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: $
//=============================================================================//
#include "cbase.h"
#include "c_baseobject.h"
#include "c_tf_player.h"
#include "hud.h"
#include "c_tf_team.h"
#include "engine/IEngineSound.h"
#include "particles_simple.h"
#include "functionproxy.h"
#include "IEffects.h"
#include "model_types.h"
#include "particlemgr.h"
#include "particle_collision.h"
#include "c_tf_weapon_builder.h"
#include "ivrenderview.h"
#include "ObjectControlPanel.h"
#include "engine/ivmodelinfo.h"
#include "c_te_effect_dispatch.h"
#include "toolframework_client.h"
#include "tf_hud_building_status.h"
#include "cl_animevent.h"
#include "eventlist.h"
#include "c_obj_sapper.h"
#include "tf_gamerules.h"
#include "tf_hud_spectator_extras.h"
#include "tf_proxyentity.h"
// NVNT for building forces
#include "haptics/haptic_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
#define MAX_VISIBLE_BUILDPOINT_DISTANCE (400 * 400)
// Remove aliasing of name due to shared code
#undef CBaseObject
IMPLEMENT_AUTO_LIST( IBaseObjectAutoList );
IMPLEMENT_CLIENTCLASS_DT(C_BaseObject, DT_BaseObject, CBaseObject)
RecvPropInt(RECVINFO(m_iHealth)),
RecvPropInt(RECVINFO(m_iMaxHealth)),
RecvPropInt(RECVINFO(m_bHasSapper)),
RecvPropInt(RECVINFO(m_iObjectType)),
RecvPropBool(RECVINFO(m_bBuilding)),
RecvPropBool(RECVINFO(m_bPlacing)),
RecvPropBool(RECVINFO(m_bCarried)),
RecvPropBool(RECVINFO(m_bCarryDeploy)),
RecvPropBool(RECVINFO(m_bMiniBuilding)),
RecvPropFloat(RECVINFO(m_flPercentageConstructed)),
RecvPropInt(RECVINFO(m_fObjectFlags)),
RecvPropEHandle(RECVINFO(m_hBuiltOnEntity)),
RecvPropInt( RECVINFO( m_bDisabled ) ),
RecvPropEHandle( RECVINFO( m_hBuilder ) ),
RecvPropVector( RECVINFO( m_vecBuildMaxs ) ),
RecvPropVector( RECVINFO( m_vecBuildMins ) ),
RecvPropInt( RECVINFO( m_iDesiredBuildRotations ) ),
RecvPropInt( RECVINFO( m_bServerOverridePlacement ) ),
RecvPropInt( RECVINFO(m_iUpgradeLevel) ),
RecvPropInt( RECVINFO(m_iUpgradeMetal) ),
RecvPropInt( RECVINFO(m_iUpgradeMetalRequired) ),
RecvPropInt( RECVINFO(m_iHighestUpgradeLevel) ),
RecvPropInt( RECVINFO(m_iObjectMode) ),
RecvPropBool( RECVINFO( m_bDisposableBuilding ) ),
RecvPropBool( RECVINFO( m_bWasMapPlaced ) ),
RecvPropBool( RECVINFO( m_bPlasmaDisable ) ),
END_RECV_TABLE()
ConVar cl_obj_test_building_damage( "cl_obj_test_building_damage", "-1", FCVAR_CHEAT, "debug building damage", true, -1, true, BUILDING_DAMAGE_LEVEL_CRITICAL );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseObject::C_BaseObject( )
{
m_YawPreviewState = YAW_PREVIEW_OFF;
m_bBuilding = false;
m_bPlacing = false;
m_flPercentageConstructed = 0;
m_fObjectFlags = 0;
m_iOldUpgradeLevel = 0;
m_flCurrentBuildRotation = 0;
m_damageLevel = BUILDING_DAMAGE_LEVEL_NONE;
m_iLastPlacementPosValid = -1;
m_iObjectMode = 0;
m_bCarryDeploy = false;
m_bOldCarryDeploy = false;
m_bMiniBuilding = false;
m_bDisposableBuilding = false;
m_vecBuildForward = vec3_origin;
m_flBuildDistance = 0.0f;
m_flInvisibilityPercent = 0.f;
m_bWasMapPlaced = false;
m_hDamageEffects = NULL;
m_bPlasmaDisable = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseObject::~C_BaseObject( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::Spawn( void )
{
BaseClass::Spawn();
m_bServerOverridePlacement = true; // assume valid at the start
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::UpdateOnRemove( void )
{
StopAnimGeneratedSounds();
DestroyBoneAttachments();
CTFHudSpectatorExtras *pSpectatorExtras = GET_HUDELEMENT( CTFHudSpectatorExtras );
if ( pSpectatorExtras )
{
pSpectatorExtras->RemoveEntity( entindex() );
}
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::PreDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PreDataUpdate( updateType );
m_iOldHealth = m_iHealth;
m_hOldOwner = GetOwner();
m_bWasActive = ShouldBeActive();
m_bWasBuilding = m_bBuilding;
m_bOldDisabled = m_bDisabled;
m_bWasPlacing = m_bPlacing;
m_nObjectOldSequence = GetSequence();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::OnDataChanged( DataUpdateType_t updateType )
{
if (updateType == DATA_UPDATE_CREATED)
{
CreateBuildPoints();
// NVNT if the local player created this send a created effect
if(IsOwnedByLocalPlayer() &&haptics)
{
haptics->ProcessHapticEvent(3, "Game", "Build", GetClassname());
}
}
BaseClass::OnDataChanged( updateType );
// did we just pick up the object?
