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513 lines
17 KiB
513 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base Object built by a player
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_OBJ_H
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#define TF_OBJ_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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#include "ihasbuildpoints.h"
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#include "iscorer.h"
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#include "baseobject_shared.h"
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#include "utlmap.h"
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#include "props_shared.h"
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#include "tf_achievementdata.h"
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//#include "tf_player.h"
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class CTFPlayer;
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class CTFTeam;
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class CRopeKeyframe;
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class CVGuiScreen;
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class KeyValues;
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class CTFWrench;
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class CTFAmmoPack;
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class CObjectSapper;
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struct animevent_t;
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#define WRENCH_DMG_VS_SAPPER 65
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#define OBJ_MAX_UPGRADE_LEVEL 3
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#define OBJECT_REPAIR_RATE 10 // Health healed per second while repairing
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// Construction
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#define OBJECT_CONSTRUCTION_INTERVAL 0.1
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#define OBJECT_CONSTRUCTION_STARTINGHEALTH 0.1
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extern ConVar object_verbose;
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extern ConVar obj_child_range_factor;
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#if defined( _DEBUG )
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#define TRACE_OBJECT( str ) \
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if ( object_verbose.GetInt() ) \
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{ \
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Msg( "%s", str ); \
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}
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#else
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#define TRACE_OBJECT( string )
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#endif
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#define SF_BASEOBJ_INVULN (1<<1)
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#define LAST_SF_BASEOBJ SF_BASEOBJ_INVULN
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DECLARE_AUTO_LIST( IBaseObjectAutoList );
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enum
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{
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SHIELD_NONE = 0,
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SHIELD_NORMAL, // 33% damage taken, no tracking
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SHIELD_MAX, // 10% damage taken, tracking
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};
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#define SHIELD_NORMAL_VALUE 0.33f
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#define SHIELD_MAX_VALUE 0.10f
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// ------------------------------------------------------------------------ //
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// Resupply object that's built by the player
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// ------------------------------------------------------------------------ //
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class CBaseObject : public CBaseCombatCharacter, public IHasBuildPoints, public IScorer, public IBaseObjectAutoList
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{
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DECLARE_CLASS( CBaseObject, CBaseCombatCharacter );
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public:
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CBaseObject();
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virtual void UpdateOnRemove( void );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual bool IsBaseObject( void ) const { return true; }
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virtual void BaseObjectThink( void );
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//virtual void LostPowerThink( void );
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virtual CTFPlayer *GetOwner( void );
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// Creation
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virtual void Precache();
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virtual void Spawn( void );
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virtual void FirstSpawn( void );
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virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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virtual void SetBuilder( CTFPlayer *pBuilder );
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virtual void SetType( int iObjectType );
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int ObjectType( ) const;
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virtual int BloodColor( void ) { return BLOOD_COLOR_MECH; }
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// Building
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virtual float GetTotalTime( void );
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virtual void StartPlacement( CTFPlayer *pPlayer );
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void StopPlacement( void );
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bool FindNearestBuildPoint( CBaseEntity *pEntity, CBasePlayer *pBuilder, float &flNearestPoint, Vector &vecNearestBuildPoint, bool bIgnoreChecks = false );
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bool FindBuildPointOnPlayer( CTFPlayer *pTFPlayer, CBasePlayer *pBuilder, float &flNearestPoint, Vector &vecNearestBuildPoint );
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bool VerifyCorner( const Vector &vBottomCenter, float xOffset, float yOffset );
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virtual float GetNearbyObjectCheckRadius( void ) { return 30.0; }
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bool UpdatePlacement( void );
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bool UpdateAttachmentPlacement( CBaseObject *pObjectOverride = NULL );
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bool IsValidPlacement( void ) const;
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virtual bool IsPlacementPosValid( void );
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bool FindSnapToBuildPos( CBaseObject *pObjectOverride = NULL );
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void ReattachChildren( void );
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// I've finished building the specified object on the specified build point
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virtual int FindObjectOnBuildPoint( CBaseObject *pObject );
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virtual bool StartBuilding( CBaseEntity *pPlayer );
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virtual void SetStartBuildingModel( void ) {}
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void BuildingThink( void );
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void SetControlPanelsActive( bool bState );
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virtual void FinishedBuilding( void );
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bool IsBuilding( void ) { return m_bBuilding; }
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bool IsPlacing( void ) { return m_bPlacing; }
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virtual bool IsUpgrading( void ) const { return false; }
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bool MustBeBuiltOnAttachmentPoint( void ) const;
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bool IsCarried( void ) const { return m_bCarried; }
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virtual void OnEndBeingCarried( CBaseEntity *pBuilder ) {}
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// Returns information about the various control panels
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual void GetControlPanelClassName( int nPanelIndex, const char *&pPanelName );
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// Client commands sent by clicking on various panels....
