Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

661 lines
19 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Player for HL1.
//
// $NoKeywords: $
//=============================================================================//
#ifndef DOD_PLAYER_H
#define DOD_PLAYER_H
#pragma once
#include "basemultiplayerplayer.h"
#include "server_class.h"
#include "dod_playeranimstate.h"
#include "dod_shareddefs.h"
#include "dod_player_shared.h"
#include "unisignals.h"
#include "dod_statmgr.h"
#include "utlmap.h"
#include "steam/steam_gameserver.h"
#include "hintsystem.h"
// Function table for each player state.
class CDODPlayerStateInfo
{
public:
DODPlayerState m_iPlayerState;
const char *m_pStateName;
void (CDODPlayer::*pfnEnterState)(); // Init and deinit the state.
void (CDODPlayer::*pfnLeaveState)();
void (CDODPlayer::*pfnPreThink)(); // Do a PreThink() in this state.
};
class CDODPlayer;
//=======================================
//Record of either damage taken or given.
//Contains the player name that we hurt or that hurt us,
//and the total damage
//=======================================
class CDamageRecord
{
public:
CDamageRecord( const char *pszName, int iLifeID, int iDamage )
{
Q_strncpy( m_szPlayerName, pszName, MAX_PLAYER_NAME_LENGTH );
m_iDamage = iDamage;
m_iNumHits = 1;
m_iLifeID = iLifeID;
}
void AddDamage( int iDamage )
{
m_iDamage += iDamage;
m_iNumHits++;
}
char *GetPlayerName( void ) { return m_szPlayerName; }
int GetDamage( void ) { return m_iDamage; }
int GetNumHits( void ) { return m_iNumHits; }
int GetLifeID( void ) { return m_iLifeID; }
private:
char m_szPlayerName[MAX_PLAYER_NAME_LENGTH];
int m_iLifeID; // life ID of the player when this damage was done
int m_iDamage; //how much damage was done
int m_iNumHits; //how many hits
};
#define SIGNAL_CAPTUREAREA (1<<0)
class CDODBombTarget;
class CDODPlayerStatProperty
{
DECLARE_CLASS_NOBASE( CDODPlayerStatProperty );
public:
CDODPlayerStatProperty()
{
m_iCurrentLifePlayerClass = -1;
m_bRecordingStats = false;
ResetPerLifeStats();
}
~CDODPlayerStatProperty() {}
void SetClassAndTeamForThisLife( int iPlayerClass, int iTeam );
void IncrementPlayerClassStat( DODStatType_t statType, int iValue = 1 );
void IncrementWeaponStat( DODWeaponID iWeaponID, DODStatType_t statType, int iValue = 1 );
// reset per life stats
void ResetPerLifeStats( void );
// send this life's worth of data to the client
void SendStatsToPlayer( CDODPlayer *pPlayer );
private:
bool m_bRecordingStats; // not recording until we get a valid class. stop recording when we join spectator
int m_iCurrentLifePlayerClass;
int m_iCurrentLifePlayerTeam;
// single life's worth of player stats
dod_stat_accumulator_t m_PlayerStatsPerLife;
// single life's worth of weapon stats
dod_stat_accumulator_t m_WeaponStatsPerLife[WEAPON_MAX];
bool m_bWeaponStatsDirty[WEAPON_MAX];
};
//=============================================================================
// >> Day of Defeat player
//=============================================================================
class CDODPlayer : public CBaseMultiplayerPlayer
{
public:
DECLARE_CLASS( CDODPlayer, CBaseMultiplayerPlayer );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CDODPlayer();
~CDODPlayer();
static CDODPlayer *CreatePlayer( const char *className, edict_t *ed );
static CDODPlayer* Instance( int iEnt );
// This passes the event to the client's and server's CPlayerAnimState.
