Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base Object built by players
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_team.h"
#include "tf_obj.h"
#include "tf_weaponbase.h"
#include "rope.h"
#include "rope_shared.h"
#include "bone_setup.h"
#include "ndebugoverlay.h"
#include "rope_helpers.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "tier1/strtools.h"
#include "basegrenade_shared.h"
#include "tf_gamerules.h"
#include "engine/IEngineSound.h"
#include "tf_shareddefs.h"
#include "vguiscreen.h"
#include "hierarchy.h"
#include "func_no_build.h"
#include "func_respawnroom.h"
#include <KeyValues.h>
#include "ihasbuildpoints.h"
#include "utldict.h"
#include "filesystem.h"
#include "npcevent.h"
#include "tf_shareddefs.h"
#include "animation.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "tf_gamestats.h"
#include "tf_ammo_pack.h"
#include "tf_obj_sapper.h"
#include "particle_parse.h"
#include "tf_fx.h"
#include "trains.h"
#include "serverbenchmark_base.h"
#include "tf_weapon_wrench.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "tf_weapon_builder.h"
#include "player_vs_environment/tf_population_manager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Control panels
#define SCREEN_OVERLAY_MATERIAL "vgui/screens/vgui_overlay"
#define ROPE_HANG_DIST 150
#define UPGRADE_LEVEL_HEALTH_MULTIPLIER 1.2f
ConVar tf_obj_gib_velocity_min( "tf_obj_gib_velocity_min", "100", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_obj_gib_velocity_max( "tf_obj_gib_velocity_max", "450", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_obj_gib_maxspeed( "tf_obj_gib_maxspeed", "800", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_obj_upgrade_per_hit( "tf_obj_upgrade_per_hit", "25", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar object_verbose( "object_verbose", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Debug object system." );
ConVar obj_damage_factor( "obj_damage_factor","0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Factor applied to all damage done to objects" );
ConVar obj_child_damage_factor( "obj_child_damage_factor","0.25", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Factor applied to damage done to objects that are built on a buildpoint" );
ConVar tf_fastbuild("tf_fastbuild", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_obj_ground_clearance( "tf_obj_ground_clearance", "32", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Object corners can be this high above the ground" );
ConVar tf_obj_damage_tank_achievement_amount( "tf_obj_damage_tank_achievement_amount", "2000", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
extern short g_sModelIndexFireball;
extern ConVar tf_cheapobjects;
// Minimum distance between 2 objects to ensure player movement between them
#define MINIMUM_OBJECT_SAFE_DISTANCE 100
// Maximum number of a type of objects on a single resource zone
#define MAX_OBJECTS_PER_ZONE 1
// Time it takes a fully healed object to deteriorate
ConVar object_deterioration_time( "object_deterioration_time", "30", 0, "Time it takes for a fully-healed object to deteriorate." );
// Time after taking damage that an object will still drop resources on death
#define MAX_DROP_TIME_AFTER_DAMAGE 5
#define OBJ_BASE_THINK_CONTEXT "BaseObjectThink"
#define PLASMA_DISABLE_TIME 4
IMPLEMENT_AUTO_LIST( IBaseObjectAutoList );
BEGIN_DATADESC( CBaseObject )
// keys
DEFINE_KEYFIELD_NOT_SAVED( m_SolidToPlayers, FIELD_INTEGER, "SolidToPlayer" ),
