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.
312 lines
9.4 KiB
312 lines
9.4 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Clients CBaseObject
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef C_BASEOBJECT_H
|
||
|
#define C_BASEOBJECT_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "baseobject_shared.h"
|
||
|
#include <vgui_controls/Panel.h>
|
||
|
#include "particlemgr.h"
|
||
|
#include "particle_prototype.h"
|
||
|
#include "particle_util.h"
|
||
|
#include "c_basecombatcharacter.h"
|
||
|
#include "ihasbuildpoints.h"
|
||
|
#include <vgui/ILocalize.h>
|
||
|
|
||
|
class C_TFPlayer;
|
||
|
|
||
|
// Max Length of ID Strings
|
||
|
#define MAX_ID_STRING 256
|
||
|
|
||
|
extern mstudioevent_t *GetEventIndexForSequence( mstudioseqdesc_t &seqdesc );
|
||
|
|
||
|
DECLARE_AUTO_LIST( IBaseObjectAutoList );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class C_BaseObject : public C_BaseCombatCharacter, public IHasBuildPoints, public ITargetIDProvidesHint, public IBaseObjectAutoList
|
||
|
{
|
||
|
DECLARE_CLASS( C_BaseObject, C_BaseCombatCharacter );
|
||
|
public:
|
||
|
DECLARE_CLIENTCLASS();
|
||
|
|
||
|
C_BaseObject();
|
||
|
~C_BaseObject( void );
|
||
|
|
||
|
virtual void Spawn( void );
|
||
|
|
||
|
virtual bool IsBaseObject( void ) const { return true; }
|
||
|
virtual bool IsAnUpgrade(void ) const { return false; }
|
||
|
|
||
|
virtual void SetType( int iObjectType );
|
||
|
|
||
|
virtual void AddEntity();
|
||
|
virtual void Select( void );
|
||
|
|
||
|
void SetActivity( Activity act );
|
||
|
Activity GetActivity( ) const;
|
||
|
void SetObjectSequence( int sequence );
|
||
|
virtual void ResetClientsideFrame( void );
|
||
|
|
||
|
virtual void PreDataUpdate( DataUpdateType_t updateType );
|
||
|
virtual void OnDataChanged( DataUpdateType_t updateType );
|
||
|
|
||
|
virtual int GetHealth() const { return m_iHealth; }
|
||
|
void SetHealth( int health ) { m_iHealth = health; }
|
||
|
virtual int GetMaxHealth() const { return m_iMaxHealth; }
|
||
|
int GetObjectFlags( void ) { return m_fObjectFlags; }
|
||
|
void SetObjectFlags( int flags ) { m_fObjectFlags = flags; }
|
||
|
|
||
|
// Derive to customize an object's attached version
|
||
|
virtual void SetupAttachedVersion( void ) { return; }
|
||
|
|
||
|
virtual const char *GetTargetDescription( void ) const;
|
||
|
virtual const char *GetIDString( void );
|
||
|
virtual bool IsValidIDTarget( void );
|
||
|
|
||
|
virtual void GetTargetIDString( OUT_Z_BYTECAP(iMaxLenInBytes) wchar_t *sIDString, int iMaxLenInBytes, bool bSpectator );
|
||
|
virtual void GetTargetIDDataString( OUT_Z_BYTECAP(iMaxLenInBytes) wchar_t *sDataString, int iMaxLenInBytes );
|
||
|
|
||
|
virtual bool ShouldBeActive( void );
|
||
|
virtual void OnGoActive( void );
|
||
|
virtual void OnGoInactive( void );
|
||
|
|
||
|
virtual void UpdateOnRemove( void );
|
||
|
|
||
|
C_TFPlayer *GetBuilder( void ) { return m_hBuilder; }
|
||
|
|
||
|
virtual void SetDormant( bool bDormant );
|
||
|
|
||
|
void SendClientCommand( const char *pCmd );
|
||
|
|
||
|
virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
|
||
|
|
||
|
// Builder preview...