if ( !m_bWasPlacing && m_bPlacing )
{
m_iLastPlacementPosValid = -1;
}
// Did we just finish building?
if ( m_bWasBuilding && !m_bBuilding )
{
FinishedBuilding();
}
else if ( !m_bWasBuilding && m_bBuilding )
{
ResetClientsideFrame();
}
// Did we just go active?
bool bShouldBeActive = ShouldBeActive();
if ( !m_bWasActive && bShouldBeActive )
{
OnGoActive();
}
else if ( m_bWasActive && !bShouldBeActive )
{
OnGoInactive();
}
if ( m_bDisabled != m_bOldDisabled )
{
if ( m_bDisabled )
{
OnStartDisabled();
}
else
{
OnEndDisabled();
}
}
if ( !IsBuilding() && m_iHealth != m_iOldHealth )
{
// recalc our damage particle state
BuildingDamageLevel_t damageLevel = CalculateDamageLevel();
if ( damageLevel != m_damageLevel )
{
UpdateDamageEffects( damageLevel );
m_damageLevel = damageLevel;
}
}
if ( m_bCarryDeploy != m_bOldCarryDeploy )
{
m_bOldCarryDeploy = m_bCarryDeploy;
if ( !m_bCarryDeploy )
{
// Update our damage effects when we're done redeploying.
UpdateDamageEffects( CalculateDamageLevel() );
}
}
if ( m_iHealth > m_iOldHealth && m_iHealth == m_iMaxHealth )
{
// If we were just fully healed, remove all decals
RemoveAllDecals();
}
if ( GetOwner() == C_TFPlayer::GetLocalTFPlayer() )
{
IGameEvent *event = gameeventmanager->CreateEvent( "building_info_changed" );
if ( event )
{
event->SetInt( "building_type", GetType() );
event->SetInt( "object_mode", GetObjectMode() );
gameeventmanager->FireEventClientSide( event );
}
}
if ( IsPlacing() && GetSequence() != m_nObjectOldSequence )
{
// Ignore server sequences while placing
OnPlacementStateChanged( m_iLastPlacementPosValid > 0 );
}
if ( m_iOldUpgradeLevel != m_iUpgradeLevel )
{
UpgradeLevelChanged();
m_iOldUpgradeLevel = m_iUpgradeLevel;
}
// NVNT building status
if(IsOwnedByLocalPlayer()) {
if(m_bWasBuilding!=m_bBuilding) {
if(m_bBuilding && haptics) {
haptics->ProcessHapticEvent(3, "Game", "Building", GetClassname());
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::SetDormant( bool bDormant )
{
BaseClass::SetDormant( bDormant );
//ENTITY_PANEL_ACTIVATE( "analyzed_object", !bDormant );
}
#define TF_OBJ_BODYGROUPTURNON 1
#define TF_OBJ_BODYGROUPTURNOFF 0
//-----------------------------------------------------------------------------
// Purpose:
// Input : origin -
// angles -
// event -
// *options -
//-----------------------------------------------------------------------------
void C_BaseObject::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
switch ( event )
{
default:
{
BaseClass::FireEvent( origin, angles, event, options );
}
break;
case TF_OBJ_PLAYBUILDSOUND:
{
EmitSound( options );
}
break;
case TF_OBJ_ENABLEBODYGROUP:
{
int index_ = FindBodygroupByName( options );
if ( index_ >= 0 )
{
SetBodygroup( index_, TF_OBJ_BODYGROUPTURNON );
}
}
break;
case TF_OBJ_DISABLEBODYGROUP:
{
int index_ = FindBodygroupByName( options );
if ( index_ >= 0 )
{
SetBodygroup( index_, TF_OBJ_BODYGROUPTURNOFF );
}
}
break;
case TF_OBJ_ENABLEALLBODYGROUPS:
case TF_OBJ_DISABLEALLBODYGROUPS:
{
// Start at 1, because body 0 is the main .mdl body...
