ReChecker/dlls/player.h

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/*
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*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
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*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
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*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
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#include "pm_materials.h"
#include "hintmessage.h"
#include "unisignals.h"
#define MIN_BUY_TIME 15 // the minimum threshold values for cvar mp_buytime 15 sec's
#define MAX_BUFFER_MENU 175
#define MAX_BUFFER_MENU_BRIEFING 50
#define MAX_PLAYER_NAME_LENGTH 32
#define MAX_AUTOBUY_LENGTH 256
#define MAX_REBUY_LENGTH 256
#define MAX_RECENT_PATH 20
#define MAX_HOSTAGE_ICON 4 // the maximum number of icons of the hostages in the HUD
#define SUITUPDATETIME 3.5
#define SUITFIRSTUPDATETIME 0.1
#define PLAYER_FATAL_FALL_SPEED 1100.0f
#define PLAYER_MAX_SAFE_FALL_SPEED 500.0f
#define PLAYER_USE_RADIUS 64.0f
#define ARMOR_RATIO 0.5 // Armor Takes 50% of the damage
#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health
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#define FLASH_DRAIN_TIME 1.2 // 100 units/3 minutes
#define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit)
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// damage per unit per second.
#define DAMAGE_FOR_FALL_SPEED 100.0f / (PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED)
#define PLAYER_MIN_BOUNCE_SPEED 350.0f
// won't punch player's screen/make scrape noise unless player falling at least this fast.
#define PLAYER_FALL_PUNCH_THRESHHOLD 250.0f
// Money blinks few of times on the freeze period
// NOTE: It works for CZ
#define MONEY_BLINK_AMOUNT 30
// Player physics flags bits
// CBasePlayer::m_afPhysicsFlags
#define PFLAG_ONLADDER (1<<0)
#define PFLAG_ONSWING (1<<0)
#define PFLAG_ONTRAIN (1<<1)
#define PFLAG_ONBARNACLE (1<<2)
#define PFLAG_DUCKING (1<<3) // In the process of ducking, but totally squatted yet
#define PFLAG_USING (1<<4) // Using a continuous entity
#define PFLAG_OBSERVER (1<<5) // player is locked in stationary cam mode. Spectators can move, observers can't.
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define SIGNAL_BUY (1<<0)
#define SIGNAL_BOMB (1<<1)
#define SIGNAL_RESCUE (1<<2)
#define SIGNAL_ESCAPE (1<<3)
#define SIGNAL_VIPSAFETY (1<<4)
#define IGNOREMSG_NONE 0
#define IGNOREMSG_ENEMY 1
#define IGNOREMSG_TEAM 2
// max of 4 suit sentences queued up at any time
#define CSUITPLAYLIST 4
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#define SUIT_GROUP TRUE
#define SUIT_SENTENCE FALSE
#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 TEAM_NAME_LENGTH 16
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#define MAX_ID_RANGE 2048.0f
#define MAX_SPECTATOR_ID_RANGE 8192.0f
#define SBAR_STRING_SIZE 128
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#define SBAR_TARGETTYPE_TEAMMATE 1
#define SBAR_TARGETTYPE_ENEMY 2
#define SBAR_TARGETTYPE_HOSTAGE 3
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#define CHAT_INTERVAL 1.0f
#define CSUITNOREPEAT 32
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#define AUTOAIM_2DEGREES 0.0348994967025
#define AUTOAIM_5DEGREES 0.08715574274766
#define AUTOAIM_8DEGREES 0.1391731009601
#define AUTOAIM_10DEGREES 0.1736481776669
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#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
// custom enum
enum RewardType
{
RT_NONE,
RT_ROUND_BONUS,
RT_PLAYER_RESET,
RT_PLAYER_JOIN,
RT_PLAYER_SPEC_JOIN,
RT_PLAYER_BOUGHT_SOMETHING,
RT_HOSTAGE_TOOK,
RT_HOSTAGE_RESCUED,
RT_HOSTAGE_DAMAGED,
RT_HOSTAGE_KILLED,
RT_TEAMMATES_KILLED,
RT_ENEMY_KILLED,
RT_INTO_GAME,
