//========= 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 #include #include "vgui_healthbar.h" #include "commanderoverlay.h" #include "hud_minimap.h" #include "particlemgr.h" #include "particle_prototype.h" #include "particle_util.h" #include "c_basecombatcharacter.h" #include "ihasbuildpoints.h" class C_BaseTFPlayer; // Max Length of ID Strings #define MAX_ID_STRING 256 //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class C_BaseObject : public C_BaseCombatCharacter, public IHasBuildPoints { DECLARE_CLASS( C_BaseObject, C_BaseCombatCharacter ); public: DECLARE_CLIENTCLASS(); DECLARE_ENTITY_PANEL(); DECLARE_MINIMAP_PANEL(); C_BaseObject(); ~C_BaseObject( void ); virtual bool IsBaseObject( void ) const { return true; } virtual bool IsAnUpgrade(void ) const { return false; } virtual bool IsAVehicle( 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 OnActivityChanged( Activity act ); virtual void PreDataUpdate( DataUpdateType_t updateType ); virtual void PostDataUpdate( DataUpdateType_t updateType ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void Release( void ); 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 void SetupUnattachedVersion( void ) { return; } virtual void OnLostPower( void ) { return; }; virtual const char *GetTargetDescription( void ) const; virtual char *GetIDString( void ); virtual bool IsValidIDTarget( void ); void AttemptToGoActive( void ); virtual bool ShouldBeActive( void ); virtual void OnGoActive( void ); virtual void OnGoInactive( void ); 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; // This is called to get the initial builder yaw... virtual float GetInitialBuilderYaw(); virtual void RecalculateIDString( void ); int GetType() const { return m_iObjectType; } bool IsOwnedByLocalPlayer() const; C_BaseTFPlayer *GetOwner(); // Are we under attack? bool IsUnderAttack( ); virtual int DrawModel( int flags ); virtual bool IsIdentityBrush( void ); // Effects void DrawRunningEffects( void ); void DrawBuildEffects( void ); void DrawDamageEffects( void ); // Deterioration bool IsDeteriorating( void ) { return m_bDeteriorating; }; float GetPercentageConstructed( void ) { return m_flPercentageConstructed; } bool IsPlacing( void ) const { return m_bPlacing; } bool IsBuilding( void ) const { return m_bBuilding; } virtual void FinishedBuilding( void ) { return; } virtual bool OffsetObjectOrigin( Vector& origin ); virtual const char* GetStatusName() const; // Object Previews void HighlightBuildPoints( int flags ); 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 != NULL); } void AttachObjectToObject( CBaseEntity *pEntity, int iPoint, Vector &vecOrigin ); CBaseObject *GetParentObject( void ); void SetBuildPointPassenger( int iPoint, int iPassenger ); int GetBuildPointPassenger( int iPoint ) const; // Build points CUtlVector m_BuildPoints; // Power bool IsPowered( void ); virtual bool CanPowerupEver( int iPowerup ); virtual bool CanPowerupNow( int iPowerup ); bool IsDisabled( void ) { return m_bDisabled; } virtual float GetSapperAttachTime( void ); // 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 CBaseEntity *GetFirstObjectOnMe( void ); virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType ); virtual void RemoveAllObjects( void ); virtual int FindObjectOnBuildPoint( CBaseObject *pObject ); virtual void GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles ); virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ); protected: char m_szIDString[ MAX_ID_STRING ]; 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_BaseTFPlayer > m_hOldOwner; CHandle< C_BaseTFPlayer > 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_bPlacing; bool m_bDeteriorating; bool m_bDisabled; float m_flPercentageConstructed; EHANDLE m_hBuiltOnEntity; CHealthBarPanel *m_pHealthBar; vgui::Label *m_pNameLabel; float m_flDamageFlash; // Used to flash the panel when the object takes damage int m_iFlashes; float m_flAttackTime; CMaterialReference m_ThermalMaterial; // Effects float m_flNextEffect; private: C_BaseObject( const C_BaseObject & ); // not defined, not accessible }; #endif // C_BASEOBJECT_H