// Is this the way we want to do this?
int count = GetNumBodyGroups();
for ( int i = 1; i < count; i++ )
{
int subpartcount = GetBodygroupCount( i );
if ( subpartcount == 2 )
{
SetBodygroup( i,
( event == TF_OBJ_ENABLEALLBODYGROUPS ) ?
TF_OBJ_BODYGROUPTURNON : TF_OBJ_BODYGROUPTURNOFF );
}
else
{
DevMsg( "TF_OBJ_ENABLE/DISABLEBODY GROUP: %s has a group with %i subparts, should be exactly 2\n",
GetClassname(), subpartcount );
}
}
}
break;
}
}
const char* C_BaseObject::GetStatusName() const
{
return GetObjectInfo( GetType() )->m_AltModes[GetObjectMode()].pszStatusName;
}
//-----------------------------------------------------------------------------
// Purpose: placement state has changed, update the model
//-----------------------------------------------------------------------------
void C_BaseObject::OnPlacementStateChanged( bool bValidPlacement )
{
if ( bValidPlacement )
{
// NVNT if the local player placed this send a created effect
if(IsOwnedByLocalPlayer()&&haptics)
{
haptics->ProcessHapticEvent(3, "Game", "Placed", GetClassname());
}
SetActivity( ACT_OBJ_PLACING );
}
else
{
SetActivity( ACT_OBJ_IDLE );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::Simulate( void )
{
if ( IsPlacing() && !MustBeBuiltOnAttachmentPoint() )
{
int iValidPlacement = ( IsPlacementPosValid() && ServerValidPlacement() ) ? 1 : 0;
if ( m_iLastPlacementPosValid != iValidPlacement )
{
m_iLastPlacementPosValid = iValidPlacement;
OnPlacementStateChanged( m_iLastPlacementPosValid > 0 );
}
// We figure out our own placement pos, but we still leave it to the server to
// do collision with other entities and nobuild triggers, so that sets the
// placement animation
SetLocalOrigin( m_vecBuildOrigin );
InvalidateBoneCache();
// Clear out our origin and rotation interpolation history
// so we don't pop when we teleport in the actual position from the server
CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
interpolator.ClearHistory();
CInterpolatedVar<QAngle> &rotInterpolator = GetRotationInterpolator();
rotInterpolator.ClearHistory();
}
else if ( !IsPlacing() && !IsCarried() && m_iLastPlacementPosValid == 0 )
{
// HACK HACK: This sentry has been placed, but was placed on the server before the client updated
// from the carry position to see that was a valid placement.
// It missed its chance to set the correct activity, so we're doing it now.
SetActivity( ACT_OBJ_RUNNING );
// Check if the activity was valid because it might have still been using the older placement model
if ( GetActivity() != ACT_INVALID )
{
// Remember to retest our placement, but don't keep forcing the running activity
m_iLastPlacementPosValid = -1;
}
}
BaseClass::Simulate();
}
//-----------------------------------------------------------------------------
// Purpose: Return false if the server is telling us we can't place right now
// could be due to placing in a nobuild or respawn room
//-----------------------------------------------------------------------------
bool C_BaseObject::ServerValidPlacement( void )
{
return m_bServerOverridePlacement;
}
bool C_BaseObject::WasLastPlacementPosValid( void )
{
if ( MustBeBuiltOnAttachmentPoint() )
{
return ( !IsEffectActive(EF_NODRAW) );
}
return ( m_iLastPlacementPosValid > 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseObject::DrawModel( int flags )
{
int drawn;
// If we're a brush-built, map-defined object chain up to baseentity draw
if ( modelinfo->GetModelType( GetModel() ) == mod_brush )
{
drawn = CBaseEntity::DrawModel(flags);
}
else
{
drawn = BaseClass::DrawModel(flags);
}
HighlightBuildPoints( flags );
return drawn;
}
float C_BaseObject::GetReversesBuildingConstructionSpeed( void )
{
if ( HasSapper() )
{
C_ObjectSapper *pSapper = dynamic_cast< C_ObjectSapper* >( FirstMoveChild() );
if ( pSapper )
{
return pSapper->GetReversesBuildingConstructionSpeed();
}
}
return 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::HighlightBuildPoints( int flags )
{
C_TFPlayer *pLocal = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocal )
return;
if ( !GetNumBuildPoints() || !InLocalTeam() )
return;
C_TFWeaponBuilder *pBuilderWpn = dynamic_cast< C_TFWeaponBuilder * >( pLocal->GetActiveWeaponForSelection() );
if ( !pBuilderWpn )
return;
if ( !pBuilderWpn->IsPlacingObject() )
return;
C_BaseObject *pPlacementObj = pBuilderWpn->GetPlacementModel();
if ( !pPlacementObj || pPlacementObj == this )
return;
// Near enough?
