Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASECOMBATCHARACTER_H
#define BASECOMBATCHARACTER_H
#include <limits.h>
#include "weapon_proficiency.h"
#ifdef _WIN32
#pragma once
#endif
#ifdef INVASION_DLL
#include "tf_shareddefs.h"
#define POWERUP_THINK_CONTEXT "PowerupThink"
#endif
#include "cbase.h"
#include "baseentity.h"
#include "baseflex.h"
#include "damagemodifier.h"
#include "utllinkedlist.h"
#include "ai_hull.h"
#include "ai_utils.h"
#include "physics_impact_damage.h"
#ifdef TF_DLL
#include "tf_shareddefs.h"
#endif // TF_DLL
class CNavArea;
class CScriptedTarget;
typedef CHandle<CBaseCombatWeapon> CBaseCombatWeaponHandle;
// -------------------------------------
// Capability Bits
// -------------------------------------
enum Capability_t
{
bits_CAP_MOVE_GROUND = 0x00000001, // walk/run
bits_CAP_MOVE_JUMP = 0x00000002, // jump/leap
bits_CAP_MOVE_FLY = 0x00000004, // can fly, move all around
bits_CAP_MOVE_CLIMB = 0x00000008, // climb ladders
bits_CAP_MOVE_SWIM = 0x00000010, // navigate in water // UNDONE - not yet implemented
bits_CAP_MOVE_CRAWL = 0x00000020, // crawl // UNDONE - not yet implemented
bits_CAP_MOVE_SHOOT = 0x00000040, // tries to shoot weapon while moving
bits_CAP_SKIP_NAV_GROUND_CHECK = 0x00000080, // optimization - skips ground tests while computing navigation
bits_CAP_USE = 0x00000100, // open doors/push buttons/pull levers
//bits_CAP_HEAR = 0x00000200, // can hear forced sounds
bits_CAP_AUTO_DOORS = 0x00000400, // can trigger auto doors
bits_CAP_OPEN_DOORS = 0x00000800, // can open manual doors
bits_CAP_TURN_HEAD = 0x00001000, // can turn head, always bone controller 0
bits_CAP_WEAPON_RANGE_ATTACK1 = 0x00002000, // can do a weapon range attack 1
bits_CAP_WEAPON_RANGE_ATTACK2 = 0x00004000, // can do a weapon range attack 2
bits_CAP_WEAPON_MELEE_ATTACK1 = 0x00008000, // can do a weapon melee attack 1
bits_CAP_WEAPON_MELEE_ATTACK2 = 0x00010000, // can do a weapon melee attack 2
bits_CAP_INNATE_RANGE_ATTACK1 = 0x00020000, // can do a innate range attack 1
bits_CAP_INNATE_RANGE_ATTACK2 = 0x00040000, // can do a innate range attack 1
bits_CAP_INNATE_MELEE_ATTACK1 = 0x00080000, // can do a innate melee attack 1
bits_CAP_INNATE_MELEE_ATTACK2 = 0x00100000, // can do a innate melee attack 1
bits_CAP_USE_WEAPONS = 0x00200000, // can use weapons (non-innate attacks)
//bits_CAP_STRAFE = 0x00400000, // strafe ( walk/run sideways)
bits_CAP_ANIMATEDFACE = 0x00800000, // has animated eyes/face
bits_CAP_USE_SHOT_REGULATOR = 0x01000000, // Uses the shot regulator for range attack1
bits_CAP_FRIENDLY_DMG_IMMUNE = 0x02000000, // don't take damage from npc's that are D_LI
bits_CAP_SQUAD = 0x04000000, // can form squads
bits_CAP_DUCK = 0x08000000, // cover and reload ducking
bits_CAP_NO_HIT_PLAYER = 0x10000000, // don't hit players
bits_CAP_AIM_GUN = 0x20000000, // Use arms to aim gun, not just body
bits_CAP_NO_HIT_SQUADMATES = 0x40000000, // none
bits_CAP_SIMPLE_RADIUS_DAMAGE = 0x80000000, // Do not use robust radius damage model on this character.