RT_VIP_KILLED,
RT_VIP_RESCUED_MYSELF
};
enum PLAYER_ANIM
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{
PLAYER_IDLE,
PLAYER_WALK,
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1,
PLAYER_ATTACK2,
PLAYER_FLINCH,
PLAYER_LARGE_FLINCH,
PLAYER_RELOAD,
PLAYER_HOLDBOMB
};
enum _Menu
{
Menu_OFF,
Menu_ChooseTeam,
Menu_IGChooseTeam,
Menu_ChooseAppearance,
Menu_Buy,
Menu_BuyPistol,
Menu_BuyRifle,
Menu_BuyMachineGun,
Menu_BuyShotgun,
Menu_BuySubMachineGun,
Menu_BuyItem,
Menu_Radio1,
Menu_Radio2,
Menu_Radio3,
Menu_ClientBuy
};
enum TeamName
{
UNASSIGNED,
TERRORIST,
CT,
SPECTATOR,
};
enum ModelName
{
MODEL_UNASSIGNED,
MODEL_URBAN,
MODEL_TERROR,
MODEL_LEET,
MODEL_ARCTIC,
MODEL_GSG9,
MODEL_GIGN,
MODEL_SAS,
MODEL_GUERILLA,
MODEL_VIP,
MODEL_MILITIA,
MODEL_SPETSNAZ,
MODEL_AUTO
};
enum JoinState
{
JOINED,
SHOWLTEXT,
READINGLTEXT,
SHOWTEAMSELECT,
PICKINGTEAM,
GETINTOGAME
};
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enum TrackCommands
{
CMD_SAY = 0,
CMD_SAYTEAM,
CMD_FULLUPDATE,
CMD_VOTE,
CMD_VOTEMAP,
CMD_LISTMAPS,
CMD_LISTPLAYERS,
CMD_NIGHTVISION,
COMMANDS_TO_TRACK,
};
struct RebuyStruct
{
int m_primaryWeapon;
int m_primaryAmmo;
int m_secondaryWeapon;
int m_secondaryAmmo;
int m_heGrenade;
int m_flashbang;
int m_smokeGrenade;
int m_defuser;
int m_nightVision;
ArmorType m_armor;
};
enum ThrowDirection
{
THROW_NONE,
THROW_FORWARD,
THROW_BACKWARD,
THROW_HITVEL,
THROW_BOMB,
THROW_GRENADE,
THROW_HITVEL_MINUS_AIRVEL
};
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enum sbar_data
{
SBAR_ID_TARGETTYPE = 1,
SBAR_ID_TARGETNAME,
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SBAR_ID_TARGETHEALTH,
SBAR_END
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};
enum MusicState { SILENT, CALM, INTENSE };
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class CCSPlayer;
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class CStripWeapons: public CPointEntity {
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
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// Multiplayer intermission spots.
class CInfoIntermission: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void Think() = 0;
};
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// Dead HEV suit prop
class CDeadHEV: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Classify() = 0;
public:
int m_iPose; // which sequence to display -- temporary, don't need to save
static char *m_szPoses[4];
};
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class CSprayCan: public CBaseEntity {
public:
virtual void Think() = 0;
virtual int ObjectCaps() = 0;
};
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class CBloodSplat: public CBaseEntity {
public:
};
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class CBasePlayer: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual int Classify() = 0;
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual void AddPoints(int score, BOOL bAllowNegativeScore) = 0;
virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore) = 0;
virtual BOOL AddPlayerItem(CBasePlayerItem *pItem) = 0;
virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem) = 0;
virtual int GiveAmmo(int iAmount, char *szName, int iMax = -1) = 0;
virtual void StartSneaking() = 0;
virtual void UpdateOnRemove() = 0;
virtual BOOL IsSneaking() = 0;
virtual BOOL IsAlive() = 0;
virtual BOOL IsPlayer() = 0;
virtual BOOL IsNetClient() = 0;
virtual const char *TeamID() = 0;
virtual BOOL FBecomeProne() = 0;
virtual Vector BodyTarget(const Vector &posSrc) = 0;
virtual int Illumination() = 0;
virtual BOOL ShouldFadeOnDeath() = 0;
virtual void ResetMaxSpeed() = 0;
virtual void Jump() = 0;
virtual void Duck() = 0;
virtual void PreThink() = 0;
virtual void PostThink() = 0;
virtual Vector GetGunPosition() = 0;
virtual BOOL IsBot() = 0;