if ( (GetAbsOrigin() - pLocal->GetAbsOrigin()).LengthSqr() < MAX_VISIBLE_BUILDPOINT_DISTANCE )
{
bool bRestoreModel = false;
Vector vecPrevAbsOrigin = pPlacementObj->GetAbsOrigin();
QAngle vecPrevAbsAngles = pPlacementObj->GetAbsAngles();
Vector orgColor;
render->GetColorModulation( orgColor.Base() );
float orgBlend = render->GetBlend();
bool bSameTeam = ( pPlacementObj->GetTeamNumber() == GetTeamNumber() );
if ( pPlacementObj->IsHostileUpgrade() && bSameTeam )
{
// Don't hilight hostile upgrades on friendly objects
return;
}
else if ( !bSameTeam )
{
// Don't hilight upgrades on enemy objects
return;
}
// Any empty buildpoints?
for ( int i = 0; i < GetNumBuildPoints(); i++ )
{
// Can this object build on this point?
if ( CanBuildObjectOnBuildPoint( i, pPlacementObj->GetType() ) )
{
Vector vecBPOrigin;
QAngle vecBPAngles;
if ( GetBuildPoint(i, vecBPOrigin, vecBPAngles) )
{
pPlacementObj->InvalidateBoneCaches();
Vector color( 0, 255, 0 );
render->SetColorModulation( color.Base() );
float frac = fmod( gpGlobals->curtime, 3 );
frac *= 2 * M_PI;
frac = cos( frac );
render->SetBlend( (175 + (int)( frac * 75.0f )) / 255.0 );
// FIXME: This truly sucks! The bone cache should use
// render location for this computation instead of directly accessing AbsAngles
// Necessary for bone cache computations to work
pPlacementObj->SetAbsOrigin( vecBPOrigin );
pPlacementObj->SetAbsAngles( vecBPAngles );
modelrender->DrawModel(
flags,
pPlacementObj,
pPlacementObj->GetModelInstance(),
pPlacementObj->index,
pPlacementObj->GetModel(),
vecBPOrigin,
vecBPAngles,
pPlacementObj->m_nSkin,
pPlacementObj->m_nBody,
pPlacementObj->m_nHitboxSet
);
bRestoreModel = true;
}
}
}
if ( bRestoreModel )
{
pPlacementObj->SetAbsOrigin(vecPrevAbsOrigin);
pPlacementObj->SetAbsAngles(vecPrevAbsAngles);
pPlacementObj->InvalidateBoneCaches();
render->SetColorModulation( orgColor.Base() );
render->SetBlend( orgBlend );
}
}
}
//-----------------------------------------------------------------------------
// Builder preview...