};
#define bits_CAP_DOORS_GROUP (bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS)
#define bits_CAP_RANGE_ATTACK_GROUP (bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_WEAPON_RANGE_ATTACK2)
#define bits_CAP_MELEE_ATTACK_GROUP (bits_CAP_WEAPON_MELEE_ATTACK1 | bits_CAP_WEAPON_MELEE_ATTACK2)
class CBaseCombatWeapon;
#define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f
enum Disposition_t
{
D_ER, // Undefined - error
D_HT, // Hate
D_FR, // Fear
D_LI, // Like
D_NU // Neutral
};
const int DEF_RELATIONSHIP_PRIORITY = INT_MIN;
struct Relationship_t
{
EHANDLE entity; // Relationship to a particular entity
Class_T classType; // Relationship to a class CLASS_NONE = not class based (Def. in baseentity.h)
Disposition_t disposition; // D_HT (Hate), D_FR (Fear), D_LI (Like), D_NT (Neutral)
int priority; // Relative importance of this relationship (higher numbers mean more important)
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
// Purpose: This should contain all of the combat entry points / functionality
// that are common between NPCs and players
//-----------------------------------------------------------------------------
class CBaseCombatCharacter : public CBaseFlex
{
DECLARE_CLASS( CBaseCombatCharacter, CBaseFlex );
public:
CBaseCombatCharacter(void);
~CBaseCombatCharacter(void);
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
DECLARE_PREDICTABLE();
public:
virtual void Spawn( void );
virtual void Precache();
virtual int Restore( IRestore &restore );
virtual const impactdamagetable_t &GetPhysicsImpactDamageTable( void );
int TakeHealth( float flHealth, int bitsDamageType );
void CauseDeath( const CTakeDamageInfo &info );
virtual bool FVisible ( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL ); // true iff the parameter can be seen by me.
virtual bool FVisible( const Vector &vecTarget, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL ) { return BaseClass::FVisible( vecTarget, traceMask, ppBlocker ); }
static void ResetVisibilityCache( CBaseCombatCharacter *pBCC = NULL );
#ifdef PORTAL
virtual bool FVisibleThroughPortal( const CProp_Portal *pPortal, CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
#endif
virtual bool FInViewCone( CBaseEntity *pEntity );
virtual bool FInViewCone( const Vector &vecSpot );
#ifdef PORTAL
virtual CProp_Portal* FInViewConeThroughPortal( CBaseEntity *pEntity );
virtual CProp_Portal* FInViewConeThroughPortal( const Vector &vecSpot );
#endif
virtual bool FInAimCone( CBaseEntity *pEntity );
virtual bool FInAimCone( const Vector &vecSpot );
virtual bool ShouldShootMissTarget( CBaseCombatCharacter *pAttacker );
virtual CBaseEntity *FindMissTarget( void );
// Do not call HandleInteraction directly, use DispatchInteraction
bool DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { return ( interactionType > 0 ) ? HandleInteraction( interactionType, data, sourceEnt ) : false; }
virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
virtual QAngle BodyAngles();
virtual Vector BodyDirection2D( void );
virtual Vector BodyDirection3D( void );
virtual Vector HeadDirection2D( void ) { return BodyDirection2D( ); }; // No head motion so just return body dir
virtual Vector HeadDirection3D( void ) { return BodyDirection2D( ); }; // No head motion so just return body dir
virtual Vector EyeDirection2D( void ) { return HeadDirection2D( ); }; // No eye motion so just return head dir
virtual Vector EyeDirection3D( void ) { return HeadDirection3D( ); }; // No eye motion so just return head dir
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
// -----------------------
// Fog
// -----------------------
virtual bool IsHiddenByFog( const Vector &target ) const; ///< return true if given target cant be seen because of fog
virtual bool IsHiddenByFog( CBaseEntity *target ) const; ///< return true if given target cant be seen because of fog
virtual bool IsHiddenByFog( float range ) const; ///< return true if given distance is too far to see through the fog
virtual float GetFogObscuredRatio( const Vector &target ) const;///< return 0-1 ratio where zero is not obscured, and 1 is completely obscured
virtual float GetFogObscuredRatio( CBaseEntity *target ) const; ///< return 0-1 ratio where zero is not obscured, and 1 is completely obscured
virtual float GetFogObscuredRatio( float range ) const; ///< return 0-1 ratio where zero is not obscured, and 1 is completely obscured
// -----------------------
// Vision
// -----------------------
enum FieldOfViewCheckType { USE_FOV, DISREGARD_FOV };
// Visible starts with line of sight, and adds all the extra game checks like fog, smoke, camo...