DEFINE_KEYFIELD( m_nDefaultUpgradeLevel, FIELD_INTEGER, "defaultupgrade" ),
DEFINE_THINKFUNC( UpgradeThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetHealth", InputSetHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "AddHealth", InputAddHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "RemoveHealth", InputRemoveHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSolidToPlayer", InputSetSolidToPlayer ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetBuilder", InputSetBuilder ),
DEFINE_INPUTFUNC( FIELD_VOID, "Show", InputShow ),
DEFINE_INPUTFUNC( FIELD_VOID, "Hide", InputHide ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
// Outputs
DEFINE_OUTPUT( m_OnDestroyed, "OnDestroyed" ),
DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ),
DEFINE_OUTPUT( m_OnRepaired, "OnRepaired" ),
DEFINE_OUTPUT( m_OnBecomingDisabled, "OnDisabled" ),
DEFINE_OUTPUT( m_OnBecomingReenabled, "OnReenabled" ),
DEFINE_OUTPUT( m_OnObjectHealthChanged, "OnObjectHealthChanged" )
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CBaseObject, DT_BaseObject)
SendPropInt(SENDINFO(m_iHealth), -1, SPROP_VARINT ),
SendPropInt(SENDINFO(m_iMaxHealth), -1, SPROP_VARINT ),
SendPropBool(SENDINFO(m_bHasSapper) ),
SendPropInt(SENDINFO(m_iObjectType), Q_log2( OBJ_LAST ) + 1, SPROP_UNSIGNED ),
SendPropBool(SENDINFO(m_bBuilding) ),
SendPropBool(SENDINFO(m_bPlacing) ),
SendPropBool(SENDINFO(m_bCarried) ),
SendPropBool(SENDINFO(m_bCarryDeploy) ),
SendPropBool(SENDINFO(m_bMiniBuilding) ),
SendPropFloat(SENDINFO(m_flPercentageConstructed), 8, 0, 0.0, 1.0f ),
SendPropInt(SENDINFO(m_fObjectFlags), OF_BIT_COUNT, SPROP_UNSIGNED ),
SendPropEHandle(SENDINFO(m_hBuiltOnEntity)),
SendPropBool( SENDINFO( m_bDisabled ) ),
SendPropEHandle( SENDINFO( m_hBuilder ) ),
SendPropVector( SENDINFO( m_vecBuildMaxs ), -1, SPROP_COORD ),
SendPropVector( SENDINFO( m_vecBuildMins ), -1, SPROP_COORD ),
SendPropInt( SENDINFO( m_iDesiredBuildRotations ), 2, SPROP_UNSIGNED ),
SendPropBool( SENDINFO( m_bServerOverridePlacement ) ),
SendPropInt( SENDINFO(m_iUpgradeLevel), 3 ),
SendPropInt( SENDINFO(m_iUpgradeMetal), 10 ),
SendPropInt( SENDINFO(m_iUpgradeMetalRequired), 10 ),
SendPropInt( SENDINFO(m_iHighestUpgradeLevel), 3 ),
SendPropInt( SENDINFO(m_iObjectMode), 2, SPROP_UNSIGNED ),
SendPropBool( SENDINFO( m_bDisposableBuilding ) ),
SendPropBool( SENDINFO( m_bWasMapPlaced ) ),
SendPropBool( SENDINFO( m_bPlasmaDisable ) ),
END_SEND_TABLE();
bool PlayerIndexLessFunc( const int &lhs, const int &rhs )
{
return lhs < rhs;
}
// This controls whether ropes attached to objects are transmitted or not. It's important that
// ropes aren't transmitted to guys who don't own them.
class CObjectRopeTransmitProxy : public CBaseTransmitProxy
{
public:
CObjectRopeTransmitProxy( CBaseEntity *pRope ) : CBaseTransmitProxy( pRope )
{
}
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo, int nPrevShouldTransmitResult )
{
// Don't transmit the rope if it's not even visible.
if ( !nPrevShouldTransmitResult )
return FL_EDICT_DONTSEND;
// This proxy only wants to be active while one of the two objects is being placed.
// When they're done being placed, the proxy goes away and the rope draws like normal.
bool bAnyObjectPlacing = (m_hObj1 && m_hObj1->IsPlacing()) || (m_hObj2 && m_hObj2->IsPlacing());
if ( !bAnyObjectPlacing )
{
Release();
return nPrevShouldTransmitResult;
}
// Give control to whichever object is being placed.
