCommand( void ){ return true; } protected: fogparams_t m_CurrentFog; EHANDLE m_hOldFogController; public: int m_StuckLast; // Data for only the local player CNetworkVarEmbedded( CPlayerLocalData, m_Local ); #if defined USES_ECON_ITEMS CNetworkVarEmbedded( CAttributeList, m_AttributeList ); #endif // Data common to all other players, too CPlayerState pl; // Player FOV values int m_iFOV; // field of view int m_iFOVStart; // starting value of the FOV changing over time (client only) float m_flFOVTime; // starting time of the FOV zoom int m_iDefaultFOV; // default FOV if no other zooms are occurring EHANDLE 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 // For weapon prediction bool m_fOnTarget; //Is the crosshair on a target? char m_szAnimExtension[32]; int m_afButtonLast; int m_afButtonPressed; int m_afButtonReleased; int m_nButtons; CUserCmd *m_pCurrentCommand; // Movement constraints EHANDLE m_hConstraintEntity; Vector m_vecConstraintCenter; float m_flConstraintRadius; float m_flConstraintWidth; float m_flConstraintSpeedFactor; protected: void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles, float& zNear, float& zFar, float& fov ); virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); virtual Vector GetChaseCamViewOffset( CBaseEntity *target ); void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); virtual void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); virtual float GetDeathCamInterpolationTime(); virtual void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov); virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); // Check to see if we're in vgui input mode... void DetermineVguiInputMode( CUserCmd *pCmd ); // Used by prediction, sets the view angles for the player virtual void SetLocalViewAngles( const QAngle &viewAngles ); virtual void SetViewAngles( const QAngle& ang ); // used by client side player footsteps surfacedata_t* GetGroundSurface(); virtual void FireGameEvent( IGameEvent *event ); protected: // Did we just enter a vehicle this frame? bool JustEnteredVehicle(); // DATA int m_iObserverMode; // if in spectator mode != 0 EHANDLE m_hObserverTarget; // current observer target float m_flObserverChaseDistance; // last distance to observer traget Vector m_vecFreezeFrameStart; float m_flFreezeFrameStartTime; // Time at which we entered freeze frame observer mode float m_flFreezeFrameDistance; bool m_bWasFreezeFraming; float m_flDeathTime; // last time player died float m_flStepSoundTime; bool m_IsFootprintOnLeft; private: // Make sure no one calls this... C_BasePlayer& operator=( const C_BasePlayer& src ); C_BasePlayer( const C_BasePlayer & ); // not defined, not accessible // Vehicle stuff. EHANDLE m_hVehicle; EHANDLE m_hOldVehicle; EHANDLE m_hUseEntity; float m_flMaxspeed; int m_iBonusProgress; int m_iBonusChallenge; CInterpolatedVar< Vector > m_iv_vecViewOffset; // Not replicated Vector m_vecWaterJumpVel; float m_flWaterJumpTime; // used to be called teleport_time int m_nImpulse; float m_flSwimSoundTime; Vector m_vecLadderNormal; QAngle m_vecOldViewAngles; bool m_bWasFrozen; int m_flPhysics; int m_nTickBase; int m_nFinalPredictedTick; EHANDLE m_pCurrentVguiScreen; bool m_bFiredWeapon; // Player flashlight dynamic light pointers CFlashlightEffect *m_pFlashlight; typedef CHandle CBaseCombatWeaponHandle; CNetworkVar( CBaseCombatWeaponHandle, m_hLastWeapon ); #if !defined( NO_ENTITY_PREDICTION ) CUtlVector< CHandle< C_BaseEntity > > m_SimulatedByThisPlayer; #endif // players own view models, left & right hand CHandle< C_BaseViewModel > m_hViewModel[ MAX_VIEWMODELS ]; float m_flOldPlayerZ; float m_flOldPlayerViewOffsetZ; 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; int m_nVehicleViewSavedFrame; // Used to mark which frame was the last one the view was calculated for // For UI purposes... int m_iOldAmmo[ MAX_AMMO_TYPES ]; C_CommandContext m_CommandContext; // For underwater effects float m_flWaterSurfaceZ; bool m_bResampleWaterSurface; TimedEvent m_tWaterParticleTimer; CSmartPtr m_pWaterEmitter; bool m_bPlayerUnderwater; friend class CPrediction; // 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 float GetStepSize( void ) const { return m_Local.m_flStepSize; } float m_flNextAvoidanceTime; float m_flAvoidanceRight; float m_flAvoidanceForward; float m_flAvoidanceDotForward; float m_flAvoidanceDotRight; protected: virtual bool IsDucked( void ) const { return m_Local.m_bDucked; } virtual bool IsDucking( void ) const { return m_Local.m_bDucking; } virtual float GetFallVelocity( void ) { return m_Local.m_flFallVelocity; } bool ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset ); float m_flLaggedMovementValue; // These are used to smooth out prediction corrections. They're most useful when colliding with // vphysics objects. The server will be sending constant prediction corrections, and these can help // the errors not be so jerky. Vector m_vecPredictionError; float m_flPredictionErrorTime; Vector m_vecPreviouslyPredictedOrigin; // Used to determine if non-gamemovement game code has teleported, or tweaked the player's origin char m_szLastPlaceName[MAX_PLACE_NAME_LENGTH]; // received from the server // Texture names and surface data, used by CGameMovement int m_surfaceProps; surfacedata_t* m_pSurfaceData; float m_surfaceFriction; char m_chTextureType; bool m_bSentFreezeFrame; float m_flFreezeZOffset; float m_flNextAchievementAnnounceTime; int m_nForceVisionFilterFlags; // Force our vision filter to a specific setting int m_nLocalPlayerVisionFlags; #if defined USES_ECON_ITEMS // Wearables CUtlVector > m_hMyWearables; #endif private: 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 ]; public: const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied float GetLaggedMovementValue( void ){ return m_flLaggedMovementValue; } bool ShouldGoSouth( Vector vNPCForward, Vector vNPCRight ); //Such a bad name. void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; } }; EXTERN_RECV_TABLE(DT_BasePlayer); //----------------------------------------------------------------------------- // Inline methods //----------------------------------------------------------------------------- inline C_BasePlayer *ToBasePlayer( C_BaseEntity *pEntity ) { if ( !pEntity || !pEntity->IsPlayer() ) return NULL; #if _DEBUG Assert( dynamic_cast( pEntity ) != NULL ); #endif return static_cast( pEntity ); } inline C_BaseEntity *C_BasePlayer::GetUseEntity() { return m_hUseEntity; } inline IClientVehicle *C_BasePlayer::GetVehicle() { C_BaseEntity *pVehicleEnt = m_hVehicle.Get(); return pVehicleEnt ? pVehicleEnt->GetClientVehicle() : NULL; } inline bool C_BasePlayer::IsObserver() const { return (GetObserverMode() != OBS_MODE_NONE); } inline int C_BasePlayer::GetImpulse( void ) const { return m_nImpulse; } inline C_CommandContext* C_BasePlayer::GetCommandContext() { return &m_CommandContext; } 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; } #endif // C_BASEPLAYER_H