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
void SetupBones( matrix3x4_t *pBoneToWorld, int boneMask );
virtual void Precache();
void PrecachePlayerModel( const char *szPlayerModel );
virtual void Spawn();
virtual void InitialSpawn( void );
virtual void CheatImpulseCommands( int iImpulse );
virtual void PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper );
virtual void PreThink();
virtual void PostThink();
virtual int OnTakeDamage( const CTakeDamageInfo &inputInfo );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
void Pain( void );
void OnDamagedByExplosion( const CTakeDamageInfo &info );
void OnDamageByStun( const CTakeDamageInfo &info );
void DeafenThink( void );
virtual void UpdateGeigerCounter( void ) {}
virtual void CheckTrainUpdate( void ) {}
virtual void CreateViewModel( int viewmodelindex = 0 );
virtual bool SetObserverMode(int mode); // sets new observer mode, returns true if successful
virtual bool ModeWantsSpectatorGUI( int iMode ) { return ( iMode != OBS_MODE_DEATHCAM && iMode != OBS_MODE_FREEZECAM ); }
// from CBasePlayer
void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
CBaseEntity* EntSelectSpawnPoint();
void ChangeTeam( int iTeamNum );
bool CanMove( void ) const;
virtual void SharedSpawn();
void CheckProneMoveSound( int groundspeed, bool onground );
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 Vector GetPlayerMins( void ) const; // uses local player
virtual const Vector GetPlayerMaxs( void ) const; // uses local player
void DODRespawn( void );
virtual void SetAnimation( PLAYER_ANIM playerAnim );
CBaseEntity * GiveNamedItem( const char *pszName, int iSubType = 0 );
bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon );
void SetScore( int score );
void AddScore( int num );
int GetScore( void ) { return m_iScore; }
int m_iScore;
// Simulates a single frame of movement for a player
void RunPlayerMove( const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime );
//Damage record functions
void RecordDamageTaken( CDODPlayer *pAttacker, int iDamageTaken );
void RecordWorldDamageTaken( int iDamageTaken );
void RecordDamageGiven( CDODPlayer *pVictim, int iDamageGiven );
void ResetDamageCounters(); //Reset all lists
void OutputDamageTaken( void );
void OutputDamageGiven( void );
// Voice Commands
//============
void HandleCommand_Voice( const char *pcmd ); // player submitted a raw voice_ command
void HandleCommand_HandSignal( const char *pcmd ); // player wants to show a hand signal
void VoiceCommand( int iVoiceCommand ); // internal voice command function
void HandSignal( int iSignal ); // same for hand signals
float m_flNextVoice;
float m_flNextHandSignal;
void PopHelmet( Vector vecDir, Vector vecForceOrigin );
bool DropActiveWeapon( void );
bool DropPrimaryWeapon( void );
bool DODWeaponDrop( CBaseCombatWeapon *pWeapon, bool bThrowForward );
bool BumpWeapon( CBaseCombatWeapon *pBaseWeapon );
CWeaponDODBase* GetActiveDODWeapon() const;
virtual void AttemptToExitFreezeCam( void );
//Generic Ammo
//============
void DropGenericAmmo( void );
void ReturnGenericAmmo( void );
bool GiveGenericAmmo( void );
bool m_bHasGenericAmmo;
void ResetBleeding( void );
void Bandage( void ); // stops the bleeding
void SetBandager( CDODPlayer *pPlayer );
bool IsBeingBandaged( void );
EHANDLE m_hBandager;
//Area Signals
//============
//to determine if the player is in a sandbag trigger
CUnifiedSignals m_signals; // Player signals (buy zone, bomb zone, etc.)
int m_iCapAreaIconIndex; //which area's icon to show - we are not necessarily capping it.
int m_iObjectAreaIndex; //if the player is in an object cap area, which one?