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// NOTE: pArg->Argv(0) == pCmd, pArg->Argv(1) == the first argument
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virtual bool ClientCommand( CTFPlayer *pSender, const CCommand &args );
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// Damage
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void SetHealth( float flHealth );
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float GetHealth() { return m_flHealth; }
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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bool PassDamageOntoChildren( const CTakeDamageInfo &info, float *flDamageLeftOver );
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virtual bool Construct( float flHealth );
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void OnConstructionHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc );
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virtual float GetConstructionMultiplier( void );
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// Destruction
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virtual void DetonateObject( void );
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virtual bool ShouldAutoRemove( void );
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virtual void Explode( void );
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virtual void Killed( const CTakeDamageInfo &info );
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virtual void DestroyObject( void ); // Silent cleanup
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virtual bool IsDying( void ) { return m_bDying; }
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void DestroyScreens( void );
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// Data
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virtual Class_T Classify( void );
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virtual int GetType( void ) const;
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virtual CTFPlayer *GetBuilder( void ) const;
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CTFTeam *GetTFTeam( void ) { return (CTFTeam*)GetTeam(); };
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// ID functions
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virtual bool IsAnUpgrade( void ) { return false; }
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virtual bool IsHostileUpgrade( void ) { return false; } // Attaches to enemy buildings
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// Inputs
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void InputSetHealth( inputdata_t &inputdata );
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void InputAddHealth( inputdata_t &inputdata );
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void InputRemoveHealth( inputdata_t &inputdata );
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void InputSetSolidToPlayer( inputdata_t &inputdata );
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void InputSetBuilder( inputdata_t &inputdata );
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void InputShow( inputdata_t &inputdata );
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void InputHide( inputdata_t &inputdata );
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virtual void InputEnable( inputdata_t &inputdata );
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virtual void InputDisable( inputdata_t &inputdata );
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// Wrench hits
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virtual bool InputWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc );
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virtual bool OnWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc );
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virtual bool CheckUpgradeOnHit( CTFPlayer *pPlayer );
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virtual bool Command_Repair( CTFPlayer *pActivator, float flRepairMod );
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virtual void DoWrenchHitEffect( Vector hitLoc, bool bRepairHit, bool bUpgradeHit );
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virtual bool ShouldBeMiniBuilding( CTFPlayer* pPlayer );
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virtual void MakeMiniBuilding( CTFPlayer* pPlayer );
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virtual void MakeDisposableBuilding( CTFPlayer *pPlayer );
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virtual void ChangeTeam( int iTeamNum ) OVERRIDE; // Assign this entity to a team.
