//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Defines the client-side representation of CBaseCombatCharacter. // // $NoKeywords: $ //=============================================================================// #ifndef C_BASECOMBATCHARACTER_H #define C_BASECOMBATCHARACTER_H #ifdef _WIN32 #pragma once #endif #include "c_baseflex.h" #include "shareddefs.h" #ifdef GLOWS_ENABLE #include "glow_outline_effect.h" #endif // GLOWS_ENABLE class C_BaseCombatWeapon; class C_WeaponCombatShield; #define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f class C_BaseCombatCharacter : public C_BaseFlex { DECLARE_CLASS(C_BaseCombatCharacter, C_BaseFlex); public: DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE(); C_BaseCombatCharacter(void); virtual ~C_BaseCombatCharacter(void); virtual void OnPreDataChanged(DataUpdateType_t updateType); virtual void OnDataChanged(DataUpdateType_t updateType); virtual bool IsBaseCombatCharacter(void) { return true; }; virtual C_BaseCombatCharacter *MyCombatCharacterPointer(void) { return this; } // ----------------------- // Vision // ----------------------- enum FieldOfViewCheckType { USE_FOV, DISREGARD_FOV }; bool IsAbleToSee( const CBaseEntity *entity, FieldOfViewCheckType checkFOV); // Visible starts with line of sight, and adds all the // extra game checks like fog, smoke, camo... bool IsAbleToSee( C_BaseCombatCharacter *pBCC, FieldOfViewCheckType checkFOV); // Visible starts with line of sight, and adds all the // extra game checks like fog, smoke, camo... 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 IsLookingAt 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 // ----------------------- void RemoveAmmo(int iCount, int iAmmoIndex); void RemoveAmmo(int iCount, const char *szName); void RemoveAllAmmo(); int GetAmmoCount(int iAmmoIndex) const; int GetAmmoCount(char *szName) const; C_BaseCombatWeapon *Weapon_OwnsThisType( const char *pszWeapon, int iSubType = 0) const; // True if already owns a weapon of this class virtual bool Weapon_Switch(C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0); virtual bool Weapon_CanSwitchTo(C_BaseCombatWeapon *pWeapon); // I can't use my current weapon anymore. Switch me to the next best weapon. bool SwitchToNextBestWeapon(C_BaseCombatWeapon *pCurrent); virtual C_BaseCombatWeapon *GetActiveWeapon(void) const; int WeaponCount() const; C_BaseCombatWeapon *GetWeapon(int i) const; // This is a sort of hack back-door only used by physgun! void SetAmmoCount(int iCount, int iAmmoIndex); float GetNextAttack() const { return m_flNextAttack; } void SetNextAttack(float flWait) { m_flNextAttack = flWait; } virtual int BloodColor(); // Blood color (see BLOOD_COLOR_* macros in baseentity.h) void SetBloodColor(int nBloodColor); virtual void DoMuzzleFlash(); #ifdef GLOWS_ENABLE CGlowObject *GetGlowObject(void) { return m_pGlowEffect; } virtual void GetGlowEffectColor(float *r, float *g, float *b); // void EnableGlowEffect( float r, float g, float b //); void SetClientSideGlowEnabled(bool bEnabled) { m_bClientSideGlowEnabled = bEnabled; UpdateGlowEffect(); } bool IsClientSideGlowEnabled(void) { return m_bClientSideGlowEnabled; } #endif // GLOWS_ENABLE public: float m_flNextAttack; protected: #ifdef GLOWS_ENABLE virtual void UpdateGlowEffect(void); virtual void DestroyGlowEffect(void); #endif // GLOWS_ENABLE int m_bloodColor; // color of blood particless private: bool ComputeLOS(const Vector &vecEyePosition, const Vector &vecTarget) const; CNetworkArray(int, m_iAmmo, MAX_AMMO_TYPES); CHandle m_hMyWeapons[MAX_WEAPONS]; CHandle m_hActiveWeapon; #ifdef GLOWS_ENABLE bool m_bClientSideGlowEnabled; // client-side only value used for spectator bool m_bGlowEnabled; // networked value bool m_bOldGlowEnabled; CGlowObject *m_pGlowEffect; #endif // GLOWS_ENABLE private: C_BaseCombatCharacter( const C_BaseCombatCharacter &); // not defined, not accessible //----------------------- #ifdef INVASION_CLIENT_DLL public: virtual void Release(void); virtual void SetDormant(bool bDormant); virtual void OnPreDataChanged(DataUpdateType_t updateType); virtual void OnDataChanged(DataUpdateType_t updateType); virtual void ClientThink(void); // TF2 Powerups virtual bool CanBePoweredUp(void) { return true; } bool HasPowerup(int iPowerup) { return (m_iPowerups & (1 << iPowerup)) != 0; }; virtual void PowerupStart(int iPowerup, bool bInitial); virtual void PowerupEnd(int iPowerup); void RemoveAllPowerups(void); // Powerup effects void AddEMPEffect(float flSize); void AddBuffEffect(float flSize); C_WeaponCombatShield *GetShield(void); public: int m_iPowerups; int m_iPrevPowerups; #endif }; inline C_BaseCombatCharacter *ToBaseCombatCharacter(C_BaseEntity *pEntity) { if (!pEntity || !pEntity->IsBaseCombatCharacter()) return NULL; #if _DEBUG return dynamic_cast(pEntity); #else return static_cast(pEntity); #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- inline int C_BaseCombatCharacter::WeaponCount() const { return MAX_WEAPONS; } //----------------------------------------------------------------------------- // Purpose: // Input : i - //----------------------------------------------------------------------------- inline C_BaseCombatWeapon *C_BaseCombatCharacter::GetWeapon(int i) const { Assert((i >= 0) && (i < MAX_WEAPONS)); return m_hMyWeapons[i].Get(); } EXTERN_RECV_TABLE(DT_BaseCombatCharacter); #endif // C_BASECOMBATCHARACTER_H