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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