Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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 <vgui_controls/Label.h>
#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<BuildPoint_t> 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