611 lines
26 KiB
C++
611 lines
26 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base combat character with no AI
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BASECOMBATCHARACTER_H
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#define BASECOMBATCHARACTER_H
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#include <limits.h>
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#include "weapon_proficiency.h"
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef INVASION_DLL
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#include "tf_shareddefs.h"
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#define POWERUP_THINK_CONTEXT "PowerupThink"
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#endif
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#include "cbase.h"
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#include "baseentity.h"
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#include "baseflex.h"
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#include "damagemodifier.h"
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#include "utllinkedlist.h"
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#include "ai_hull.h"
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#include "ai_utils.h"
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#include "physics_impact_damage.h"
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class CNavArea;
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class CScriptedTarget;
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typedef CHandle<CBaseCombatWeapon> CBaseCombatWeaponHandle;
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// -------------------------------------
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// Capability Bits
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// -------------------------------------
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enum Capability_t
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{
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bits_CAP_MOVE_GROUND = 0x00000001, // walk/run
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bits_CAP_MOVE_JUMP = 0x00000002, // jump/leap
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bits_CAP_MOVE_FLY = 0x00000004, // can fly, move all around
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bits_CAP_MOVE_CLIMB = 0x00000008, // climb ladders
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bits_CAP_MOVE_SWIM = 0x00000010, // navigate in water // UNDONE - not yet implemented
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bits_CAP_MOVE_CRAWL = 0x00000020, // crawl // UNDONE - not yet implemented
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bits_CAP_MOVE_SHOOT = 0x00000040, // tries to shoot weapon while moving
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bits_CAP_SKIP_NAV_GROUND_CHECK = 0x00000080, // optimization - skips ground tests while computing navigation
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bits_CAP_USE = 0x00000100, // open doors/push buttons/pull levers
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//bits_CAP_HEAR = 0x00000200, // can hear forced sounds
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bits_CAP_AUTO_DOORS = 0x00000400, // can trigger auto doors
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bits_CAP_OPEN_DOORS = 0x00000800, // can open manual doors
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bits_CAP_TURN_HEAD = 0x00001000, // can turn head, always bone controller 0
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bits_CAP_WEAPON_RANGE_ATTACK1 = 0x00002000, // can do a weapon range attack 1
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bits_CAP_WEAPON_RANGE_ATTACK2 = 0x00004000, // can do a weapon range attack 2
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bits_CAP_WEAPON_MELEE_ATTACK1 = 0x00008000, // can do a weapon melee attack 1
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bits_CAP_WEAPON_MELEE_ATTACK2 = 0x00010000, // can do a weapon melee attack 2
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bits_CAP_INNATE_RANGE_ATTACK1 = 0x00020000, // can do a innate range attack 1
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bits_CAP_INNATE_RANGE_ATTACK2 = 0x00040000, // can do a innate range attack 1
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bits_CAP_INNATE_MELEE_ATTACK1 = 0x00080000, // can do a innate melee attack 1
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bits_CAP_INNATE_MELEE_ATTACK2 = 0x00100000, // can do a innate melee attack 1
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bits_CAP_USE_WEAPONS = 0x00200000, // can use weapons (non-innate attacks)
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//bits_CAP_STRAFE = 0x00400000, // strafe ( walk/run sideways)
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bits_CAP_ANIMATEDFACE = 0x00800000, // has animated eyes/face
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bits_CAP_USE_SHOT_REGULATOR = 0x01000000, // Uses the shot regulator for range attack1
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bits_CAP_FRIENDLY_DMG_IMMUNE = 0x02000000, // don't take damage from npc's that are D_LI
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bits_CAP_SQUAD = 0x04000000, // can form squads
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bits_CAP_DUCK = 0x08000000, // cover and reload ducking
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bits_CAP_NO_HIT_PLAYER = 0x10000000, // don't hit players
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bits_CAP_AIM_GUN = 0x20000000, // Use arms to aim gun, not just body
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bits_CAP_NO_HIT_SQUADMATES = 0x40000000, // none
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bits_CAP_SIMPLE_RADIUS_DAMAGE = 0x80000000, // Do not use robust radius damage model on this character.
