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