void SetCapAreaIndex( int index );
int GetCapAreaIndex( void );
void ClearCapAreaIndex() { SetCapAreaIndex(-1); }
void SetCPIndex( int index );
float m_fHandleSignalsTime; //time to next check the area signals
void HandleSignals( void ); //check if signals need to do anything, like turn icons on or off
bool ShouldAutoReload( void ) { return m_bAutoReload; }
void SetAutoReload( bool bAutoReload ) { m_bAutoReload = bAutoReload; }
bool ShouldAutoRezoom( void ) { return m_bAutoRezoom; }
void SetAutoRezoom( bool bAutoRezoom ) { m_bAutoRezoom = bAutoRezoom; }
// Hints
virtual CHintSystem *Hints( void ) { return &m_Hints; }
// Reset all scores
void ResetScores( void );
int GetHealthAsString( char *pDest, int iDestSize );
int GetLastPlayerIDAsString( char *pDest, int iDestSize );
int GetClosestPlayerHealthAsString( char *pDest, int iDestSize );
int GetPlayerClassAsString( char *pDest, int iDestSize );
int GetNearestLocationAsString( char *pDest, int iDestSize );
int GetTimeleftAsString( char *pDest, int iDestSize );
int GetStringForEscapeSequence( char c, char *pDest, int iDestSize );
virtual void CheckChatText( char *p, int bufsize );
void PushawayThink();
void DestroyRagdoll( void );
virtual bool CanHearChatFrom( CBasePlayer *pPlayer );
virtual void CommitSuicide( bool bExplode = false, bool bForce = false );
virtual void CommitSuicide( const Vector &vecForce, bool bExplode = false, bool bForce = false );
virtual bool StartReplayMode( float fDelay, float fDuration, int iEntity );
virtual void StopReplayMode();
void PickUpWeapon( CWeaponDODBase *pWeapon );
int GetPriorityForPickUpEnt( CBaseEntity *pEnt );
virtual CBaseEntity *FindUseEntity();
virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
bool ShouldCollide( int collisionGroup, int contentsMask ) const;
void SetDeathFlags( int iDeathFlags ) { m_iDeathFlags = iDeathFlags; }
int GetDeathFlags() { return m_iDeathFlags; }
void RemoveNemesisRelationships();
virtual void OnAchievementEarned( int iAchievement );
void RecalculateAchievementAwardsMask();
bool ShouldInstantRespawn( void );
void StatEvent_UploadStats( void );
void StatEvent_KilledPlayer( DODWeaponID iKillingWeapon );
void StatEvent_WasKilled( void );
void StatEvent_RoundWin( void );
void StatEvent_RoundLoss( void );
void StatEvent_PointCaptured( void );
void StatEvent_CaptureBlocked( void );
void StatEvent_BombPlanted( void );
void StatEvent_BombDefused( void );
void StatEvent_ScoredDomination( void );
void StatEvent_ScoredRevenge( void );
void StatEvent_WeaponFired( DODWeaponID iWeaponID );
void StatEvent_WeaponHit( DODWeaponID iWeaponID, bool bWasHeadshot );
// ------------------------------------------------------------------------------------------------ //
// Player state management.
// ------------------------------------------------------------------------------------------------ //
public:
void State_Transition( DODPlayerState newState );
DODPlayerState State_Get() const; // Get the current state.
void MoveToNextIntroCamera(); //Cycle view through available intro cameras
bool ClientCommand( const CCommand &args );
virtual bool IsReadyToPlay( void );
void FireBullets( const FireBulletsInfo_t &info );
bool CanAttack( void );
void SetBazookaDeployed( bool bDeployed ) { m_bBazookaDeployed = bDeployed; }
// from cbasecombatcharacter
virtual void InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity );
virtual void VPhysicsShadowUpdate( IPhysicsObject *pPhysics );
void DeathSound( const CTakeDamageInfo &info );
Activity TranslateActivity( Activity baseAct, bool *pRequired = NULL );
CNetworkVar( float, m_flStunDuration );
CNetworkVar( float, m_flStunMaxAlpha );
// Stats Functions
void Stats_WeaponFired( int weaponID );
void Stats_WeaponHit( CDODPlayer *pVictim, int weaponID, int iDamage, int iDamageGiven, int hitgroup, float flHitDistance );
void Stats_HitByWeapon( CDODPlayer *pAttacker, int weaponID, int iDamage, int iDamageGiven, int hitgroup );
void Stats_KilledPlayer( CDODPlayer *pVictim, int weaponID );
void Stats_KilledByPlayer( CDODPlayer *pAttacker, int weaponID );
void Stats_AreaDefended( void );
void Stats_AreaCaptured( void );
void Stats_BonusRoundKill( void );
void Stats_BombDetonated( void );
void PrintLifetimeStats( void );
// Called whenever this player fires a shot.