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// Handling object inactive
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virtual bool ShouldBeActive( void );
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// Sappers
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CObjectSapper* GetSapper( void );
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bool HasSapper( void );
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bool IsPlasmaDisabled( void );
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void OnAddSapper( void );
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void OnRemoveSapper( void );
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// Returns the object flags
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int GetObjectFlags() const { return m_fObjectFlags; }
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void SetObjectFlags( int flags ) { m_fObjectFlags = flags; }
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virtual void OnGoActive( void );
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virtual void OnGoInactive( void );
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// Disabling
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bool IsDisabled( void ) { return m_bDisabled || m_bCarried; }
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virtual void UpdateDisabledState( void );
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void SetDisabled( bool bDisabled );
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virtual void OnStartDisabled( void );
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virtual void OnEndDisabled( void );
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void SetPlasmaDisabled( float flDuration );
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// Animation
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virtual void PlayStartupAnimation( void );
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Activity GetActivity( ) const;
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void SetActivity( Activity act );
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void SetObjectSequence( int sequence );
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// Object points
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void SpawnObjectPoints( void );
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// Derive to customize an object's attached version
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virtual void SetupAttachedVersion( void ) { return; }
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virtual int DrawDebugTextOverlays( void );
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void RotateBuildAngles( void );
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virtual bool ShouldPlayersAvoid( void );
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void IncrementKills( void ) { m_iKills++; }
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int GetKills() { return m_iKills; }
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void IncrementAssists( void ) { m_iAssists++; }
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int GetAssists() { return m_iAssists; }
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void CreateObjectGibs( void );
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CTFAmmoPack* CreateAmmoPack( const char *pchModel, int nMetal );
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virtual void SetModel( const char *pModel );
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const char *GetResponseRulesModifier( void );
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// Map Placed
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virtual void Activate( void );
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virtual void InitializeMapPlacedObject( void );
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bool CannotDie() const { return m_bCannotDie; }
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void SetCannotDie( bool bCannotDie ) { m_bCannotDie = bCannotDie; }
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// Upgrading
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virtual bool CanBeUpgraded( CTFPlayer *pPlayer );
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virtual void StartUpgrading( void );
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virtual void FinishUpgrading( void );
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void UpgradeThink( void );
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virtual int GetUpgradeLevel( void ) const { return m_iUpgradeLevel; }
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int GetUpgradeMetal( void ) const { return m_iUpgradeMetal; }
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int GetHighestUpgradeLevel( void ) { return Min( (int)m_iHighestUpgradeLevel, GetMaxUpgradeLevel() ); }
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void SetHighestUpgradeLevel( int nLevel ) { m_iHighestUpgradeLevel = Min( nLevel, GetMaxUpgradeLevel() ); }
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void ApplyHealthUpgrade( void );
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virtual int GetBaseHealth( void ) = 0;
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void DoQuickBuild( bool bForceMax = false );
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bool ShouldQuickBuild( void );
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void DoReverseBuild( void );
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float GetReversesBuildingConstructionSpeed( void );
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virtual int GetMaxUpgradeLevel( void ) { return OBJ_MAX_UPGRADE_LEVEL; }
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// Carrying
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virtual void MakeCarriedObject( CTFPlayer *pCarrier );
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virtual void DropCarriedObject( CTFPlayer* pCarrier );
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void ForceQuickBuild() { m_bForceQuickBuild = true; }
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virtual int GetMiniBuildingStartingHealth( void ) { return 100; }
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virtual int GetMaxHealthForCurrentLevel( void );
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bool IsUsingReverseBuild( void ){ return ( GetReversesBuildingConstructionSpeed() != 0.0f ); }
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void ResetPlacement( void );
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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// IScorer interface