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};
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#define bits_CAP_DOORS_GROUP (bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS)
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#define bits_CAP_RANGE_ATTACK_GROUP (bits_CAP_WEAPON_RANGE_ATTACK1 | bits_CAP_WEAPON_RANGE_ATTACK2)
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#define bits_CAP_MELEE_ATTACK_GROUP (bits_CAP_WEAPON_MELEE_ATTACK1 | bits_CAP_WEAPON_MELEE_ATTACK2)
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class CBaseCombatWeapon;
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#define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f
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enum Disposition_t
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{
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D_ER, // Undefined - error
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D_HT, // Hate
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D_FR, // Fear
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D_LI, // Like
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D_NU // Neutral
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};
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const int DEF_RELATIONSHIP_PRIORITY = INT_MIN;
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struct Relationship_t
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{
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EHANDLE entity; // Relationship to a particular entity
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Class_T classType; // Relationship to a class CLASS_NONE = not class based (Def. in baseentity.h)
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Disposition_t disposition; // D_HT (Hate), D_FR (Fear), D_LI (Like), D_NT (Neutral)
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int priority; // Relative importance of this relationship (higher numbers mean more important)
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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// Purpose: This should contain all of the combat entry points / functionality
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// that are common between NPCs and players
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//-----------------------------------------------------------------------------
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class CBaseCombatCharacter : public CBaseFlex
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{
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DECLARE_CLASS( CBaseCombatCharacter, CBaseFlex );
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public:
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CBaseCombatCharacter(void);
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~CBaseCombatCharacter(void);
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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DECLARE_PREDICTABLE();
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public:
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virtual void Spawn( void );
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virtual void Precache();
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virtual int Restore( IRestore &restore );
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virtual const impactdamagetable_t &GetPhysicsImpactDamageTable( void );
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int TakeHealth( float flHealth, int bitsDamageType );
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void CauseDeath( const CTakeDamageInfo &info );
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virtual bool FVisible ( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL ); // true iff the parameter can be seen by me.
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virtual bool FVisible( const Vector &vecTarget, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL ) { return BaseClass::FVisible( vecTarget, traceMask, ppBlocker ); }
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static void ResetVisibilityCache( CBaseCombatCharacter *pBCC = NULL );
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#ifdef PORTAL
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virtual bool FVisibleThroughPortal( const CProp_Portal *pPortal, CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
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#endif
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virtual bool FInViewCone( CBaseEntity *pEntity );
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virtual bool FInViewCone( const Vector &vecSpot );
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#ifdef PORTAL
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virtual CProp_Portal* FInViewConeThroughPortal( CBaseEntity *pEntity );
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virtual CProp_Portal* FInViewConeThroughPortal( const Vector &vecSpot );
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#endif
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virtual bool FInAimCone( CBaseEntity *pEntity );
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virtual bool FInAimCone( const Vector &vecSpot );
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virtual bool ShouldShootMissTarget( CBaseCombatCharacter *pAttacker );
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virtual CBaseEntity *FindMissTarget( void );
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// Do not call HandleInteraction directly, use DispatchInteraction
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bool DispatchInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt ) { return ( interactionType > 0 ) ? HandleInteraction( interactionType, data, sourceEnt ) : false; }
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virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
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virtual QAngle BodyAngles();
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virtual Vector BodyDirection2D( void );
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virtual Vector BodyDirection3D( void );
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virtual Vector HeadDirection2D( void ) { return BodyDirection2D( ); }; // No head motion so just return body dir
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virtual Vector HeadDirection3D( void ) { return BodyDirection2D( ); }; // No head motion so just return body dir
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virtual Vector EyeDirection2D( void ) { return HeadDirection2D( ); }; // No eye motion so just return head dir
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virtual Vector EyeDirection3D( void ) { return HeadDirection3D( ); }; // No eye motion so just return head dir
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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// -----------------------
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// Fog
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// -----------------------
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virtual bool IsHiddenByFog( const Vector &target ) const; ///< return true if given target cant be seen because of fog
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virtual bool IsHiddenByFog( CBaseEntity *target ) const; ///< return true if given target cant be seen because of fog
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virtual bool IsHiddenByFog( float range ) const; ///< return true if given distance is too far to see through the fog
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virtual float GetFogObscuredRatio( const Vector &target ) const;///< return 0-1 ratio where zero is not obscured, and 1 is completely obscured
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virtual float GetFogObscuredRatio( CBaseEntity *target ) const; ///< return 0-1 ratio where zero is not obscured, and 1 is completely obscured
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virtual float GetFogObscuredRatio( float range ) const; ///< return 0-1 ratio where zero is not obscured, and 1 is completely obscured
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// -----------------------
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// Vision
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// -----------------------
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enum FieldOfViewCheckType { USE_FOV, DISREGARD_FOV };
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// Visible starts with line of sight, and adds all the extra game checks like fog, smoke, camo...
