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583 lines
16 KiB
583 lines
16 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "baseobject_shared.h"
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#include <KeyValues.h>
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#include "tf_shareddefs.h"
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#include "engine/ivmodelinfo.h"
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//-----------------------------------------------------------------------------
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// Purpose: Parse our model and create the buildpoints in it
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//-----------------------------------------------------------------------------
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void CBaseObject::CreateBuildPoints( void )
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{
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// Clear out any existing build points
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m_BuildPoints.RemoveAll();
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KeyValues * modelKeyValues = new KeyValues("");
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if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
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{
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return;
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}
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// Do we have a build point section?
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KeyValues *pkvAllBuildPoints = modelKeyValues->FindKey("build_points");
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if ( pkvAllBuildPoints )
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{
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KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey();
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while ( pkvBuildPoint )
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{
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// Find the attachment first
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const char *sAttachment = pkvBuildPoint->GetName();
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int iAttachmentNumber = LookupAttachment( sAttachment );
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if ( iAttachmentNumber )
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{
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AddAndParseBuildPoint( iAttachmentNumber, pkvBuildPoint );
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}
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else
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{
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Msg( "ERROR: Model %s specifies buildpoint %s, but has no attachment named %s.\n", STRING(GetModelName()), pkvBuildPoint->GetString(), pkvBuildPoint->GetString() );
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}
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pkvBuildPoint = pkvBuildPoint->GetNextKey();
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}
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}
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// Any virtual build points (build points that aren't on an attachment)?
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pkvAllBuildPoints = modelKeyValues->FindKey("virtual_build_points");
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if ( pkvAllBuildPoints )
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{
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KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey();
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while ( pkvBuildPoint )
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{
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AddAndParseBuildPoint( -1, pkvBuildPoint );
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pkvBuildPoint = pkvBuildPoint->GetNextKey();
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}
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}
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modelKeyValues->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::AddAndParseBuildPoint( int iAttachmentNumber, KeyValues *pkvBuildPoint )
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{
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int iPoint = AddBuildPoint( iAttachmentNumber );
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m_BuildPoints[iPoint].m_bPutInAttachmentSpace = (pkvBuildPoint->GetInt( "PutInAttachmentSpace", 0 ) != 0);
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// Now see if we've got a set of valid objects specified
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KeyValues *pkvValidObjects = pkvBuildPoint->FindKey( "valid_objects" );
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if ( pkvValidObjects )
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{
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KeyValues *pkvObject = pkvValidObjects->GetFirstSubKey();
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while ( pkvObject )
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{
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const char *pSpecifiedObject = pkvObject->GetName();
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int iLenObjName = Q_strlen( pSpecifiedObject );
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// Find the object index for the name
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for ( int i = 0; i < OBJ_LAST; i++ )
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{
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if ( !Q_strncmp( GetObjectInfo( i )->m_pClassName, pSpecifiedObject, iLenObjName) )
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{
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AddValidObjectToBuildPoint( iPoint, i );
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break;
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}
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}
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pkvObject = pkvObject->GetNextKey();
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}
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}
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SetBuildPointPassenger( iPoint, pkvBuildPoint->GetInt( "passenger", -1 ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a new buildpoint to my list of buildpoints
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//-----------------------------------------------------------------------------
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int CBaseObject::AddBuildPoint( int iAttachmentNum )
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{
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// Make a new buildpoint
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BuildPoint_t sNewPoint;
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sNewPoint.m_hObject = NULL;
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sNewPoint.m_iAttachmentNum = iAttachmentNum;
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sNewPoint.m_iPassenger = -1;
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sNewPoint.m_bPutInAttachmentSpace = false;
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Q_memset( sNewPoint.m_bValidObjects, 0, sizeof( sNewPoint.m_bValidObjects ) );
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// Insert it into our list
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return m_BuildPoints.AddToTail( sNewPoint );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Indicate which passenger position this build point is associated with
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//-----------------------------------------------------------------------------
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void CBaseObject::SetBuildPointPassenger( int iPoint, int iPassenger )
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{
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m_BuildPoints[iPoint].m_iPassenger = iPassenger;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseObject::GetBuildPointPassenger( int iPoint ) const
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{
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return m_BuildPoints[iPoint].m_iPassenger;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::AddValidObjectToBuildPoint( int iPoint, int iObjectType )
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{
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Assert( iPoint <= GetNumBuildPoints() );
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m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseObject::GetNumBuildPoints( void ) const
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{
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return m_BuildPoints.Size();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseObject* CBaseObject::GetBuildPointObject( int iPoint )
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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return m_BuildPoints[iPoint].m_hObject;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the specified object type can be built on this point
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//-----------------------------------------------------------------------------
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bool CBaseObject::CanBuildObjectOnBuildPoint( int iPoint, int iObjectType )
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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// Allowed to build here?