virtual void UpdateClientData() = 0;
virtual void ImpulseCommands() = 0;
virtual void RoundRespawn() = 0;
virtual Vector GetAutoaimVector(float flDelta) = 0;
virtual void Blind(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha) = 0;
virtual void OnTouchingWeapon(CWeaponBox *pWeapon) = 0;
public:
static CBasePlayer *Instance(edict_t *pent) { return (CBasePlayer *)GET_PRIVATE(pent ? pent : ENT(0)); }
static CBasePlayer *Instance(entvars_t *pev) { return Instance(ENT(pev)); }
static CBasePlayer *Instance(int offset) { return Instance(ENT(offset)); }
int IsObserver() { return pev->iuser1; }
void SetWeaponAnimType(const char *szExtention) { strcpy(m_szAnimExtention, szExtention); }
bool IsProtectedByShield() { return m_bOwnsShield && m_bShieldDrawn; }
bool IsReloading() const;
bool IsBlind() const { return (m_blindUntilTime > gpGlobals->time); }
bool IsAutoFollowAllowed() const { return (gpGlobals->time > m_allowAutoFollowTime); }
void InhibitAutoFollow(float duration) { m_allowAutoFollowTime = gpGlobals->time + duration; }
void AllowAutoFollow() { m_allowAutoFollowTime = 0; }
void SetObserverAutoDirector(bool val) { m_bObserverAutoDirector = val; }
bool CanSwitchObserverModes() const { return m_canSwitchObserverModes; }
CCSPlayer *CSPlayer() const;
// templates
template<typename Functor>
CBasePlayerItem *ForEachItem(int slot, const Functor &func)
{
auto item = m_rgpPlayerItems[ slot ];
while (item)
{
if (func(item))
return item;
item = item->m_pNext;
}
return nullptr;
}
template<typename Functor>
CBasePlayerItem *ForEachItem(const Functor &func)
{
for (auto item : m_rgpPlayerItems)
{
while (item)
{
if (func(item))
return item;
item = item->m_pNext;
}
}
return nullptr;
}
public:
enum { MaxLocationLen = 32 };
int random_seed;
unsigned short m_usPlayerBleed;
EHANDLE m_hObserverTarget;
float m_flNextObserverInput;
int m_iObserverWeapon;
int m_iObserverC4State;
bool m_bObserverHasDefuser;
int m_iObserverLastMode;
float m_flFlinchTime;
float m_flAnimTime;
bool m_bHighDamage;
float m_flVelocityModifier;
int m_iLastZoom;
bool m_bResumeZoom;
float m_flEjectBrass;
ArmorType m_iKevlar;
bool m_bNotKilled;
TeamName m_iTeam;
int m_iAccount;
bool m_bHasPrimary;
float m_flDeathThrowTime;
int m_iThrowDirection;
float m_flLastTalk;
bool m_bJustConnected;
bool m_bContextHelp;
JoinState m_iJoiningState;
CBaseEntity *m_pIntroCamera;
float m_fIntroCamTime;
float m_fLastMovement;
bool m_bMissionBriefing;
bool m_bTeamChanged;
ModelName m_iModelName;
int m_iTeamKills;
int m_iIgnoreGlobalChat;
bool m_bHasNightVision;
bool m_bNightVisionOn;
Vector m_vRecentPath[MAX_RECENT_PATH];
float m_flIdleCheckTime;
float m_flRadioTime;
int m_iRadioMessages;
bool m_bIgnoreRadio;
bool m_bHasC4;
bool m_bHasDefuser;
bool m_bKilledByBomb;
Vector m_vBlastVector;
bool m_bKilledByGrenade;
CHintMessageQueue m_hintMessageQueue;
int m_flDisplayHistory;
_Menu m_iMenu;
int m_iChaseTarget;
CBaseEntity *m_pChaseTarget;
float m_fCamSwitch;
bool m_bEscaped;
bool m_bIsVIP;
float m_tmNextRadarUpdate;
Vector m_vLastOrigin;
int m_iCurrentKickVote;
float m_flNextVoteTime;
bool m_bJustKilledTeammate;
int m_iHostagesKilled;
int m_iMapVote;
bool m_bCanShoot;
float m_flLastFired;
float m_flLastAttackedTeammate;
bool m_bHeadshotKilled;
bool m_bPunishedForTK;
bool m_bReceivesNoMoneyNextRound;
int m_iTimeCheckAllowed;
bool m_bHasChangedName;
char m_szNewName[MAX_PLAYER_NAME_LENGTH];
bool m_bIsDefusing;
float m_tmHandleSignals;
CUnifiedSignals m_signals;
edict_t *m_pentCurBombTarget;
int m_iPlayerSound;
int m_iTargetVolume;
int m_iWeaponVolume;
int m_iExtraSoundTypes;
int m_iWeaponFlash;
float m_flStopExtraSoundTime;
float m_flFlashLightTime;
int m_iFlashBattery;
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
edict_t *m_pentSndLast;
float m_flSndRoomtype;