if ( m_hObj1 && m_hObj1->IsPlacing() )
return m_hObj1->ShouldTransmit( pInfo );
else if ( m_hObj2 && m_hObj2->IsPlacing() )
return m_hObj2->ShouldTransmit( pInfo );
else
return FL_EDICT_ALWAYS;
}
CHandle<CBaseObject> m_hObj1;
CHandle<CBaseObject> m_hObj2;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseObject::CBaseObject()
{
m_iHealth = m_iMaxHealth = m_flHealth = 0;
m_flPercentageConstructed = 0;
m_bPlacing = false;
m_bBuilding = false;
m_Activity = ACT_INVALID;
m_bDisabled = false;
m_SolidToPlayers = SOLID_TO_PLAYER_USE_DEFAULT;
m_bPlacementOK = false;
m_aGibs.Purge();
m_iHighestUpgradeLevel = 1;
m_bCarryDeploy = false;
m_flCarryDeployTime = 0;
m_iHealthOnPickup = 0;
m_iLifetimeDamage = 0;
m_bCannotDie = false;
m_bMiniBuilding = false;
m_flPlasmaDisableTime = 0;
m_bPlasmaDisable = false;
m_bDisposableBuilding = false;
m_vecBuildForward = vec3_origin;
m_flBuildDistance = 0.0f;
m_bForceQuickBuild = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::UpdateOnRemove( void )
{
m_bDying = true;
// check for sapper crits
CObjectSapper *pSapper = GetSapper();
if ( pSapper )
{
// give an assist to the sapper's owner
CTFPlayer *pSapperOwner = pSapper->GetOwner();
if ( pSapperOwner )
{
pSapperOwner->m_Shared.IncrementRevengeCrits();
}
}
DestroyObject();
if ( GetTeam() )
{
((CTFTeam*)GetTeam())->RemoveObject( this );
}
DetachObjectFromObject();
// Make sure the object isn't in either team's list of objects...
//Assert( !GetGlobalTFTeam(1)->IsObjectOnTeam( this ) );
//Assert( !GetGlobalTFTeam(2)->IsObjectOnTeam( this ) );
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_FULLCHECK );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
// Always transmit to owner
if ( GetBuilder() && pInfo->m_pClientEnt == GetBuilder()->edict() )
return FL_EDICT_ALWAYS;
// Placement models only transmit to owners
if ( IsPlacing() )
return FL_EDICT_DONTSEND;
if ( pInfo->m_pClientEnt )
{
CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
if ( pRecipientEntity && pRecipientEntity->ShouldForceTransmitsForTeam( GetTeamNumber() ) )
return FL_EDICT_ALWAYS;
}
return BaseClass::ShouldTransmit( pInfo );
}
void CBaseObject::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
{
// Are we already marked for transmission?
if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
return;
BaseClass::SetTransmit( pInfo, bAlways );
// Force our screens to be sent too.
int nTeam = CBaseEntity::Instance( pInfo->m_pClientEnt )->GetTeamNumber();
for ( int i=0; i < m_hScreens.Count(); i++ )
{
CVGuiScreen *pScreen = m_hScreens[i].Get();
if ( pScreen && pScreen->IsVisibleToTeam( nTeam ) )
pScreen->SetTransmit( pInfo, bAlways );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::Precache()
{
PrecacheMaterial( SCREEN_OVERLAY_MATERIAL );
PrecacheScriptSound( GetObjectInfo( ObjectType() )->m_pExplodeSound );
PrecacheScriptSound( GetObjectInfo( ObjectType() )->m_pUpgradeSound );
const char *pEffect = GetObjectInfo( ObjectType() )->m_pExplosionParticleEffect;
if ( pEffect && pEffect[0] != '\0' )
{
PrecacheParticleSystem( pEffect );
}
PrecacheParticleSystem( "nutsnbolts_build" );
PrecacheParticleSystem( "nutsnbolts_upgrade" );
PrecacheParticleSystem( "nutsnbolts_repair" );
PrecacheModel( "models/weapons/w_models/w_toolbox.mdl" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::Spawn( void )
{
Precache();
CollisionProp()->SetSurroundingBoundsType( USE_BEST_COLLISION_BOUNDS );
SetSolidToPlayers( m_SolidToPlayers, true );
m_bWasMapPlaced = false;
m_bHasSapper = false;
if ( HasSpawnFlags(SF_BASEOBJ_INVULN) )
{
m_takedamage = DAMAGE_NO;
}
else
{
m_takedamage = DAMAGE_YES;
}
AddFlag( FL_OBJECT ); // So NPCs will notice it
SetViewOffset( WorldSpaceCenter() - GetAbsOrigin() );
m_iDesiredBuildRotations = 0;
m_flCurrentBuildRotation = 0;
if ( MustBeBuiltOnAttachmentPoint() )
{
AddEffects( EF_NODRAW );
}
// assume valid placement
m_bServerOverridePlacement = true;
m_iUpgradeLevel = 1;
m_iUpgradeMetalRequired = GetUpgradeMetalRequired();
if ( !IsCarried() )
{
FirstSpawn();
}
UpdateLastKnownArea();
}
//-----------------------------------------------------------------------------
// Purpose: Initialization that should only be done when the object is first created.