//-----------------------------------------------------------------------------
void C_BaseObject::ActivateYawPreview( bool enable )
{
m_YawPreviewState = enable ? YAW_PREVIEW_ON : YAW_PREVIEW_WAITING_FOR_UPDATE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::PreviewYaw( float yaw )
{
m_fYawPreview = yaw;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseObject::IsPreviewingYaw() const
{
return m_YawPreviewState != YAW_PREVIEW_OFF;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
BuildingDamageLevel_t C_BaseObject::CalculateDamageLevel( void )
{
float flPercentHealth = (float)m_iHealth / (float)m_iMaxHealth;
BuildingDamageLevel_t damageLevel = BUILDING_DAMAGE_LEVEL_NONE;
if ( flPercentHealth < 0.25 )
{
damageLevel = BUILDING_DAMAGE_LEVEL_CRITICAL;
}
else if ( flPercentHealth < 0.45 )
{
damageLevel = BUILDING_DAMAGE_LEVEL_HEAVY;
}
else if ( flPercentHealth < 0.65 )
{
damageLevel = BUILDING_DAMAGE_LEVEL_MEDIUM;
}
else if ( flPercentHealth < 0.85 )
{
damageLevel = BUILDING_DAMAGE_LEVEL_LIGHT;
}
if ( cl_obj_test_building_damage.GetInt() >= 0 )
{
damageLevel = (BuildingDamageLevel_t)cl_obj_test_building_damage.GetInt();
}
return damageLevel;
}
/*
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::Release( void )
{
// Remove any reticles on this entity
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pPlayer )
{
pPlayer->Remove_Target( this );
}
BaseClass::Release();
}
*/
//-----------------------------------------------------------------------------
// Ownership:
//-----------------------------------------------------------------------------
C_TFPlayer *C_BaseObject::GetOwner()
{
return m_hBuilder;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseObject::IsOwnedByLocalPlayer() const
{
if ( !m_hBuilder )
return false;
return ( m_hBuilder == C_TFPlayer::GetLocalTFPlayer() );
}
//-----------------------------------------------------------------------------
// Purpose: Add entity to visibile entities list
//-----------------------------------------------------------------------------
void C_BaseObject::AddEntity( void )
{
// If set to invisible, skip. Do this before resetting the entity pointer so it has
// valid data to decide whether it's visible.
if ( !ShouldDraw() )
{
return;
}
// Update the entity position
//UpdatePosition();
// Yaw preview
if (m_YawPreviewState != YAW_PREVIEW_OFF)
{
// This piece of code makes it so we keep using the preview
// until we get a network update which matches the update value
if (m_YawPreviewState == YAW_PREVIEW_WAITING_FOR_UPDATE)
{
if (fmod( fabs(GetLocalAngles().y - m_fYawPreview), 360.0f) < 1.0f)
{
m_YawPreviewState = YAW_PREVIEW_OFF;
}
}
if (GetLocalOrigin().y != m_fYawPreview)
{
SetLocalAnglesDim( Y_INDEX, m_fYawPreview );
InvalidateBoneCache();
}
}
// Create flashlight effects, etc.
CreateLightEffects();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::Select( void )
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
pPlayer->SetSelectedObject( this );
}
void C_BaseObject::ResetClientsideFrame( void )
{
SetCycle( GetReversesBuildingConstructionSpeed() != 0.0f ? 1.0f : 0.0f );
}
//-----------------------------------------------------------------------------
// Sends client commands back to the server:
//-----------------------------------------------------------------------------
void C_BaseObject::SendClientCommand( const char *pCmd )
{
char szbuf[128];
Q_snprintf( szbuf, sizeof( szbuf ), "objcmd %d %s", entindex(), pCmd );
engine->ClientCmd(szbuf);
}
//-----------------------------------------------------------------------------
// Purpose: Get a text description for the object target
//-----------------------------------------------------------------------------
const char *C_BaseObject::GetTargetDescription( void ) const
{
return GetStatusName();
}
//-----------------------------------------------------------------------------
// Purpose: Get a text description for the object target (more verbose)
//-----------------------------------------------------------------------------
const char *C_BaseObject::GetIDString( void )
{
m_szIDString[0] = 0;
RecalculateIDString();
return m_szIDString;
}
//-----------------------------------------------------------------------------
// It's a valid ID target when it's building
//-----------------------------------------------------------------------------
bool C_BaseObject::IsValidIDTarget( void )
{
return InSameTeam( C_TFPlayer::GetLocalTFPlayer() ) && m_bBuilding;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::RecalculateIDString( void )
{
// Subclasses may have filled this out with a string
if ( !m_szIDString[0] )
{
Q_strncpy( m_szIDString, GetTargetDescription(), sizeof(m_szIDString) );
}
// Have I taken damage?
if ( m_iHealth < m_iMaxHealth )
{
char szHealth[ MAX_ID_STRING ];
if ( m_bBuilding )
{
Q_snprintf( szHealth, sizeof(szHealth), "\nConstruction at %.0f percent\nHealth at %.0f percent", (m_flPercentageConstructed * 100), ceil(((float)m_iHealth / (float)m_iMaxHealth) * 100) );
}
else
{
Q_snprintf( szHealth, sizeof(szHealth), "\nHealth at %.0f percent", ceil(((float)m_iHealth / (float)m_iMaxHealth) * 100) );
}
Q_strncat( m_szIDString, szHealth, sizeof(m_szIDString), COPY_ALL_CHARACTERS );
}
}
//-----------------------------------------------------------------------------
// Purpose: Player has waved his crosshair over this entity. Display appropriate hints.