bool IsAbleToSee( const CBaseEntity *entity, FieldOfViewCheckType checkFOV );
bool IsAbleToSee( CBaseCombatCharacter *pBCC, FieldOfViewCheckType checkFOV );
virtual bool IsLookingTowards( const CBaseEntity *target, float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE ) const; // return true if our view direction is pointing at the given target, within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
virtual bool IsLookingTowards( const Vector &target, float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE ) const; // return true if our view direction is pointing at the given target, within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
virtual bool IsInFieldOfView( CBaseEntity *entity ) const; // Calls IsLookingTowards with the current field of view.
virtual bool IsInFieldOfView( const Vector &pos ) const;
enum LineOfSightCheckType
{
IGNORE_NOTHING,
IGNORE_ACTORS
};
virtual bool IsLineOfSightClear( CBaseEntity *entity, LineOfSightCheckType checkType = IGNORE_NOTHING ) const;// strictly LOS check with no other considerations
virtual bool IsLineOfSightClear( const Vector &pos, LineOfSightCheckType checkType = IGNORE_NOTHING, CBaseEntity *entityToIgnore = NULL ) const;
// -----------------------
// Ammo
// -----------------------
virtual int GiveAmmo( int iCount, int iAmmoIndex, bool bSuppressSound = false );
int GiveAmmo( int iCount, const char *szName, bool bSuppressSound = false );
virtual void RemoveAmmo( int iCount, int iAmmoIndex );
virtual void RemoveAmmo( int iCount, const char *szName );
void RemoveAllAmmo( );
virtual int GetAmmoCount( int iAmmoIndex ) const;
int GetAmmoCount( char *szName ) const;
virtual Activity NPC_TranslateActivity( Activity baseAct );
// -----------------------
// Weapons
// -----------------------
CBaseCombatWeapon* Weapon_Create( const char *pWeaponName );
virtual Activity Weapon_TranslateActivity( Activity baseAct, bool *pRequired = NULL );
void Weapon_SetActivity( Activity newActivity, float duration );
virtual void Weapon_FrameUpdate( void );
virtual void Weapon_HandleAnimEvent( animevent_t *pEvent );
CBaseCombatWeapon* Weapon_OwnsThisType( const char *pszWeapon, int iSubType = 0 ) const; // True if already owns a weapon of this class
virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon ); // True is allowed to use this class of weapon
virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon ); // Adds weapon to player
virtual bool Weapon_EquipAmmoOnly( CBaseCombatWeapon *pWeapon ); // Adds weapon ammo to player, leaves weapon
bool Weapon_Detach( CBaseCombatWeapon *pWeapon ); // Clear any pointers to the weapon.
virtual void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget = NULL, const Vector *pVelocity = NULL );
virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed)
virtual Vector Weapon_ShootPosition( ); // gun position at current position/orientation
bool Weapon_IsOnGround( CBaseCombatWeapon *pWeapon );
CBaseEntity* Weapon_FindUsable( const Vector &range ); // search for a usable weapon in this range
virtual bool Weapon_CanSwitchTo(CBaseCombatWeapon *pWeapon);
virtual bool Weapon_SlotOccupied( CBaseCombatWeapon *pWeapon );
virtual CBaseCombatWeapon *Weapon_GetSlot( int slot ) const;
CBaseCombatWeapon *Weapon_GetWpnForAmmo( int iAmmoIndex );
// For weapon strip
void Weapon_DropAll( bool bDisallowWeaponPickup = false );
virtual bool AddPlayerItem( CBaseCombatWeapon *pItem ) { return false; }
virtual bool RemovePlayerItem( CBaseCombatWeapon *pItem ) { return false; }
virtual bool CanBecomeServerRagdoll( void ) { return true; }
// -----------------------
// Damage
// -----------------------
// Don't override this for characters, override the per-life-state versions below
virtual int OnTakeDamage( const CTakeDamageInfo &info );
// Override these to control how your character takes damage in different states
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info );
virtual int OnTakeDamage_Dead( const CTakeDamageInfo &info );
virtual float GetAliveDuration( void ) const; // return time we have been alive (only valid when alive)
virtual void OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker ) {}
virtual void NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity ) {}
virtual bool HasEverBeenInjured( int team = TEAM_ANY ) const; // return true if we have ever been injured by a member of the given team
virtual float GetTimeSinceLastInjury( int team = TEAM_ANY ) const; // return time since we were hurt by a member of the given team
virtual void OnPlayerKilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ) {}
// utility function to calc damage force
Vector CalcDamageForceVector( const CTakeDamageInfo &info );
virtual int BloodColor();
virtual Activity GetDeathActivity( void );
virtual bool CorpseGib( const CTakeDamageInfo &info );
virtual void CorpseFade( void ); // Called instead of GibNPC() when gibs are disabled
virtual bool HasHumanGibs( void );
virtual bool HasAlienGibs( void );
virtual bool ShouldGib( const CTakeDamageInfo &info ) { return false; } // Always ragdoll, unless specified by the leaf class
float GetDamageAccumulator() { return m_flDamageAccumulator; }
int GetDamageCount( void ) { return m_iDamageCount; } // # of times NPC has been damaged. used for tracking 1-shot kills.