float m_flSndRange;
float m_flFallVelocity;
int m_rgItems[MAX_ITEMS];
int m_fNewAmmo;
unsigned int m_afPhysicsFlags;
float m_fNextSuicideTime;
float m_flTimeStepSound;
float m_flTimeWeaponIdle;
float m_flSwimTime;
float m_flDuckTime;
float m_flWallJumpTime;
float m_flSuitUpdate;
int m_rgSuitPlayList[CSUITPLAYLIST];
int m_iSuitPlayNext;
int m_rgiSuitNoRepeat[CSUITNOREPEAT];
float m_rgflSuitNoRepeatTime[CSUITNOREPEAT];
int m_lastDamageAmount;
float m_tbdPrev;
float m_flgeigerRange;
float m_flgeigerDelay;
int m_igeigerRangePrev;
int m_iStepLeft;
char m_szTextureName[CBTEXTURENAMEMAX];
char m_chTextureType;
int m_idrowndmg;
int m_idrownrestored;
int m_bitsHUDDamage;
BOOL m_fInitHUD;
BOOL m_fGameHUDInitialized;
int m_iTrain;
BOOL m_fWeapon;
EHANDLE m_pTank;
float m_fDeadTime;
BOOL m_fNoPlayerSound;
BOOL m_fLongJump;
float m_tSneaking;
int m_iUpdateTime;
int m_iClientHealth;
int m_iClientBattery;
int m_iHideHUD;
int m_iClientHideHUD;
int m_iFOV;
int m_iClientFOV;
int m_iNumSpawns;
CBaseEntity *m_pObserver;
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
CBasePlayerItem *m_pActiveItem;
CBasePlayerItem *m_pClientActiveItem;
CBasePlayerItem *m_pLastItem;
int m_rgAmmo[MAX_AMMO_SLOTS];
int m_rgAmmoLast[MAX_AMMO_SLOTS];
Vector m_vecAutoAim;
BOOL m_fOnTarget;
int m_iDeaths;
int m_izSBarState[SBAR_END];
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float m_flNextSBarUpdateTime;
float m_flStatusBarDisappearDelay;
char m_SbarString0[SBAR_STRING_SIZE];
int m_lastx;
int m_lasty;
int m_nCustomSprayFrames;
float m_flNextDecalTime;
char m_szTeamName[TEAM_NAME_LENGTH];
int m_modelIndexPlayer;
char m_szAnimExtention[32];
int m_iGaitsequence;
float m_flGaitframe;
float m_flGaityaw;
Vector m_prevgaitorigin;
float m_flPitch;
float m_flYaw;
float m_flGaitMovement;
int m_iAutoWepSwitch;
bool m_bVGUIMenus;
bool m_bShowHints;
bool m_bShieldDrawn;
bool m_bOwnsShield;
bool m_bWasFollowing;
float m_flNextFollowTime;
float m_flYawModifier;
float m_blindUntilTime;
float m_blindStartTime;
float m_blindHoldTime;
float m_blindFadeTime;
int m_blindAlpha;
float m_allowAutoFollowTime;
char m_autoBuyString[MAX_AUTOBUY_LENGTH];
char *m_rebuyString;
RebuyStruct m_rebuyStruct;
bool m_bIsInRebuy;
float m_flLastUpdateTime;
char m_lastLocation[MaxLocationLen];
float m_progressStart;
float m_progressEnd;
bool m_bObserverAutoDirector;
bool m_canSwitchObserverModes;
float m_heartBeatTime;
float m_intenseTimestamp;
float m_silentTimestamp;
MusicState m_musicState;
float m_flLastCommandTime[COMMANDS_TO_TRACK];
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};
class CWShield: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
public:
void SetCantBePickedUpByUser(CBaseEntity *pEntity, float time) { m_hEntToIgnoreTouchesFrom = pEntity; m_flTimeToIgnoreTouches = gpGlobals->time + time; }
public:
EHANDLE m_hEntToIgnoreTouchesFrom;
float m_flTimeToIgnoreTouches;
};
inline bool CBasePlayer::IsReloading() const
{
CBasePlayerWeapon *weapon = static_cast<CBasePlayerWeapon *>(m_pActiveItem);
if (weapon && weapon->m_fInReload)
return true;
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return false;
}
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inline CCSPlayer *CBasePlayer::CSPlayer() const {
return reinterpret_cast<CCSPlayer *>(this->m_pEntity);
}
// returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected otherwise returns NULL
// Index is 1 based
inline CBasePlayer *UTIL_PlayerByIndex(int playerIndex)
{
return (CBasePlayer *)GET_PRIVATE(INDEXENT(playerIndex));
}
inline CBasePlayer *UTIL_PlayerByIndexSafe(int playerIndex)
{
CBasePlayer *player = nullptr;
if (likely(playerIndex > 0 && playerIndex <= gpGlobals->maxClients))
player = UTIL_PlayerByIndex(playerIndex);
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return player;
}