//-----------------------------------------------------------------------------
void C_BaseObject::DisplayHintTo( C_BasePlayer *pPlayer )
{
bool bHintPlayed = false;
C_TFPlayer *pTFPlayer = ToTFPlayer(pPlayer);
if ( InSameTeam( pPlayer ) )
{
// We're looking at a friendly object.
if ( HasSapper() )
{
bHintPlayed = pPlayer->HintMessage( HINT_OBJECT_HAS_SAPPER, true, true );
}
if ( pTFPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
// I'm an engineer.
// If I'm looking at a constructing object, let me know I can help build it (but not
// if I built it myself, since I've already got that hint from the wrench).
if ( !bHintPlayed && IsBuilding() && GetBuilder() != pTFPlayer )
{
bHintPlayed = pPlayer->HintMessage( HINT_ENGINEER_USE_WRENCH_ONOTHER, false, true );
}
// If it's damaged, I can repair it
if ( !bHintPlayed && !IsBuilding() && GetHealth() < GetMaxHealth() )
{
bHintPlayed = pPlayer->HintMessage( HINT_ENGINEER_REPAIR_OBJECT, false, true );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::GetGlowEffectColor( float *r, float *g, float *b )
{
if ( TFGameRules() )
{
TFGameRules()->GetTeamGlowColor( GetTeamNumber(), *r, *g, *b );
}
else
{
*r = 0.76f;
*g = 0.76f;
*b = 0.76f;
}
}
//-----------------------------------------------------------------------------
// Purpose: Does this object have a sapper on it
//-----------------------------------------------------------------------------
bool C_BaseObject::HasSapper( void )
{
return m_bHasSapper;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseObject::IsPlasmaDisabled( void )
{
return m_bPlasmaDisable;
}
void C_BaseObject::OnStartDisabled()
{
}
void C_BaseObject::OnEndDisabled()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::GetTargetIDString( OUT_Z_BYTECAP( iMaxLenInBytes ) wchar_t *sIDString, int iMaxLenInBytes, bool bSpectator )
{
Assert( iMaxLenInBytes >= sizeof(sIDString[0]) );
sIDString[0] = '\0';
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer )
return;
if ( pLocalPlayer->InSameDisguisedTeam( this ) || pLocalPlayer->IsPlayerClass( TF_CLASS_SPY ) || bSpectator )
{
wchar_t wszBuilderName[ MAX_PLAYER_NAME_LENGTH ];
const char *pszStatusName = GetStatusName();
const wchar_t *wszObjectName = g_pVGuiLocalize->Find( pszStatusName );
bool bHasMode = false;
const char *printFormatString = "#TF_playerid_object";
if ( IsMiniBuilding() && !IsDisposableBuilding() )
{
printFormatString = "#TF_playerid_object_mini";
}
const wchar_t *wszModeName = L"";
const CObjectInfo* pObjectInfo = GetObjectInfo( GetType() );
if ( pObjectInfo && (pObjectInfo->m_iNumAltModes > 0) )
{
const char *pszModeName = pObjectInfo->m_AltModes[GetObjectMode()].pszModeName;
wszModeName = g_pVGuiLocalize->Find( pszModeName );
printFormatString = "TF_playerid_object_mode";
bHasMode = true;
}
if ( !wszObjectName )
{
wszObjectName = L"";
}
C_BasePlayer *pBuilder = GetOwner();
if ( pBuilder )
{
g_pVGuiLocalize->ConvertANSIToUnicode( pBuilder->GetPlayerName(), wszBuilderName, sizeof(wszBuilderName) );
}
else
{
wszBuilderName[0] = '\0';
}
// building or live, show health
wchar_t * localizedString = g_pVGuiLocalize->Find( printFormatString );
if ( localizedString )
{
if ( bHasMode )
{
g_pVGuiLocalize->ConstructString( sIDString, iMaxLenInBytes, localizedString,
3, wszObjectName, wszBuilderName, wszModeName );
}
else
{
g_pVGuiLocalize->ConstructString( sIDString, iMaxLenInBytes, localizedString,
2, wszObjectName, wszBuilderName );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::GetTargetIDDataString( OUT_Z_BYTECAP(iMaxLenInBytes) wchar_t *sDataString, int iMaxLenInBytes )
{
Assert( iMaxLenInBytes >= sizeof(sDataString[0]) );
sDataString[0] = '\0';
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer )
return;
// Sentryguns have models for each level, so we don't show it in their target ID.