|
||
|
void ActivateYawPreview( bool enable );
|
||
|
void PreviewYaw( float yaw );
|
||
|
bool IsPreviewingYaw() const;
|
||
|
|
||
|
virtual void RecalculateIDString( void );
|
||
|
|
||
|
int GetType() const { return m_iObjectType; }
|
||
|
bool IsOwnedByLocalPlayer() const;
|
||
|
C_TFPlayer *GetOwner();
|
||
|
|
||
|
virtual void Simulate();
|
||
|
|
||
|
virtual int DrawModel( int flags );
|
||
|
|
||
|
float GetPercentageConstructed( void ) { return m_flPercentageConstructed; }
|
||
|
|
||
|
bool IsPlacing( void ) const { return m_bPlacing; }
|
||
|
bool IsBuilding( void ) const { return m_bBuilding; }
|
||
|
virtual bool IsUpgrading( void ) const { return false; }
|
||
|
bool IsCarried( void ) const { return m_bCarried; }
|
||
|
|
||
|
float GetReversesBuildingConstructionSpeed( void );
|
||
|
|
||
|
virtual void FinishedBuilding( void ) { return; }
|
||
|
|
||
|
virtual const char* GetStatusName() const;
|
||
|
|
||
|
// Object Previews
|
||
|
void HighlightBuildPoints( int flags );
|
||
|
|
||
|
bool HasSapper( void );
|
||
|
|
||
|
bool IsPlasmaDisabled( void );
|
||
|
|
||
|
virtual void OnStartDisabled( void );
|
||
|
virtual void OnEndDisabled( void );
|
||
|
|
||
|
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
|
||
|
virtual bool ShouldPlayersAvoid( void );
|
||
|
|
||
|
bool MustBeBuiltOnAttachmentPoint( void ) const;
|
||
|
|
||
|
virtual bool IsHostileUpgrade( void ) { return false; }
|
||
|
|
||
|
// For ordering in hud building status
|
||
|
virtual int GetDisplayPriority( void );
|
||
|
|
||
|
virtual const char *GetHudStatusIcon( void );
|
||
|
|
||
|
virtual BuildingHudAlert_t GetBuildingAlertLevel( void );
|
||
|
|
||
|
// Upgrading
|
||
|
virtual int GetUpgradeLevel( void ) { return m_iUpgradeLevel; }
|
||
|
int GetUpgradeMetal( void ) { return m_iUpgradeMetal; }
|
||
|
virtual int GetUpgradeMetalRequired( void ) { return m_iUpgradeMetalRequired; }
|
||
|
virtual void UpgradeLevelChanged() { return; }
|
||
|
int GetHighestUpgradeLevel( void ) { return m_iHighestUpgradeLevel; }
|
||
|
|
||
|
int GetObjectMode( void ) const { return m_iObjectMode; }
|
||
|
|
||
|
// Shadows
|
||
|
virtual ShadowType_t ShadowCastType( void ) OVERRIDE;
|
||
|
|
||
|
// Stealth
|
||
|
virtual float GetInvisibilityLevel( void );
|
||
|
virtual void SetInvisibilityLevel( float flValue );
|
||
|
bool IsEnteringOrExitingFullyInvisible( float flValue ) { return ( ( m_flInvisibilityPercent != 1.f && flValue == 1.f ) || ( m_flInvisibilityPercent == 1.f && flValue != 1.f ) ); }
|
||
|
|
||
|
private:
|
||
|
void StopAnimGeneratedSounds( void );
|
||
|
|
||
|
public:
|
||
|
// Client/Server shared build point code
|
||
|
void CreateBuildPoints( void );
|
||
|
void AddAndParseBuildPoint( int iAttachmentNumber, KeyValues *pkvBuildPoint );
|
||
|
virtual int AddBuildPoint( int iAttachmentNum );
|
||
|
virtual void AddValidObjectToBuildPoint( int iPoint, int iObjectType );
|
||
|
virtual CBaseObject *GetBuildPointObject( int iPoint );
|
||
|
bool IsBuiltOnAttachment( void ) { return m_hBuiltOnEntity.IsValid(); }
|
||
|
void AttachObjectToObject( CBaseEntity *pEntity, int iPoint, Vector &vecOrigin );
|
||
|
CBaseObject *GetParentObject( void );
|
||
|
CBaseEntity *GetParentEntity( void );
|
||
|
void SetBuildPointPassenger( int iPoint, int iPassenger );
|
||
|
|
||
|
// Build points
|
||
|
CUtlVector<BuildPoint_t> m_BuildPoints;
|
||
|
|
||
|
bool IsDisabled( void ) { return m_bDisabled || m_bCarried; }
|
||
|
|
||
|
// Shared placement
|
||
|
bool VerifyCorner( const Vector &vBottomCenter, float xOffset, float yOffset );
|
||
|
virtual bool IsPlacementPosValid( void );
|
||
|
virtual float GetNearbyObjectCheckRadius( void ) { return 30.0; }
|
||
|
|
||
|
virtual void OnPlacementStateChanged( bool bValidPlacement );
|
||
|
|
||
|
bool ServerValidPlacement( void ); // allow server to trump our placement state