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virtual CBasePlayer *GetScorer( void ) { return ( CBasePlayer *)GetBuilder(); }
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virtual CBasePlayer *GetAssistant( void ) { return NULL; }
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// Achievement tracking
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// Achievement data storage
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CAchievementData m_AchievementData;
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// Client/Server shared build point code
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void CreateBuildPoints( void );
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void AddAndParseBuildPoint( int iAttachmentNumber, KeyValues *pkvBuildPoint );
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virtual int AddBuildPoint( int iAttachmentNum );
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virtual void AddValidObjectToBuildPoint( int iPoint, int iObjectType );
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virtual CBaseObject *GetBuildPointObject( int iPoint );
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bool IsBuiltOnAttachment( void ) { return (m_hBuiltOnEntity.Get() != NULL); }
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CBaseEntity *GetBuiltOnObject( void ){ return m_hBuiltOnEntity.Get(); }
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void AttachObjectToObject( CBaseEntity *pEntity, int iPoint, Vector &vecOrigin );
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virtual void DetachObjectFromObject( void );
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CBaseObject *GetParentObject( void );
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CBaseEntity *GetParentEntity( void );
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virtual void SetObjectMode( int iVal ) { m_iObjectMode = iVal; }
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int GetObjectMode( void ) const { return m_iObjectMode; }
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float GetConstructionStartTime( void ) { return m_flConstructionStartTime; }
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// IHasBuildPoints
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virtual int GetNumBuildPoints( void ) const;
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virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles );
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virtual int GetBuildPointAttachmentIndex( int iPoint ) const;
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virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType );
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virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject );
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virtual float GetMaxSnapDistance( int iBuildPoint );
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virtual bool ShouldCheckForMovement( void ) { return true; }
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virtual int GetNumObjectsOnMe();
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virtual CBaseEntity *GetFirstFriendlyObjectOnMe( void );
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virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType );
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virtual void RemoveAllObjects( void );
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// IServerNetworkable.
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virtual int UpdateTransmitState( void );
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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bool IsMiniBuilding( void ) const { return m_bMiniBuilding; }
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bool IsDisposableBuilding( void ) const { return m_bDisposableBuilding; }
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virtual bool ShouldBlockNav() const OVERRIDE { return false; }
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bool IsMapPlaced( void ){ return m_bWasMapPlaced; }
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virtual int GetShieldLevel() { return SHIELD_NONE; }
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virtual bool CanBeRepaired() const { return !IsDisposableBuilding(); }
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protected:
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virtual bool CanBeUpgraded() const { return !( IsDisposableBuilding() || IsMiniBuilding() ); }
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virtual int GetUpgradeMetalRequired();
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// Show/hide vgui screens.
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bool ShowVGUIScreen( int panelIndex, bool bShow );
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// Spawns the various control panels
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void SpawnControlPanels();
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virtual void DetermineAnimation( void );
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virtual void DeterminePlaybackRate( void );
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void UpdateDesiredBuildRotation( float flFrameTime );
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bool CalculatePlacementPos( void );
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bool EstimateValidBuildPos( void );
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private:
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// Purpose: Spawn any objects specified inside the mdl
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void SpawnEntityOnBuildPoint( const char *pEntityName, int iAttachmentNumber );
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//bool TestPositionForPlayerBlock( Vector vecBuildOrigin, CBasePlayer *pPlayer );
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//void RecursiveTestBuildSpace( int iNode, bool *bNodeClear, bool *bNodeVisited );
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protected:
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enum OBJSOLIDTYPE
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{
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SOLID_TO_PLAYER_USE_DEFAULT = 0,
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SOLID_TO_PLAYER_YES,
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SOLID_TO_PLAYER_NO,
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};
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bool IsSolidToPlayers( void ) const;
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// object flags....