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bool IsAbleToSee( const CBaseEntity *entity, FieldOfViewCheckType checkFOV );
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bool IsAbleToSee( CBaseCombatCharacter *pBCC, FieldOfViewCheckType checkFOV );
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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.
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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.
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virtual bool IsInFieldOfView( CBaseEntity *entity ) const; // Calls IsLookingTowards with the current field of view.
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virtual bool IsInFieldOfView( const Vector &pos ) const;
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enum LineOfSightCheckType
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{
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IGNORE_NOTHING,
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IGNORE_ACTORS
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};
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virtual bool IsLineOfSightClear( CBaseEntity *entity, LineOfSightCheckType checkType = IGNORE_NOTHING ) const;// strictly LOS check with no other considerations
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virtual bool IsLineOfSightClear( const Vector &pos, LineOfSightCheckType checkType = IGNORE_NOTHING, CBaseEntity *entityToIgnore = NULL ) const;
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// -----------------------
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// Ammo
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// -----------------------
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virtual int GiveAmmo( int iCount, int iAmmoIndex, bool bSuppressSound = false );
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int GiveAmmo( int iCount, const char *szName, bool bSuppressSound = false );
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virtual void RemoveAmmo( int iCount, int iAmmoIndex );
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virtual void RemoveAmmo( int iCount, const char *szName );
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void RemoveAllAmmo( );
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virtual int GetAmmoCount( int iAmmoIndex ) const;
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int GetAmmoCount( char *szName ) const;
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virtual Activity NPC_TranslateActivity( Activity baseAct );
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// -----------------------
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// Weapons
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// -----------------------
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CBaseCombatWeapon* Weapon_Create( const char *pWeaponName );
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virtual Activity Weapon_TranslateActivity( Activity baseAct, bool *pRequired = NULL );
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void Weapon_SetActivity( Activity newActivity, float duration );
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virtual void Weapon_FrameUpdate( void );
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virtual void Weapon_HandleAnimEvent( animevent_t *pEvent );
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CBaseCombatWeapon* Weapon_OwnsThisType( const char *pszWeapon, int iSubType = 0 ) const; // True if already owns a weapon of this class
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virtual bool Weapon_CanUse( CBaseCombatWeapon *pWeapon ); // True is allowed to use this class of weapon
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virtual void Weapon_Equip( CBaseCombatWeapon *pWeapon ); // Adds weapon to player
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virtual bool Weapon_EquipAmmoOnly( CBaseCombatWeapon *pWeapon ); // Adds weapon ammo to player, leaves weapon
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bool Weapon_Detach( CBaseCombatWeapon *pWeapon ); // Clear any pointers to the weapon.