|
||
|
|
||
|
bool WasLastPlacementPosValid( void ); // query if we're in a valid place, when we last tried to calculate it
|
||
|
|
||
|
// IHasBuildPoints
|
||
|
public:
|
||
|
virtual int GetNumBuildPoints( void ) const;
|
||
|
virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles );
|
||
|
virtual int GetBuildPointAttachmentIndex( int iPoint ) const;
|
||
|
virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType );
|
||
|
virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject );
|
||
|
virtual float GetMaxSnapDistance( int iBuildPoint );
|
||
|
virtual bool ShouldCheckForMovement( void ) { return true; }
|
||
|
virtual int GetNumObjectsOnMe( void );
|
||
|
virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType );
|
||
|
virtual void RemoveAllObjects( void );
|
||
|
virtual int FindObjectOnBuildPoint( CBaseObject *pObject );
|
||
|
|
||
|
virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
|
||
|
|
||
|
bool IsMiniBuilding() { return m_bMiniBuilding; }
|
||
|
bool IsDisposableBuilding( void ) const { return m_bDisposableBuilding; }
|
||
|
|
||
|
// ITargetIDProvidesHint
|
||
|
public:
|
||
|
virtual void DisplayHintTo( C_BasePlayer *pPlayer );
|
||
|
|
||
|
virtual void GetGlowEffectColor( float *r, float *g, float *b );
|
||
|
|
||
|
bool IsMapPlaced( void ){ return m_bWasMapPlaced; }
|
||
|
|
||
|
protected:
|
||
|
virtual void UpdateDamageEffects( BuildingDamageLevel_t damageLevel ) {} // default is no effects
|
||
|
|
||
|
void UpdateDesiredBuildRotation( float flFrameTime );
|
||
|
|
||
|
bool CalculatePlacementPos( void );
|
||
|
|
||
|
protected:
|
||
|
|
||
|
BuildingDamageLevel_t CalculateDamageLevel( void );
|
||
|
|
||
|
char m_szIDString[ MAX_ID_STRING ];
|
||
|
|
||
|
BuildingDamageLevel_t m_damageLevel;
|
||
|
|
||
|
Vector m_vecBuildOrigin;
|
||
|
Vector m_vecBuildCenterOfMass;
|
||
|
|
||
|
// Upgrading
|
||
|
int m_iUpgradeLevel;
|
||
|
int m_iOldUpgradeLevel;
|
||
|
int m_iUpgradeMetal;
|
||
|
int m_iHighestUpgradeLevel;
|
||
|
int m_iUpgradeMetalRequired;
|
||
|
|
||
|
HPARTICLEFFECT m_hDamageEffects;
|
||
|
|
||
|
private:
|
||
|
enum
|
||
|
{
|
||
|
YAW_PREVIEW_OFF = 0,
|
||
|
YAW_PREVIEW_ON,
|
||
|
YAW_PREVIEW_WAITING_FOR_UPDATE
|
||
|
};
|
||
|
|
||
|
Activity m_Activity;
|
||
|
|
||
|
int m_fObjectFlags;
|
||
|
float m_fYawPreview;
|
||
|
char m_YawPreviewState;
|
||
|
CHandle< C_TFPlayer > m_hOldOwner;
|
||
|
CHandle< C_TFPlayer > m_hBuilder;
|
||
|
bool m_bWasActive;
|
||
|
int m_iOldHealth;
|
||
|
bool m_bHasSapper;
|
||
|
bool m_bOldSapper;
|
||
|
int m_iObjectType;
|
||
|
int m_iHealth;
|
||
|
int m_iMaxHealth;
|
||
|
bool m_bWasBuilding;
|
||
|
bool m_bBuilding;
|
||
|
bool m_bWasPlacing;
|
||
|
bool m_bPlacing;
|
||
|
bool m_bDisabled;
|
||
|
bool m_bOldDisabled;
|
||
|
bool m_bCarried;
|
||
|
bool m_bCarryDeploy;
|
||
|
bool m_bOldCarryDeploy;
|
||
|
bool m_bMiniBuilding;
|
||
|
bool m_bDisposableBuilding;
|
||
|
float m_flPercentageConstructed;
|
||
|
EHANDLE m_hBuiltOnEntity;
|
||
|
int m_iObjectMode;
|
||
|
bool m_bPlasmaDisable;
|
||
|
|
||
|
CNetworkVector( m_vecBuildMaxs );
|
||
|
CNetworkVector( m_vecBuildMins );
|
||
|
|
||
|
CNetworkVar( int, m_iDesiredBuildRotations );
|
||
|
float m_flCurrentBuildRotation;
|
||
|
|
||
|
int m_iLastPlacementPosValid; // -1 - init, 0 - invalid, 1 - valid
|
||
|
|
||
|
CNetworkVar( bool, m_bServerOverridePlacement );
|
||
|
|
||
|
int m_nObjectOldSequence;
|
||
|
|
||
|
// used when calculating the placement position
|
||
|
Vector m_vecBuildForward;
|
||
|
float m_flBuildDistance;
|
||
|
|
||
|
// Stealth
|
||
|
float m_flInvisibilityPercent;
|
||
|
float m_flPrevInvisibilityPercent;
|
||
|
|
||
|
CNetworkVar( bool, m_bWasMapPlaced );
|
||
|
|
||
|
private:
|
||
|
C_BaseObject( const C_BaseObject & ); // not defined, not accessible
|
||
|
};
|
||
|
|
||
|
#endif // C_BASEOBJECT_H
|