// Character killed (only fired once)
virtual void Event_Killed( const CTakeDamageInfo &info );
// Killed a character
void InputKilledNPC( inputdata_t &inputdata );
virtual void OnKilledNPC( CBaseCombatCharacter *pKilled ) {};
// Exactly one of these happens immediately after killed (gibbed may happen later when the corpse gibs)
// Character gibbed or faded out (violence controls) (only fired once)
// returns true if gibs were spawned
virtual bool Event_Gibbed( const CTakeDamageInfo &info );
// Character entered the dying state without being gibbed (only fired once)
virtual void Event_Dying( const CTakeDamageInfo &info );
virtual void Event_Dying();
// character died and should become a ragdoll now
// return true if converted to a ragdoll, false to use AI death
virtual bool BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector );
virtual void FixupBurningServerRagdoll( CBaseEntity *pRagdoll );
virtual bool BecomeRagdollBoogie( CBaseEntity *pKiller, const Vector &forceVector, float duration, int flags );
CBaseEntity *FindHealthItem( const Vector &vecPosition, const Vector &range );
virtual CBaseEntity *CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float forceScale = 1.0f, bool bDamageAnyNPC = false );
virtual CBaseEntity *CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float flForceScale = 1.0f, bool bDamageAnyNPC = false );
virtual CBaseCombatCharacter *MyCombatCharacterPointer( void ) { return this; }
// VPHYSICS
virtual void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent );
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
float CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics );
void ApplyStressDamage( IPhysicsObject *pPhysics, bool bRequireLargeObject );
virtual void PushawayTouch( CBaseEntity *pOther ) {}
void SetImpactEnergyScale( float fScale ) { m_impactEnergyScale = fScale; }
virtual void UpdateOnRemove( void );
virtual Disposition_t IRelationType( CBaseEntity *pTarget );
virtual int IRelationPriority( CBaseEntity *pTarget );
virtual void SetLightingOriginRelative( CBaseEntity *pLightingOrigin );
protected:
Relationship_t *FindEntityRelationship( CBaseEntity *pTarget );
public:
// Vehicle queries
virtual bool IsInAVehicle( void ) const { return false; }
virtual IServerVehicle *GetVehicle( void ) { return NULL; }
virtual CBaseEntity *GetVehicleEntity( void ) { return NULL; }
virtual bool ExitVehicle( void ) { return false; }
// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
void SetBloodColor( int nBloodColor );
// Weapons..
CBaseCombatWeapon* GetActiveWeapon() const;
int WeaponCount() const;
CBaseCombatWeapon* GetWeapon( int i ) const;
bool RemoveWeapon( CBaseCombatWeapon *pWeapon );
virtual void RemoveAllWeapons();
WeaponProficiency_t GetCurrentWeaponProficiency() { return m_CurrentWeaponProficiency; }
void SetCurrentWeaponProficiency( WeaponProficiency_t iProficiency ) { m_CurrentWeaponProficiency = iProficiency; }
virtual WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
virtual Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
virtual float GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget );
virtual void DoMuzzleFlash();
// Interactions
static void InitInteractionSystem();
// Relationships
static void AllocateDefaultRelationships( );
static void SetDefaultRelationship( Class_T nClass, Class_T nClassTarget, Disposition_t nDisposition, int nPriority );
Disposition_t GetDefaultRelationshipDisposition( Class_T nClassTarget );
virtual void AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority );
virtual bool RemoveEntityRelationship( CBaseEntity *pEntity );
virtual void AddClassRelationship( Class_T nClass, Disposition_t nDisposition, int nPriority );
virtual void ChangeTeam( int iTeamNum ) OVERRIDE;
// Nav hull type
Hull_t GetHullType() const { return m_eHull; }
void SetHullType( Hull_t hullType ) { m_eHull = hullType; }
// FIXME: The following 3 methods are backdoor hack methods
// This is a sort of hack back-door only used by physgun!
void SetAmmoCount( int iCount, int iAmmoIndex );
// This is a hack to blat out the current active weapon...