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virtual void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget = NULL, const Vector *pVelocity = NULL );
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virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed)
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virtual Vector Weapon_ShootPosition( ); // gun position at current position/orientation
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bool Weapon_IsOnGround( CBaseCombatWeapon *pWeapon );
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CBaseEntity* Weapon_FindUsable( const Vector &range ); // search for a usable weapon in this range
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virtual bool Weapon_CanSwitchTo(CBaseCombatWeapon *pWeapon);
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virtual bool Weapon_SlotOccupied( CBaseCombatWeapon *pWeapon );
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virtual CBaseCombatWeapon *Weapon_GetSlot( int slot ) const;
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CBaseCombatWeapon *Weapon_GetWpnForAmmo( int iAmmoIndex );
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// For weapon strip
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void Weapon_DropAll( bool bDisallowWeaponPickup = false );
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virtual bool AddPlayerItem( CBaseCombatWeapon *pItem ) { return false; }
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virtual bool RemovePlayerItem( CBaseCombatWeapon *pItem ) { return false; }
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virtual bool CanBecomeServerRagdoll( void ) { return true; }
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// -----------------------
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// Damage
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// -----------------------
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// Don't override this for characters, override the per-life-state versions below
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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// Override these to control how your character takes damage in different states
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info );
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virtual int OnTakeDamage_Dead( const CTakeDamageInfo &info );
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virtual float GetAliveDuration( void ) const; // return time we have been alive (only valid when alive)
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virtual void OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker ) {}
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virtual void NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity ) {}
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virtual bool HasEverBeenInjured( int team = TEAM_ANY ) const; // return true if we have ever been injured by a member of the given team
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virtual float GetTimeSinceLastInjury( int team = TEAM_ANY ) const; // return time since we were hurt by a member of the given team
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virtual void OnPlayerKilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ) {}
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// utility function to calc damage force
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Vector CalcDamageForceVector( const CTakeDamageInfo &info );
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virtual int BloodColor();
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virtual Activity GetDeathActivity( void );
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virtual bool CorpseGib( const CTakeDamageInfo &info );
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virtual void CorpseFade( void ); // Called instead of GibNPC() when gibs are disabled
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virtual bool HasHumanGibs( void );
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virtual bool HasAlienGibs( void );
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virtual bool ShouldGib( const CTakeDamageInfo &info ) { return false; } // Always ragdoll, unless specified by the leaf class
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float GetDamageAccumulator() { return m_flDamageAccumulator; }
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int GetDamageCount( void ) { return m_iDamageCount; } // # of times NPC has been damaged. used for tracking 1-shot kills.
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// Character killed (only fired once)
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virtual void Event_Killed( const CTakeDamageInfo &info );
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// Killed a character
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void InputKilledNPC( inputdata_t &inputdata );
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virtual void OnKilledNPC( CBaseCombatCharacter *pKilled ) {};
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// Exactly one of these happens immediately after killed (gibbed may happen later when the corpse gibs)
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// Character gibbed or faded out (violence controls) (only fired once)
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// returns true if gibs were spawned
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virtual bool Event_Gibbed( const CTakeDamageInfo &info );
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// Character entered the dying state without being gibbed (only fired once)
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virtual void Event_Dying( const CTakeDamageInfo &info );
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virtual void Event_Dying();
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// character died and should become a ragdoll now
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// return true if converted to a ragdoll, false to use AI death
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virtual bool BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector );
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virtual void FixupBurningServerRagdoll( CBaseEntity *pRagdoll );
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virtual bool BecomeRagdollBoogie( CBaseEntity *pKiller, const Vector &forceVector, float duration, int flags );
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CBaseEntity *FindHealthItem( const Vector &vecPosition, const Vector &range );
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virtual CBaseEntity *CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float forceScale = 1.0f, bool bDamageAnyNPC = false );
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virtual CBaseEntity *CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float flForceScale = 1.0f, bool bDamageAnyNPC = false );
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virtual CBaseCombatCharacter *MyCombatCharacterPointer( void ) { return this; }
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// VPHYSICS
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virtual void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent );
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virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
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float CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics );
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void ApplyStressDamage( IPhysicsObject *pPhysics, bool bRequireLargeObject );
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virtual void PushawayTouch( CBaseEntity *pOther ) {}
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void SetImpactEnergyScale( float fScale ) { m_impactEnergyScale = fScale; }
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virtual void UpdateOnRemove( void );
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virtual Disposition_t IRelationType( CBaseEntity *pTarget );
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virtual int IRelationPriority( CBaseEntity *pTarget );
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virtual void SetLightingOriginRelative( CBaseEntity *pLightingOrigin );
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protected:
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Relationship_t *FindEntityRelationship( CBaseEntity *pTarget );
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public:
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// Vehicle queries
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virtual bool IsInAVehicle( void ) const { return false; }
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virtual IServerVehicle *GetVehicle( void ) { return NULL; }
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virtual CBaseEntity *GetVehicleEntity( void ) { return NULL; }
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virtual bool ExitVehicle( void ) { return false; }
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// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
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void SetBloodColor( int nBloodColor );
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// Weapons..