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if ( !m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] )
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return false;
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// Buildpoint empty?
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return ( m_BuildPoints[iPoint].m_hObject == NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseObject::GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles )
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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int iAttachmentNum = m_BuildPoints[iPoint].m_iAttachmentNum;
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if ( iAttachmentNum == -1 )
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{
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vecOrigin = GetAbsOrigin();
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vecAngles = GetAbsAngles();
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return true;
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}
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else
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{
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return GetAttachment( m_BuildPoints[iPoint].m_iAttachmentNum, vecOrigin, vecAngles );
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}
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}
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int CBaseObject::GetBuildPointAttachmentIndex( int iPoint ) const
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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if ( m_BuildPoints[iPoint].m_bPutInAttachmentSpace )
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{
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return m_BuildPoints[iPoint].m_iAttachmentNum;
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}
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else
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{
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return 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject )
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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m_BuildPoints[iPoint].m_hObject = pObject;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CBaseObject::GetMaxSnapDistance( int iPoint )
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{
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
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if ( m_BuildPoints[iPoint].m_iAttachmentNum == -1 )
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{
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// Virtual build points need some more space since they represent an upgrade to the whole object.
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return 128;
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}
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else
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{
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return 128;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the number of objects on my build points
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//-----------------------------------------------------------------------------
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int CBaseObject::GetNumObjectsOnMe( void )
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{
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int iObjects = 0;
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for ( int i = 0; i < GetNumBuildPoints(); i++ )
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{
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if ( m_BuildPoints[i].m_hObject )
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{
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iObjects++;
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}
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}
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return iObjects;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the first object build on this object
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//-----------------------------------------------------------------------------
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CBaseEntity *CBaseObject::GetFirstObjectOnMe( void )
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{
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for ( int i = 0; i < GetNumBuildPoints(); i++ )
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{
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if ( m_BuildPoints[i].m_hObject )
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return m_BuildPoints[i].m_hObject;
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// I've finished building the specified object on the specified build point
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//-----------------------------------------------------------------------------
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int CBaseObject::FindObjectOnBuildPoint( CBaseObject *pObject )
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{
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for (int i = m_BuildPoints.Count(); --i >= 0; )
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{
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if (m_BuildPoints[i].m_hObject == pObject)
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return i;
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseObject *CBaseObject::GetObjectOfTypeOnMe( int iObjectType )
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{
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for ( int iObject = 0; iObject < GetNumObjectsOnMe(); ++iObject )
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{
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CBaseObject *pObject = dynamic_cast<CBaseObject*>( m_BuildPoints[iObject].m_hObject.Get() );
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if ( pObject )
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{
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if ( pObject->GetType() == iObjectType )
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return pObject;
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::RemoveAllObjects( void )
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{
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for ( int i = 0; i < GetNumBuildPoints(); i++ )
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{
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if ( m_BuildPoints[i].m_hObject )
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{
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#ifndef CLIENT_DLL
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UTIL_Remove( m_BuildPoints[i].m_hObject );
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#endif
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseObject *CBaseObject::GetParentObject( void )
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{
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if ( GetMoveParent() )
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return dynamic_cast<CBaseObject*>(GetMoveParent());
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if I ever accept this powerup type
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//-----------------------------------------------------------------------------
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bool CBaseObject::CanPowerupEver( int iPowerup )
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{
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Assert( iPowerup >= 0 && iPowerup < MAX_POWERUPS );
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// Un-repairable objects can't be boosted
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switch( iPowerup )
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{
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#ifndef CLIENT_DLL
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case POWERUP_BOOST:
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if ( !m_flRepairMultiplier )
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return false;
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break;
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#endif
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case POWERUP_POWER:
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// Do we use power?