// Used by weapon_slam + game_ui
void SetActiveWeapon( CBaseCombatWeapon *pNewWeapon );
void ClearActiveWeapon() { SetActiveWeapon( NULL ); }
virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ) {}
// I can't use my current weapon anymore. Switch me to the next best weapon.
bool SwitchToNextBestWeapon(CBaseCombatWeapon *pCurrent);
// This is a hack to copy the relationship strings used by monstermaker
void SetRelationshipString( string_t theString ) { m_RelationshipString = theString; }
float GetNextAttack() const { return m_flNextAttack; }
void SetNextAttack( float flWait ) { m_flNextAttack = flWait; }
bool m_bForceServerRagdoll;
// Pickup prevention
bool IsAllowedToPickupWeapons( void ) { return !m_bPreventWeaponPickup; }
void SetPreventWeaponPickup( bool bPrevent ) { m_bPreventWeaponPickup = bPrevent; }
bool m_bPreventWeaponPickup;
virtual CNavArea *GetLastKnownArea( void ) const { return m_lastNavArea; } // return the last nav area the player occupied - NULL if unknown
virtual bool IsAreaTraversable( const CNavArea *area ) const; // return true if we can use the given area
virtual void ClearLastKnownArea( void );
virtual void UpdateLastKnownArea( void ); // invoke this to update our last known nav area (since there is no think method chained to CBaseCombatCharacter)
virtual void OnNavAreaChanged( CNavArea *enteredArea, CNavArea *leftArea ) { } // invoked (by UpdateLastKnownArea) when we enter a new nav area (or it is reset to NULL)
virtual void OnNavAreaRemoved( CNavArea *removedArea );
// -----------------------
// Notification from INextBots.
// -----------------------
virtual void OnPursuedBy( INextBot * RESTRICT pPursuer ){} // called every frame while pursued by a bot in DirectChase.
#ifdef TF_DLL
virtual HalloweenBossType GetBossType() const { return HALLOWEEN_BOSS_INVALID; }
#endif // TF_DLL
#ifdef GLOWS_ENABLE
// Glows
void AddGlowEffect( void );
void RemoveGlowEffect( void );
bool IsGlowEffectActive( void );
#endif // GLOWS_ENABLE
#ifdef INVASION_DLL
public:
// TF2 Powerups
virtual bool CanBePoweredUp( void );
bool HasPowerup( int iPowerup );
virtual bool CanPowerupNow( int iPowerup ); // Return true if I can be powered by this powerup right now
virtual bool CanPowerupEver( int iPowerup ); // Return true if I ever accept this powerup type
void SetPowerup( int iPowerup, bool bState, float flTime = 0, float flAmount = 0, CBaseEntity *pAttacker = NULL, CDamageModifier *pDamageModifier = NULL );
virtual bool AttemptToPowerup( int iPowerup, float flTime, float flAmount = 0, CBaseEntity *pAttacker = NULL, CDamageModifier *pDamageModifier = NULL );
virtual float PowerupDuration( int iPowerup, float flTime );
virtual void PowerupStart( int iPowerup, float flAmount = 0, CBaseEntity *pAttacker = NULL, CDamageModifier *pDamageModifier = NULL );
virtual void PowerupEnd( int iPowerup );
void PowerupThink( void );
virtual void PowerupThink( int iPowerup );
public:
CNetworkVar( int, m_iPowerups );
float m_flPowerupAttemptTimes[ MAX_POWERUPS ];
float m_flPowerupEndTimes[ MAX_POWERUPS ];
float m_flFractionalBoost; // POWERUP_BOOST health fraction - specific powerup data
#endif
public:
// returns the last body region that took damage
int LastHitGroup() const { return m_LastHitGroup; }
protected:
void SetLastHitGroup( int nHitGroup ) { m_LastHitGroup = nHitGroup; }
public:
CNetworkVar( float, m_flNextAttack ); // cannot attack again until this time
#ifdef GLOWS_ENABLE
protected:
CNetworkVar( bool, m_bGlowEnabled );
#endif // GLOWS_ENABLE
private:
Hull_t m_eHull;
void UpdateGlowEffect( void );
void DestroyGlowEffect( void );
protected:
int m_bloodColor; // color of blood particless
// -------------------
// combat ability data
// -------------------
float m_flFieldOfView; // cosine of field of view for this character
Vector m_HackedGunPos; // HACK until we can query end of gun
string_t m_RelationshipString; // Used to load up relationship keyvalues
float m_impactEnergyScale;// scale the amount of energy used to calculate damage this ent takes due to physics
public:
static int GetInteractionID(); // Returns the next interaction #
protected:
// Visibility-related stuff
bool ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const;
private:
// For weapon strip
void ThrowDirForWeaponStrip( CBaseCombatWeapon *pWeapon, const Vector &vecForward, Vector *pVecThrowDir );
void DropWeaponForWeaponStrip( CBaseCombatWeapon *pWeapon, const Vector &vecForward, const QAngle &vecAngles, float flDiameter );
friend class CScriptedTarget; // needs to access GetInteractionID()
static int m_lastInteraction; // Last registered interaction #
static Relationship_t** m_DefaultRelationship;
// attack/damage
int m_LastHitGroup; // the last body region that took damage
float m_flDamageAccumulator; // so very small amounts of damage do not get lost.