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CBaseCombatWeapon* GetActiveWeapon() const;
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int WeaponCount() const;
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CBaseCombatWeapon* GetWeapon( int i ) const;
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bool RemoveWeapon( CBaseCombatWeapon *pWeapon );
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virtual void RemoveAllWeapons();
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WeaponProficiency_t GetCurrentWeaponProficiency() { return m_CurrentWeaponProficiency; }
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void SetCurrentWeaponProficiency( WeaponProficiency_t iProficiency ) { m_CurrentWeaponProficiency = iProficiency; }
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virtual WeaponProficiency_t CalcWeaponProficiency( CBaseCombatWeapon *pWeapon );
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virtual Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
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virtual float GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget );
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virtual void DoMuzzleFlash();
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// Interactions
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static void InitInteractionSystem();
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// Relationships
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static void AllocateDefaultRelationships( );
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static void SetDefaultRelationship( Class_T nClass, Class_T nClassTarget, Disposition_t nDisposition, int nPriority );
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Disposition_t GetDefaultRelationshipDisposition( Class_T nClassTarget );
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virtual void AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority );
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virtual bool RemoveEntityRelationship( CBaseEntity *pEntity );
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virtual void AddClassRelationship( Class_T nClass, Disposition_t nDisposition, int nPriority );
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virtual void ChangeTeam( int iTeamNum );
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// Nav hull type
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Hull_t GetHullType() const { return m_eHull; }
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void SetHullType( Hull_t hullType ) { m_eHull = hullType; }
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// FIXME: The following 3 methods are backdoor hack methods
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// This is a sort of hack back-door only used by physgun!
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void SetAmmoCount( int iCount, int iAmmoIndex );
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// This is a hack to blat out the current active weapon...
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// Used by weapon_slam + game_ui
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void SetActiveWeapon( CBaseCombatWeapon *pNewWeapon );
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void ClearActiveWeapon() { SetActiveWeapon( NULL ); }
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virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ) {}
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// I can't use my current weapon anymore. Switch me to the next best weapon.
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bool SwitchToNextBestWeapon(CBaseCombatWeapon *pCurrent);
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// This is a hack to copy the relationship strings used by monstermaker
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void SetRelationshipString( string_t theString ) { m_RelationshipString = theString; }
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float GetNextAttack() const { return m_flNextAttack; }
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void SetNextAttack( float flWait ) { m_flNextAttack = flWait; }
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bool m_bForceServerRagdoll;
|
|
|
|
// Pickup prevention
|
|
bool IsAllowedToPickupWeapons( void ) { return !m_bPreventWeaponPickup; }
|
|
void SetPreventWeaponPickup( bool bPrevent ) { m_bPreventWeaponPickup = bPrevent; }
|
|
bool m_bPreventWeaponPickup;
|
|
|
|
virtual CNavArea *GetLastKnownArea( void ) const
|
|
{
|
|
#ifdef NEXT_BOT
|
|
return m_lastNavArea;
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
} // return the last nav area the player occupied - NULL if unknown
|
|
|
|
virtual void ClearLastKnownArea( void );
|
|
virtual void UpdateLastKnownArea( void ); // invoke this to update our last known nav area (since there is no think method chained to CBaseCombatCharacter)
|
|
virtual void OnNavAreaChanged( CNavArea *enteredArea, CNavArea *leftArea ) { } // invoked (by UpdateLastKnownArea) when we enter a new nav area (or it is reset to NULL)
|
|
virtual bool IsAreaTraversable( const CNavArea *area ) const; // return true if we can use the given area
|
|
virtual void OnNavAreaRemoved( CNavArea *removedArea );
|
|
|
|
// -----------------------
|
|
// Notification from INextBots.
|
|
// -----------------------
|
|
virtual void OnPursuedBy( INextBot * RESTRICT pPursuer ){} // called every frame while pursued by a bot in DirectChase.
