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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 "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
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