void NoteWeaponFired();
virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const;
void TallyLatestTimePlayedPerClass( int iOldTeam, int iOldClass );
void ResetProgressBar( void );
void SetProgressBarTime( int barTime );
void StoreCaptureBlock( int iAreaIndex, int iCapAttempt );
int GetLastBlockCapAttempt( void );
int GetLastBlockAreaIndex( void );
public:
CNetworkVarEmbedded( CDODPlayerShared, m_Shared );
int m_flNextTimeCheck; // Next time the player can execute a "timeleft" command
Vector m_lastStandingPos; // used by the gamemovement code for finding ladders
void SetSprinting( bool bIsSprinting );
void SetDefusing( CDODBombTarget *pTarget );
bool m_bIsDefusing;
CHandle<CDODBombTarget> m_pDefuseTarget;
void SetPlanting( CDODBombTarget *pTarget );
bool m_bIsPlanting;
CHandle<CDODBombTarget> m_pPlantTarget;
// Achievements
void HandleHeadshotAchievement( int iNumHeadshots );
void HandleDeployedMGKillCount( int iNumDeployedKills );
int GetDeployedKillStreak( void );
void HandleEnemyWeaponsAchievement( int iNumEnemyWpnKills );
void ResetComboWeaponKill( void );
void HandleComboWeaponKill( int iWeaponType );
virtual void PlayUseDenySound();
int iNumKilledByUnanswered[MAX_PLAYERS+1]; // how many unanswered kills this player has been dealt by every other player
#if !defined(NO_STEAM)
STEAM_GAMESERVER_CALLBACK( CDODPlayer, OnGSStatsReceived, GSStatsReceived_t, m_CallbackGSStatsReceived );
#endif
private:
bool SelectSpawnSpot( const char *pEntClassName, CBaseEntity* &pSpot );
CBaseEntity *SelectSpawnSpot( CUtlVector<EHANDLE> *pSpawnPoints, int &iLastSpawnIndex );
// Copyed from EyeAngles() so we can send it to the client.
CNetworkQAngle( m_angEyeAngles );
IDODPlayerAnimState *m_PlayerAnimState;
int FlashlightIsOn( void );
void FlashlightTurnOn( void );
void FlashlightTurnOff( void );
void ShowClassSelectMenu();
void CheckRotateIntroCam( void );
void State_Enter( DODPlayerState newState ); // Initialize the new state.
void State_Leave(); // Cleanup the previous state.
void State_PreThink(); // Update the current state.
// Specific state handler functions.
void State_Enter_WELCOME();
void State_PreThink_WELCOME();
void State_Enter_PICKINGTEAM();
void State_Enter_PICKINGCLASS();
void State_PreThink_PICKING();
void State_Enter_ACTIVE();
void State_PreThink_ACTIVE();
void State_Enter_OBSERVER_MODE();
void State_PreThink_OBSERVER_MODE();
void State_Enter_DEATH_ANIM();
void State_PreThink_DEATH_ANIM();
virtual void PlayerDeathThink();
// When the player joins, it cycles their view between trigger_camera entities.
// This is the current camera, and the time that we'll switch to the next one.
EHANDLE m_pIntroCamera;
float m_fIntroCamTime;
// Find the state info for the specified state.
static CDODPlayerStateInfo* State_LookupInfo( DODPlayerState state );
// This tells us which state the player is currently in (joining, observer, dying, etc).
// Each state has a well-defined set of parameters that go with it (ie: observer is movetype_noclip, non-solid,
// invisible, etc).
CNetworkVar( DODPlayerState, m_iPlayerState );
// Tracks our ragdoll entity.
CNetworkHandle( CBaseEntity, m_hRagdoll ); // networked entity handle
float m_flLastMovement; // Time the player last moved, used for mp_autokick
void InitProne( void );
void InitSprinting( void );
bool IsSprinting( void );
bool CanSprint( void );
int m_iDeathFlags; // death notice flags related to domination/revenge
CNetworkVar( int, m_iAchievementAwardsMask );
protected:
void CreateRagdollEntity();
void PhysObjectSleep();
void PhysObjectWake();
private:
friend void Bot_Think( CDODPlayer *pBot ); // needs to use the HandleCommand_ stuff.
bool HandleCommand_JoinTeam( int iTeam );
bool HandleCommand_JoinClass( int iClass );
CDODPlayerStateInfo *m_pCurStateInfo; // This can be NULL if no state info is defined for m_iPlayerState.