|
|
|
|
#ifdef GLOWS_ENABLE
|
|
// Glows
|
|
void AddGlowEffect( void );
|
|
void RemoveGlowEffect( void );
|
|
bool IsGlowEffectActive( void );
|
|
#endif // GLOWS_ENABLE
|
|
|
|
#ifdef INVASION_DLL
|
|
public:
|
|
|
|
|
|
// TF2 Powerups
|
|
virtual bool CanBePoweredUp( void );
|
|
bool HasPowerup( int iPowerup );
|
|
virtual bool CanPowerupNow( int iPowerup ); // Return true if I can be powered by this powerup right now
|
|
virtual bool CanPowerupEver( int iPowerup ); // Return true if I ever accept this powerup type
|
|
|
|
void SetPowerup( int iPowerup, bool bState, float flTime = 0, float flAmount = 0, CBaseEntity *pAttacker = NULL, CDamageModifier *pDamageModifier = NULL );
|
|
virtual bool AttemptToPowerup( int iPowerup, float flTime, float flAmount = 0, CBaseEntity *pAttacker = NULL, CDamageModifier *pDamageModifier = NULL );
|
|
virtual float PowerupDuration( int iPowerup, float flTime );
|
|
virtual void PowerupStart( int iPowerup, float flAmount = 0, CBaseEntity *pAttacker = NULL, CDamageModifier *pDamageModifier = NULL );
|
|
virtual void PowerupEnd( int iPowerup );
|
|
|
|
void PowerupThink( void );
|
|
virtual void PowerupThink( int iPowerup );
|
|
|
|
public:
|
|
|
|
CNetworkVar( int, m_iPowerups );
|
|
float m_flPowerupAttemptTimes[ MAX_POWERUPS ];
|
|
float m_flPowerupEndTimes[ MAX_POWERUPS ];
|
|
float m_flFractionalBoost; // POWERUP_BOOST health fraction - specific powerup data
|
|
|
|
#endif
|
|
|
|
public:
|
|
// returns the last body region that took damage
|
|
int LastHitGroup() const { return m_LastHitGroup; }
|
|
protected:
|
|
void SetLastHitGroup( int nHitGroup ) { m_LastHitGroup = nHitGroup; }
|
|
|
|
public:
|
|
CNetworkVar( float, m_flNextAttack ); // cannot attack again until this time
|
|
|
|
#ifdef GLOWS_ENABLE
|
|
protected:
|
|
CNetworkVar( bool, m_bGlowEnabled );
|
|
#endif // GLOWS_ENABLE
|
|
|
|
private:
|
|
Hull_t m_eHull;
|
|
|
|
void UpdateGlowEffect( void );
|
|
void DestroyGlowEffect( void );
|
|
|
|
protected:
|
|
int m_bloodColor; // color of blood particless
|
|
|
|
// -------------------
|
|
// combat ability data
|
|
// -------------------
|
|
float m_flFieldOfView; // cosine of field of view for this character
|
|
Vector m_HackedGunPos; // HACK until we can query end of gun
|
|
string_t m_RelationshipString; // Used to load up relationship keyvalues
|
|
float m_impactEnergyScale;// scale the amount of energy used to calculate damage this ent takes due to physics
|
|
|
|
public:
|
|
static int GetInteractionID(); // Returns the next interaction #
|
|
|
|
protected:
|
|
// Visibility-related stuff
|
|
bool ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const;
|
|
private:
|
|
// For weapon strip
|
|
void ThrowDirForWeaponStrip( CBaseCombatWeapon *pWeapon, const Vector &vecForward, Vector *pVecThrowDir );
|
|
void DropWeaponForWeaponStrip( CBaseCombatWeapon *pWeapon, const Vector &vecForward, const QAngle &vecAngles, float flDiameter );
|
|
|
|
friend class CScriptedTarget; // needs to access GetInteractionID()
|
|
|
|
static int m_lastInteraction; // Last registered interaction #
|
|
static Relationship_t** m_DefaultRelationship;
|
|
|
|
// attack/damage
|
|
int m_LastHitGroup; // the last body region that took damage
|
|
float m_flDamageAccumulator; // so very small amounts of damage do not get lost.
|
|
int m_iDamageCount; // # of times NPC has been damaged. used for tracking 1-shot kills.