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if ( m_fObjectFlags & OF_DOESNT_NEED_POWER )
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return false;
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// Objects on vehicles never need power
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if ( IsBuiltOnAttachment() )
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{
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if ( GetParentObject() && GetParentObject()->IsAVehicle() )
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return false;
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}
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// Ok, I'll be needing some juice
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return true;
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default:
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break;
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}
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// Don't accept any powerups if we're placing
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if ( IsPlacing() )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if I can be powered by this powerup right now
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//-----------------------------------------------------------------------------
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bool CBaseObject::CanPowerupNow( int iPowerup )
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{
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Assert( iPowerup >= 0 && iPowerup < MAX_POWERUPS );
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if ( !CanPowerupEver(iPowerup) )
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return false;
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// Un-repairable objects can't be boosted
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switch( iPowerup )
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{
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case POWERUP_POWER:
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// If I have power, I don't need it
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if ( IsPowered() )
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return false;
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return true;
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default:
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break;
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}
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// Don't accept any powerups if we're placing
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if ( IsPlacing() )
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return false;
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#ifdef CLIENT_DLL
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return true;
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#else
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return BaseClass::CanPowerupEver( iPowerup );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this object has power
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//-----------------------------------------------------------------------------
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bool CBaseObject::IsPowered( void )
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{
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if ( !CanPowerupEver( POWERUP_POWER ) )
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return true;
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||
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#ifdef CLIENT_DLL
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return ( HasPowerup(POWERUP_POWER) );
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#else
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return ( HasPowerup(POWERUP_POWER) || m_hPowerPack );
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#endif
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};
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||
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//-----------------------------------------------------------------------------
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||
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// Purpose:
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||
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//-----------------------------------------------------------------------------
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||
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float CBaseObject::GetSapperAttachTime( void )
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{
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return GetObjectInfo( GetType() )->m_flSapperAttachTime;
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}
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||
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||
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static ConVar sv_ignore_hitboxes( "sv_ignore_hitboxes", "0", FCVAR_REPLICATED, "Disable hitboxes" );
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||
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|
||
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bool CBaseObject::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
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{
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bool bReturn = BaseClass::TestHitboxes( ray, fContentsMask, tr );
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if( !sv_ignore_hitboxes.GetBool() )
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return bReturn;
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if( !bReturn )
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{
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return false;
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||
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}
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||
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||
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if( tr.fraction == 1.f && !tr.allsolid && !tr.startsolid )
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{
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return false;
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}
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||
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||
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return bReturn;
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}
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||
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|
||
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//-----------------------------------------------------------------------------
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||
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// Purpose: Return true if this object should be active
|
||
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//-----------------------------------------------------------------------------
|
||
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bool CBaseObject::ShouldBeActive( void )
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||
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{
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||
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// Placing and/or constructing objects shouldn't be active
|
||
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if ( IsPlacing() || IsBuilding() )
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||
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return false;
|
||
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|
||
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// Powered? Or don't need it
|
||
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if ( CanPowerupEver(POWERUP_POWER) && !HasPowerup( POWERUP_POWER ) )
|
||
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return false;
|
||
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|
||
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return true;
|
||
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}
|
||
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|
||
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//-----------------------------------------------------------------------------
|
||
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// Purpose: Set the object's type
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SetType( int iObjectType )
|
||
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{
|
||
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m_iObjectType = iObjectType;
|
||
|
}
|
||
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|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : act -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SetActivity( Activity act )
|
||
|
{
|
||
|
// Allow any model swapping, etc. to occur
|
||
|
OnActivityChanged( act );
|
||
|
|
||
|
// Hrm, it's not actually a studio model...
|
||
|
if ( !GetModelPtr() )
|
||
|
return;
|
||
|
|
||
|
int sequence = SelectWeightedSequence( act );
|
||
|
if ( sequence != ACTIVITY_NOT_AVAILABLE )
|
||
|
{
|
||
|
m_Activity = act;
|
||
|
SetObjectSequence( sequence );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Activity
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Activity CBaseObject::GetActivity( ) const
|
||
|
{
|
||
|
return m_Activity;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : act -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::OnActivityChanged( Activity act )
|
||
|
{
|
||
|
// Nothing
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Thin wrapper over CBaseAnimating::SetSequence to do bookkeeping.
|
||
|
// Input : sequence -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SetObjectSequence( int sequence )
|
||
|
{
|
||
|
ResetSequence( sequence );
|
||
|
SetCycle( 0 );
|
||
|
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
if ( IsUsingClientSideAnimation() )
|
||
|
{
|
||
|
ResetClientsideFrame();
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::AttemptToGoActive( void )
|
||
|
{
|
||
|
// Go active if we can
|
||
|
if ( ShouldBeActive() )
|
||
|
{
|
||
|
OnGoActive();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::OnGoActive( void )
|
||
|
{
|
||
|
#ifndef CLIENT_DLL
|
||
|
// Play startup animation
|
||
|
PlayStartupAnimation();
|
||
|
|
||
|
// Switch to the on state
|
||
|
if ( GetModelPtr() )
|
||
|
{
|
||
|
int index = FindBodygroupByName( "powertoggle" );
|
||
|
if ( index >= 0 )
|
||
|
{
|
||
|
SetBodygroup( index, 1 );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::OnGoInactive( void )
|
||
|
{
|
||
|
#ifndef CLIENT_DLL
|
||
|
if ( GetModelPtr() )
|
||
|
{
|
||
|
// Switch to the off state
|
||
|
int index = FindBodygroupByName( "powertoggle" );
|
||
|
if ( index >= 0 )
|
||
|
{
|
||
|
SetBodygroup( index, 0 );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|