//========= 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 #include "particlemgr.h" #include "particle_prototype.h" #include "particle_util.h" #include "c_basecombatcharacter.h" #include "ihasbuildpoints.h" #include 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 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