//-----------------------------------------------------------------------------
void CBaseObject::FirstSpawn()
{
if ( !VPhysicsGetObject() )
VPhysicsInitStatic();
m_iUpgradeMetal = 0;
m_iKills = 0;
m_iAssists = 0;
m_ConstructorList.SetLessFunc( PlayerIndexLessFunc );
m_flHealth = m_iMaxHealth = m_iHealth;
SetContextThink( &CBaseObject::BaseObjectThink, gpGlobals->curtime + 0.1, OBJ_BASE_THINK_CONTEXT );
}
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseObject::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
pPanelName = NULL;
}
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseObject::GetControlPanelClassName( int nPanelIndex, const char *&pPanelName )
{
pPanelName = "vgui_screen";
}
//-----------------------------------------------------------------------------
// This is called by the base object when it's time to spawn the control panels
//-----------------------------------------------------------------------------
void CBaseObject::SpawnControlPanels()
{
char buf[64];
// FIXME: Deal with dynamically resizing control panels?
// If we're attached to an entity, spawn control panels on it instead of use
CBaseAnimating *pEntityToSpawnOn = this;
const char *pOrgLL = "controlpanel%d_ll";
const char *pOrgUR = "controlpanel%d_ur";
const char *pAttachmentNameLL = pOrgLL;
const char *pAttachmentNameUR = pOrgUR;
if ( IsBuiltOnAttachment() )
{
pEntityToSpawnOn = dynamic_cast<CBaseAnimating*>((CBaseEntity*)m_hBuiltOnEntity.Get());
if ( pEntityToSpawnOn )
{
char sBuildPointLL[64];
char sBuildPointUR[64];
Q_snprintf( sBuildPointLL, sizeof( sBuildPointLL ), "bp%d_controlpanel%%d_ll", m_iBuiltOnPoint );
Q_snprintf( sBuildPointUR, sizeof( sBuildPointUR ), "bp%d_controlpanel%%d_ur", m_iBuiltOnPoint );
pAttachmentNameLL = sBuildPointLL;
pAttachmentNameUR = sBuildPointUR;
}
else
{
pEntityToSpawnOn = this;
}
}
Assert( pEntityToSpawnOn );
// Lookup the attachment point...
int nPanel;
for ( nPanel = 0; true; ++nPanel )
{
Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel );
int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
{
// Try and use my panels then
pEntityToSpawnOn = this;
Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel );
nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
return;
}
Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel );
int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
{
// Try and use my panels then
Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel );
nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
return;
}
const char *pScreenName = NULL;
GetControlPanelInfo( nPanel, pScreenName );
if (!pScreenName)
continue;
const char *pScreenClassname;
GetControlPanelClassName( nPanel, pScreenClassname );
if ( !pScreenClassname )
continue;
// Compute the screen size from the attachment points...
