//========= Copyright © 1996-2005, 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" class C_BaseCombatWeapon; class C_BaseViewModel; class C_FuncLadder; class CFlashlightEffect; extern int g_nKillCamMode; extern int g_nKillCamTarget1; extern int g_nKillCamTarget2; extern int g_nUsedPrediction; class C_CommandContext { public: bool needsprocessing; CUserCmd cmd; int command_number; }; class C_PredictionError { public: float time; Vector error; }; #define CHASE_CAM_DISTANCE 96.0f #define WALL_OFFSET 6.0f //----------------------------------------------------------------------------- // Purpose: Base Player class //----------------------------------------------------------------------------- class C_BasePlayer : public C_BaseCombatCharacter { 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. // IClientEntity overrides. virtual void OnPreDataChanged( DataUpdateType_t updateType ); virtual void OnDataChanged( 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 ); void SetAnimationExtension( const char *pExtension ); C_BaseViewModel *GetViewModel( int viewmodelindex = 0 ); C_BaseCombatWeapon *GetActiveWeapon( void ) const; // 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 Vector Weapon_ShootPosition(); virtual void Weapon_DropPrimary( void ) {} virtual Vector GetAutoaimVector( float flScale ); void SetSuitUpdate(char *name, int fgroup, int iNoRepeat); // Input handling virtual void 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; }; // observer mode virtual int GetObserverMode() const; virtual CBaseEntity *GetObserverTarget() const; void SetObserverTarget( EHANDLE hObserverTarget ); bool IsObserver() const; bool IsHLTV() 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; // Returns eye vectors void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL ); 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 // 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; } bool ShouldReceiveProjectedTextures( int flags ) { return false; } bool IsLocalPlayer( void ) const; // Global/static methods static bool ShouldDrawLocalPlayer(); static C_BasePlayer *GetLocalPlayer( void ); int GetUserID( void ); // Called by the view model if its rendering is being overridden. virtual bool ViewModel_IsTransparent( 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; } 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; } // 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; 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 ); // 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 ); // 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 *GetSurfaceData( void ) { return m_pSurfaceData; } void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; } public: int m_StuckLast; // Data for only the local player CNetworkVarEmbedded( CPlayerLocalData, m_Local ); // 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 // 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 ); void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); void CalcRoamingView(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 void SetLocalViewAngles( const QAngle &viewAngles ); // used by client side player footsteps surfacedata_t* GetGroundSurface(); 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 float m_flDeathTime; // last time player died float m_flStepSoundTime; 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_iHealth; 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; // 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; // 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; friend class CPrediction; friend class CTFGameMovementRecon; friend class CGameMovement; friend class CTFGameMovement; friend class CHL1GameMovement; friend class CCSGameMovement; friend class CHL2GameMovement; friend class CDODGameMovement; // 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; } 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; 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; 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 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