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CNetworkVar( int, m_fObjectFlags );
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CNetworkHandle( CTFPlayer, m_hBuilder );
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// Placement
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Vector m_vecBuildOrigin;
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Vector m_vecBuildCenterOfMass;
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CNetworkVector( m_vecBuildMaxs );
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CNetworkVector( m_vecBuildMins );
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CNetworkHandle( CBaseEntity, m_hBuiltOnEntity );
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int m_iBuiltOnPoint;
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bool m_bDying;
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// Outputs
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COutputEvent m_OnDestroyed;
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COutputEvent m_OnDamaged;
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COutputEvent m_OnRepaired;
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COutputEvent m_OnBecomingDisabled;
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COutputEvent m_OnBecomingReenabled;
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COutputFloat m_OnObjectHealthChanged;
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// Control panel
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typedef CHandle<CVGuiScreen> ScreenHandle_t;
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CUtlVector<ScreenHandle_t> m_hScreens;
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// Map placed objects
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CNetworkVar( bool, m_bWasMapPlaced );
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float GetCarryDeployTime() { return m_flCarryDeployTime; }
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public:
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// Upgrade Level ( 1, 2, 3 )
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CNetworkVar( int, m_iUpgradeLevel );
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CNetworkVar( int, m_iUpgradeMetal );
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CNetworkVar( int, m_iUpgradeMetalRequired );
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CNetworkVar( int, m_iHighestUpgradeLevel );
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int m_nDefaultUpgradeLevel;
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float m_flUpgradeCompleteTime; // Time when the upgrade animation will complete
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private:
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// Make sure we pick up changes to these.
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iHealth );
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_takedamage );
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Activity m_Activity;
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CNetworkVar( int, m_iObjectType );
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// True if players shouldn't do collision avoidance, but should just collide exactly with the object.
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OBJSOLIDTYPE m_SolidToPlayers;
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void SetSolidToPlayers( OBJSOLIDTYPE stp, bool force = false );
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CNetworkVar( int , m_iObjectMode );
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// Disabled
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CNetworkVar( bool, m_bDisabled );
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// Building
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CNetworkVar( bool, m_bPlacing ); // True while the object's being placed
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CNetworkVar( bool, m_bBuilding ); // True while the object's still constructing itself
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protected:
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float m_flConstructionTimeLeft; // Current time left in construction
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float m_flTotalConstructionTime; // Total construction time (the value of GetTotalTime() at the time construction
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// started, ie, incase you teleport out of a construction yard)
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float m_flConstructionStartTime;
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protected:
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// Carried
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CNetworkVar( bool, m_bCarried );
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CNetworkVar( bool, m_bCarryDeploy );
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CNetworkVar( bool, m_bMiniBuilding );
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CNetworkVar( bool, m_bDisposableBuilding );
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float m_flPlasmaDisableTime;
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CNetworkVar( bool, m_bPlasmaDisable );
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private:
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int m_iHealthOnPickup;
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float m_flCarryDeployTime;
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CNetworkVar( float, m_flPercentageConstructed ); // Used to send to client
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float m_flHealth; // Health during construction. Needed a float due to small increases in health.
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// Sapper on me
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CNetworkVar( bool, m_bHasSapper );
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// Build points
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CUtlVector<BuildPoint_t> m_BuildPoints;
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// Maps player ent index to repair expire time
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struct constructor_t
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{
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float flHitTime; // Time this constructor last hit me
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float flValue; // Speed value of this constructor. Defaults to 1.0, but some constructors are worth more.
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};
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CUtlMap<int, constructor_t> m_ConstructorList;
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// Result of last placement test
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bool m_bPlacementOK; // last placement state
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CNetworkVar( int, m_iKills );
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CNetworkVar( int, m_iAssists );
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CNetworkVar( int, m_iDesiredBuildRotations ); // Number of times we've rotated, used to calc final rotation
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float m_flCurrentBuildRotation;
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// Gibs.
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CUtlVector<breakmodel_t> m_aGibs;
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CNetworkVar( bool, m_bServerOverridePlacement );
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// for ACHIEVEMENT_TF_ENGINEER_TANK_DAMAGE
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int m_iLifetimeDamage;
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bool m_bCannotDie;
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bool m_bQuickBuild;
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// used when calculating the placement position
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Vector m_vecBuildForward;
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float m_flBuildDistance;
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bool m_bForceQuickBuild;
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};
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extern short g_sModelIndexFireball; // holds the index for the fireball
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#endif // TF_OBJ_H
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