matrix3x4_t panelToWorld;
pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
matrix3x4_t worldToPanel;
MatrixInvert( panelToWorld, worldToPanel );
// Now get the lower right position + transform into panel space
Vector lr, lrlocal;
pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
MatrixGetColumn( panelToWorld, 3, lr );
VectorTransform( lr, worldToPanel, lrlocal );
float flWidth = lrlocal.x;
float flHeight = lrlocal.y;
CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex );
pScreen->ChangeTeam( GetTeamNumber() );
pScreen->SetActualSize( flWidth, flHeight );
pScreen->SetActive( false );
pScreen->MakeVisibleOnlyToTeammates( true );
pScreen->SetOverlayMaterial( SCREEN_OVERLAY_MATERIAL );
pScreen->SetTransparency( true );
// for now, only input by the owning player
pScreen->SetPlayerOwner( GetBuilder(), true );
int nScreen = m_hScreens.AddToTail( );
m_hScreens[nScreen].Set( pScreen );
}
}
//-----------------------------------------------------------------------------
// Handle commands sent from vgui panels on the client
//-----------------------------------------------------------------------------
bool CBaseObject::ClientCommand( CTFPlayer *pSender, const CCommand &args )
{
//const char *pCmd = args[0];
return false;
}
#define BASE_OBJECT_THINK_DELAY 0.1
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::BaseObjectThink( void )
{
SetNextThink( gpGlobals->curtime + BASE_OBJECT_THINK_DELAY, OBJ_BASE_THINK_CONTEXT );
// Make sure animation is up to date
DetermineAnimation();
DeterminePlaybackRate();
if ( m_bPlasmaDisable )
{
if ( gpGlobals->curtime > (m_flPlasmaDisableTime ) )
{
m_bPlasmaDisable = false;
UpdateDisabledState();
}
}
// Do nothing while we're being placed
if ( IsPlacing() )
{
if ( MustBeBuiltOnAttachmentPoint() )
{
UpdateAttachmentPlacement();
m_bServerOverridePlacement = true;
}
else
{
m_bServerOverridePlacement = IsPlacementPosValid();
UpdateDesiredBuildRotation( BASE_OBJECT_THINK_DELAY );
}
return;
}
// If we're building, keep going
if ( IsBuilding() )
{
BuildingThink();
return;
}
if ( IsUpgrading() )
{
UpgradeThink();
}
else
{
if ( GetReversesBuildingConstructionSpeed() > 0.0f )
{
DoReverseBuild();
}
else
{
if ( GetUpgradeLevel() < GetHighestUpgradeLevel() )
{
// Keep moving up levels until we reach the level we were at before.
StartUpgrading();
}
else
{
m_bCarryDeploy = false;
}
}
}
}
void CBaseObject::ResetPlacement( void )
{
m_bPlacementOK = false;
// Clear out previous parent
if ( m_hBuiltOnEntity.Get() )
{
m_hBuiltOnEntity = NULL;
m_iBuiltOnPoint = 0;
SetParent( NULL );
}
// teleport to builder's origin
CTFPlayer *pPlayer = GetOwner();
if ( pPlayer )
{
Teleport( &pPlayer->WorldSpaceCenter(), &GetLocalAngles(), NULL );
}
}
bool CBaseObject::UpdateAttachmentPlacement( CBaseObject *pObjectOverride )
{
// See if we should snap to a build position
// finding one implies it is a valid position
if ( FindSnapToBuildPos( pObjectOverride ) )
{
m_bPlacementOK = true;
Teleport( &m_vecBuildOrigin, &GetLocalAngles(), NULL );
}
else
{
ResetPlacement();
}
return m_bPlacementOK;
}
//-----------------------------------------------------------------------------
// Purpose: Cheap check to see if we are in any server-defined No-build areas.
//-----------------------------------------------------------------------------
bool CBaseObject::EstimateValidBuildPos( void )
{
// Make sure CalculatePlacementPos() has been called to setup the member variables used below
CTFPlayer *pPlayer = GetOwner();
if ( !pPlayer )
return false;
// Cannot build inside a nobuild brush
if ( PointInNoBuild( m_vecBuildOrigin, this ) )
return false;
if ( PointInNoBuild( m_vecBuildCenterOfMass, this ) )
return false;
// If we're receiving trigger hurt damage, don't allow building here.