bool bShowLevel = ( GetType() != OBJ_SENTRYGUN );
wchar_t wszLevel[32];
if ( bShowLevel )
{
_snwprintf( wszLevel, ARRAYSIZE(wszLevel) - 1, L"%d", m_iUpgradeLevel );
wszLevel[ ARRAYSIZE(wszLevel)-1 ] = '\0';
}
if ( m_iUpgradeLevel >= 3 )
{
if ( bShowLevel )
{
g_pVGuiLocalize->ConstructString( sDataString, iMaxLenInBytes, g_pVGuiLocalize->Find("#TF_playerid_object_level"),
1,
wszLevel );
}
return;
}
wchar_t wszBuilderName[ MAX_PLAYER_NAME_LENGTH ];
wchar_t wszObjectName[ 32 ];
wchar_t wszUpgradeProgress[ 32 ];
g_pVGuiLocalize->ConvertANSIToUnicode( GetStatusName(), wszObjectName, sizeof(wszObjectName) );
C_BasePlayer *pBuilder = GetOwner();
if ( pBuilder )
{
g_pVGuiLocalize->ConvertANSIToUnicode( pBuilder->GetPlayerName(), wszBuilderName, sizeof(wszBuilderName) );
}
else
{
wszBuilderName[0] = '\0';
}
// level 1 and 2 show upgrade progress
if ( !IsMiniBuilding() && !IsDisposableBuilding() )
{
_snwprintf( wszUpgradeProgress, ARRAYSIZE(wszUpgradeProgress) - 1, L"%d / %d", m_iUpgradeMetal, GetUpgradeMetalRequired() );
wszUpgradeProgress[ ARRAYSIZE(wszUpgradeProgress)-1 ] = '\0';
if ( bShowLevel )
{
g_pVGuiLocalize->ConstructString( sDataString, iMaxLenInBytes, g_pVGuiLocalize->Find("#TF_playerid_object_upgrading_level"),
2,
wszLevel,
wszUpgradeProgress );
}
else
{
g_pVGuiLocalize->ConstructString( sDataString, iMaxLenInBytes, g_pVGuiLocalize->Find("#TF_playerid_object_upgrading"),
1,
wszUpgradeProgress );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseObject::GetDisplayPriority( void )
{
return GetObjectInfo( GetType() )->m_iDisplayPriority;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *C_BaseObject::GetHudStatusIcon( void )
{
return GetObjectInfo( GetType() )->m_pHudStatusIcon;
}
ConVar cl_obj_fake_alert( "cl_obj_fake_alert", "0", 0, "", true, BUILDING_HUD_ALERT_NONE, true, MAX_BUILDING_HUD_ALERT_LEVEL-1 );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
BuildingHudAlert_t C_BaseObject::GetBuildingAlertLevel( void )
{
float flHealthPercent = GetHealth() / GetMaxHealth();
BuildingHudAlert_t alertLevel = BUILDING_HUD_ALERT_NONE;
if ( HasSapper() )
{
alertLevel = BUILDING_HUD_ALERT_SAPPER;
}
else if ( !IsBuilding() && flHealthPercent < 0.33 )
{
alertLevel = BUILDING_HUD_ALERT_VERY_LOW_HEALTH;
}
else if ( !IsBuilding() && flHealthPercent < 0.66 )
{
alertLevel = BUILDING_HUD_ALERT_LOW_HEALTH;
}
BuildingHudAlert_t iFakeAlert = (BuildingHudAlert_t)cl_obj_fake_alert.GetInt();
if ( iFakeAlert > BUILDING_HUD_ALERT_NONE &&
iFakeAlert < MAX_BUILDING_HUD_ALERT_LEVEL )
{
alertLevel = iFakeAlert;
}
return alertLevel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ShadowType_t C_BaseObject::ShadowCastType( void )
{
if ( GetInvisibilityLevel() == 1.f )
return SHADOWS_NONE;
return BaseClass::ShadowCastType();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float C_BaseObject::GetInvisibilityLevel( void )
{
#ifdef STAGING_ONLY
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
C_TFPlayer *pOwner = GetOwner();
if ( pLocalPlayer && pLocalPlayer->m_Shared.InCond( TF_COND_STEALTHED_PHASE ) && pLocalPlayer != pOwner )
return 1.f;
#endif // STAGING_ONLY
return m_flInvisibilityPercent;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseObject::SetInvisibilityLevel( float flValue )
{
m_flPrevInvisibilityPercent = m_flInvisibilityPercent;
m_flInvisibilityPercent = clamp( flValue, 0.f, 1.f );
}
//-----------------------------------------------------------------------------
// Purpose: find the anim events that may have started sounds, and stop them.