bool m_bTeamChanged; //have we changed teams this spawn? Used to enforce one team switch per death rule
float m_flNextStaminaThink; //time to do next stamina gain
CNetworkVar( float, m_flStamina ); //stamina for sprinting, jumping etc
Vector m_vecTotalBulletForce; //Accumulator for bullet force in a single frame
bool m_bBazookaDeployed;
//A list of damage given
CUtlLinkedList< CDamageRecord *, int > m_DamageGivenList;
//A list of damage taken
CUtlLinkedList< CDamageRecord *, int > m_DamageTakenList;
bool m_bSlowedByHit;
float m_flUnslowTime;
int m_iPlayerSpeed; //last updated player max speed
bool SetSpeed( int speed );
bool m_bAutoReload; // does the player want to autoreload their weapon when empty
bool m_bAutoRezoom; // does the player want to re-zoom after each shot for sniper rifles and bazookas
float m_flIdleTime; // next time we should do a deep idle
bool m_bIsSprinting;
CNetworkVar( bool, m_bSpawnInterpCounter );
CHintSystem m_Hints;
float m_flMinNextStepSoundTime;
int m_LastHitGroup; // the last body region that took damage
int m_LastDamageType; // the type of damage we last took
bool m_bPlayingProneMoveSound;
int m_iCapAreaIndex;
// Last usercmd we shot a bullet on.
int m_iLastWeaponFireUsercmd;
CNetworkVar( float, m_flProgressBarStartTime );
CNetworkVar( int, m_iProgressBarDuration );
// blocking abuse protection
int m_iLastBlockAreaIndex;
int m_iLastBlockCapAttempt;
// Achievements Data
int m_iComboWeaponKillMask;
bool m_bAbortFreezeCam;
bool m_bPlayedFreezeCamSound;
CDODPlayerStatProperty m_StatProperty;
EHANDLE m_hLastDroppedWeapon;
EHANDLE m_hLastDroppedAmmoBox;
float m_flTimeAsClassAccumulator;
public:
// LifeID is a unique int assigned to a player each time they spawn
int GetLifeID() { return m_iLifeID; }
int m_iLifeID;
// Stats variables
//==================
// stats related to each weapon ( shots taken and given )
weaponstat_t m_WeaponStats[MAX_WEAPONS];
// a list of players I have killed ( by userid )
CUtlMap<int, playerstat_t, int> m_KilledPlayers;
// a list of players that have killed me ( by userid )
CUtlMap<int, playerstat_t, int> m_KilledByPlayers;
// start time - used to calc total time played
// time played per class
float m_flTimePlayedPerClass_Allies[7]; //0-5, 6 is random
float m_flTimePlayedPerClass_Axis[7]; //0-5, 6 is random
float m_flLastClassChangeTime;
// area cap stats
int m_iNumAreaDefenses;
int m_iNumAreaCaptures;
int m_iNumBonusRoundKills;
// Per-Round Stats
//================
virtual void ResetPerRoundStats( void )
{
m_iPerRoundCaptures = 0;
m_iPerRoundDefenses = 0;
m_iPerRoundBombsDetonated = 0;
m_iPerRoundKills = 0;
}
int GetPerRoundCaps( void )
{
return m_iPerRoundCaptures;
}
int GetPerRoundDefenses( void )
{
return m_iPerRoundDefenses;
}
int GetPerRoundBombsDetonated( void )
{
return m_iPerRoundBombsDetonated;
}
int GetPerRoundKills( void )
{
return m_iPerRoundKills;
}
int m_iPerRoundCaptures; // how many caps this round
int m_iPerRoundDefenses; // how many defenses this round
int m_iPerRoundBombsDetonated;
int m_iPerRoundKills;
};
inline CDODPlayer *ToDODPlayer( CBaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsPlayer() )
return NULL;
#ifdef _DEBUG
Assert( dynamic_cast<CDODPlayer*>( pEntity ) != 0 );
#endif
return static_cast< CDODPlayer* >( pEntity );
}
inline DODPlayerState CDODPlayer::State_Get() const
{
return m_iPlayerState;
}
#endif //DOD_PLAYER_H