|
|
|
|
// Weapon proficiency gets calculated each time an NPC changes his weapon, and then
|
|
// cached off as the CurrentWeaponProficiency.
|
|
WeaponProficiency_t m_CurrentWeaponProficiency;
|
|
|
|
// ---------------
|
|
// Relationships
|
|
// ---------------
|
|
CUtlVector<Relationship_t> m_Relationship; // Array of relationships
|
|
|
|
protected:
|
|
// shared ammo slots
|
|
CNetworkArrayForDerived( int, m_iAmmo, MAX_AMMO_SLOTS );
|
|
|
|
// Usable character items
|
|
CNetworkArray( CBaseCombatWeaponHandle, m_hMyWeapons, MAX_WEAPONS );
|
|
|
|
CNetworkHandle( CBaseCombatWeapon, m_hActiveWeapon );
|
|
|
|
friend class CCleanupDefaultRelationShips;
|
|
|
|
IntervalTimer m_aliveTimer;
|
|
|
|
unsigned int m_hasBeenInjured; // bitfield corresponding to team ID that did the injury
|
|
|
|
// we do this because MAX_TEAMS is 32, which is wasteful for most games
|
|
enum { MAX_DAMAGE_TEAMS = 4 };
|
|
struct DamageHistory
|
|
{
|
|
int team; // which team hurt us (TEAM_INVALID means slot unused)
|
|
IntervalTimer interval; // how long has it been
|
|
};
|
|
DamageHistory m_damageHistory[ MAX_DAMAGE_TEAMS ];
|
|
|
|
// last known navigation area of player - NULL if unknown
|
|
CNavArea *m_lastNavArea;
|
|
CAI_MoveMonitor m_NavAreaUpdateMonitor;
|
|
int m_registeredNavTeam; // ugly, but needed to clean up player team counts in nav mesh
|
|
};
|
|
|
|
|
|
inline float CBaseCombatCharacter::GetAliveDuration( void ) const
|
|
{
|
|
return m_aliveTimer.GetElapsedTime();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
inline int CBaseCombatCharacter::WeaponCount() const
|
|
{
|
|
return MAX_WEAPONS;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : i -
|
|
//-----------------------------------------------------------------------------
|
|
inline CBaseCombatWeapon *CBaseCombatCharacter::GetWeapon( int i ) const
|
|
{
|
|
Assert( (i >= 0) && (i < MAX_WEAPONS) );
|
|
return m_hMyWeapons[i].Get();
|
|
}
|
|
|
|
#ifdef INVASION_DLL
|
|
// Powerup Inlines
|
|
inline bool CBaseCombatCharacter::CanBePoweredUp( void ) { return true; }
|
|
inline float CBaseCombatCharacter::PowerupDuration( int iPowerup, float flTime ) { return flTime; }
|
|
inline void CBaseCombatCharacter::PowerupEnd( int iPowerup ) { return; }
|
|
inline void CBaseCombatCharacter::PowerupThink( int iPowerup ) { return; }
|
|
#endif
|
|
|
|
EXTERN_SEND_TABLE(DT_BaseCombatCharacter);
|
|
|
|
void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
class CTraceFilterMelee : public CTraceFilterEntitiesOnly
|
|
{
|
|
public:
|
|
// It does have a base, but we'll never network anything below here..
|
|
DECLARE_CLASS_NOBASE( CTraceFilterMelee );
|
|
|
|
CTraceFilterMelee( const IHandleEntity *passentity, int collisionGroup, CTakeDamageInfo *dmgInfo, float flForceScale, bool bDamageAnyNPC )
|
|
: m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_dmgInfo(dmgInfo), m_pHit(NULL), m_flForceScale(flForceScale), m_bDamageAnyNPC(bDamageAnyNPC)
|
|
{
|
|
}
|
|
|
|
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
|
|
|
|
public:
|
|
const IHandleEntity *m_pPassEnt;
|
|
int m_collisionGroup;
|
|
CTakeDamageInfo *m_dmgInfo;
|
|
CBaseEntity *m_pHit;
|
|
float m_flForceScale;
|
|
bool m_bDamageAnyNPC;
|
|
};
|
|
|
|
#endif // BASECOMBATCHARACTER_H
|