//-----------------------------------------------------------------------------
void C_BaseObject::StopAnimGeneratedSounds( void )
{
MDLCACHE_CRITICAL_SECTION();
CStudioHdr *pStudioHdr = GetModelPtr();
if ( !pStudioHdr )
return;
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( GetSequence() );
if ( seqdesc.numevents == 0 )
return;
float flCurrentCycle = GetCycle();
mstudioevent_t *pevent = GetEventIndexForSequence( seqdesc );
for (int i = 0; i < (int)seqdesc.numevents; i++)
{
if ( pevent[i].cycle < flCurrentCycle )
{
if ( pevent[i].event == CL_EVENT_SOUND || pevent[i].event == AE_CL_PLAYSOUND )
{
StopSound( entindex(), pevent[i].options );
}
}
}
}
//============================================================================================================
// POWER PROXY
//============================================================================================================
class CObjectPowerProxy : public CResultProxy
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
private:
CFloatInput m_Factor;
};
bool CObjectPowerProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
if (!CResultProxy::Init( pMaterial, pKeyValues ))
return false;
if (!m_Factor.Init( pMaterial, pKeyValues, "scale", 1 ))
return false;
return true;
}
void CObjectPowerProxy::OnBind( void *pRenderable )
{
// Find the view angle between the player and this entity....
IClientRenderable *pRend = (IClientRenderable *)pRenderable;
C_BaseEntity *pEntity = pRend->GetIClientUnknown()->GetBaseEntity();
C_BaseObject *pObject = dynamic_cast<C_BaseObject*>(pEntity);
if (!pObject)
return;
SetFloatResult( m_Factor.GetFloat() );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CObjectPowerProxy, IMaterialProxy, "ObjectPower" IMATERIAL_PROXY_INTERFACE_VERSION );
//-----------------------------------------------------------------------------
// Control screen
//-----------------------------------------------------------------------------
class CBasicControlPanel : public CObjectControlPanel
{
DECLARE_CLASS( CBasicControlPanel, CObjectControlPanel );
public:
CBasicControlPanel( vgui::Panel *parent, const char *panelName );
};
DECLARE_VGUI_SCREEN_FACTORY( CBasicControlPanel, "basic_control_panel" );
//-----------------------------------------------------------------------------
// Constructor:
//-----------------------------------------------------------------------------
CBasicControlPanel::CBasicControlPanel( vgui::Panel *parent, const char *panelName )
: BaseClass( parent, "CBasicControlPanel" )
{
}
//-----------------------------------------------------------------------------
// Purpose: Used for spy invisiblity material
//-----------------------------------------------------------------------------
class CBuildingInvisProxy : public CBaseInvisMaterialProxy
{
public:
virtual void OnBind( C_BaseEntity *pBaseEntity ) OVERRIDE;
};
//-----------------------------------------------------------------------------
// Purpose:
// Input :
//-----------------------------------------------------------------------------
void CBuildingInvisProxy::OnBind( C_BaseEntity *pBaseEntity )
{
if ( !m_pPercentInvisible )
return;
if ( !pBaseEntity->IsBaseObject() )
return;
C_BaseObject *pObject = static_cast< C_BaseObject* >( pBaseEntity );
if ( !pObject )
return;
CTFPlayer *pOwner = ToTFPlayer( pObject->GetOwner() );
if ( !pOwner )
{
m_pPercentInvisible->SetFloatValue( 0.0f );
return;
}
m_pPercentInvisible->SetFloatValue( pObject->GetInvisibilityLevel() );
}
EXPOSE_INTERFACE( CBuildingInvisProxy, IMaterialProxy, "building_invis" IMATERIAL_PROXY_INTERFACE_VERSION );