int m_iDamageCount; // # of times NPC has been damaged. used for tracking 1-shot kills.
// Weapon proficiency gets calculated each time an NPC changes his weapon, and then
// cached off as the CurrentWeaponProficiency.
WeaponProficiency_t m_CurrentWeaponProficiency;
// ---------------
// Relationships
// ---------------
CUtlVector<Relationship_t> m_Relationship; // Array of relationships
protected:
// shared ammo slots
CNetworkArrayForDerived( int, m_iAmmo, MAX_AMMO_SLOTS );
// Usable character items
CNetworkArray( CBaseCombatWeaponHandle, m_hMyWeapons, MAX_WEAPONS );
CNetworkHandle( CBaseCombatWeapon, m_hActiveWeapon );
friend class CCleanupDefaultRelationShips;
IntervalTimer m_aliveTimer;
unsigned int m_hasBeenInjured; // bitfield corresponding to team ID that did the injury
// we do this because MAX_TEAMS is 32, which is wasteful for most games
enum { MAX_DAMAGE_TEAMS = 4 };
struct DamageHistory
{
int team; // which team hurt us (TEAM_INVALID means slot unused)
IntervalTimer interval; // how long has it been
};
DamageHistory m_damageHistory[ MAX_DAMAGE_TEAMS ];
// last known navigation area of player - NULL if unknown
CNavArea *m_lastNavArea;
CAI_MoveMonitor m_NavAreaUpdateMonitor;
int m_registeredNavTeam; // ugly, but needed to clean up player team counts in nav mesh
};
inline float CBaseCombatCharacter::GetAliveDuration( void ) const
{
return m_aliveTimer.GetElapsedTime();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline int CBaseCombatCharacter::WeaponCount() const
{
return MAX_WEAPONS;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : i -
//-----------------------------------------------------------------------------
inline CBaseCombatWeapon *CBaseCombatCharacter::GetWeapon( int i ) const
{
Assert( (i >= 0) && (i < MAX_WEAPONS) );
return m_hMyWeapons[i].Get();
}
#ifdef INVASION_DLL
// Powerup Inlines
inline bool CBaseCombatCharacter::CanBePoweredUp( void ) { return true; }
inline float CBaseCombatCharacter::PowerupDuration( int iPowerup, float flTime ) { return flTime; }
inline void CBaseCombatCharacter::PowerupEnd( int iPowerup ) { return; }
inline void CBaseCombatCharacter::PowerupThink( int iPowerup ) { return; }
#endif
EXTERN_SEND_TABLE(DT_BaseCombatCharacter);
void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTraceFilterMelee : public CTraceFilterEntitiesOnly
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CTraceFilterMelee );
CTraceFilterMelee( const IHandleEntity *passentity, int collisionGroup, CTakeDamageInfo *dmgInfo, float flForceScale, bool bDamageAnyNPC )
: m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_dmgInfo(dmgInfo), m_pHit(NULL), m_flForceScale(flForceScale), m_bDamageAnyNPC(bDamageAnyNPC)
{
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
public:
const IHandleEntity *m_pPassEnt;
int m_collisionGroup;
CTakeDamageInfo *m_dmgInfo;
CBaseEntity *m_pHit;
float m_flForceScale;
bool m_bDamageAnyNPC;
};
#endif // BASECOMBATCHARACTER_H