if ( IsTakingTriggerHurtDamageAtPoint( m_vecBuildOrigin ) )
return false;
if ( IsTakingTriggerHurtDamageAtPoint( m_vecBuildCenterOfMass ) )
return false;
if ( PointInRespawnRoom( NULL, m_vecBuildOrigin ) && !g_pServerBenchmark->IsBenchmarkRunning() )
return false;
if ( PointInRespawnRoom( NULL, m_vecBuildCenterOfMass ) && !g_pServerBenchmark->IsBenchmarkRunning() )
return false;
Vector vecBuildFarEdge = m_vecBuildOrigin + m_vecBuildForward * ( m_flBuildDistance + 8.0f );
if ( PointsCrossRespawnRoomVisualizer( pPlayer->WorldSpaceCenter(), vecBuildFarEdge ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::DeterminePlaybackRate( void )
{
float flReverseBuildingConstructionSpeed = GetReversesBuildingConstructionSpeed();
if ( flReverseBuildingConstructionSpeed == 0.0f )
{
flReverseBuildingConstructionSpeed = 1.0f;
}
else
{
flReverseBuildingConstructionSpeed *= -1.0f;
}
// If a sapper was added or removed part way through construction we need to invert the time to completion
bool bAdjustCompleteTime = ( flReverseBuildingConstructionSpeed > 0.0f && GetPlaybackRate() < 0.0f ) ||
( flReverseBuildingConstructionSpeed < 0.0f && GetPlaybackRate() >= 0.0f );
if ( IsBuilding() )
{
// Default half rate, author build anim as if one player is building
// ConstructionMultiplier already contains the reverse
SetPlaybackRate( GetConstructionMultiplier() * 0.5 );
}
else
{
SetPlaybackRate( 1.0 * flReverseBuildingConstructionSpeed );
}
if ( bAdjustCompleteTime )
{
float fRelativeCycle = ( ( flReverseBuildingConstructionSpeed > 0.0f ) ? ( 1.0f - GetCycle() ) : ( GetCycle() ) );
float flUpgradeTime = ( ShouldQuickBuild() ? 0 : GetObjectInfo( ObjectType() )->m_flUpgradeDuration );
flUpgradeTime /= ( ( flReverseBuildingConstructionSpeed < 0.0f ) ? ( flReverseBuildingConstructionSpeed * -1.0 ) : 1.0f );
m_flUpgradeCompleteTime = gpGlobals->curtime + flUpgradeTime * fRelativeCycle;
m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime();
float flNewConstructionTimeLeft = m_flConstructionTimeLeft * fRelativeCycle;
m_flConstructionTimeLeft *= fRelativeCycle;
m_flConstructionStartTime += m_flConstructionTimeLeft - flNewConstructionTimeLeft;
m_flConstructionTimeLeft = flNewConstructionTimeLeft;
}
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
{
StudioFrameAdvance();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayer *CBaseObject::GetOwner()
{
return m_hBuilder;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::SetBuilder( CTFPlayer *pBuilder )
{
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::SetBuilder builder %s\n", gpGlobals->curtime,
pBuilder ? pBuilder->GetPlayerName() : "NULL" ) );
m_hBuilder = pBuilder;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::ObjectType( ) const
{
return m_iObjectType;
}
//-----------------------------------------------------------------------------
// Purpose: Destroys the object, gives a chance to spawn an explosion
//-----------------------------------------------------------------------------
void CBaseObject::DetonateObject( void )
{
// Blow us up.
CTakeDamageInfo info( this, this, vec3_origin, GetAbsOrigin(), 0, DMG_GENERIC );
Killed( info );
}
//-----------------------------------------------------------------------------
// Purpose: Remove this object from it's team and mark for deletion
//-----------------------------------------------------------------------------
void CBaseObject::DestroyObject( void )
{
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::DestroyObject %p:%s\n", gpGlobals->curtime, this, GetClassname() ) );
// If we are carried, uncarry us before destruction.
if ( IsCarried() && GetBuilder() )
{
DropCarriedObject( GetBuilder() );
CTFWeaponBuilder *pBuilder = dynamic_cast<CTFWeaponBuilder*>( GetBuilder()->Weapon_OwnsThisID( TF_WEAPON_BUILDER ) );
if ( pBuilder )
{
pBuilder->SwitchOwnersWeaponToLast();
}
}
if ( GetBuilder() )
{
GetBuilder()->OwnedObjectDestroyed( this );
}
UTIL_Remove( this );
DestroyScreens();
}
//-----------------------------------------------------------------------------
// Purpose: Remove any screens that are active on this object
//-----------------------------------------------------------------------------
void CBaseObject::DestroyScreens( void )
{
// Kill the control panels
int i;
for ( i = m_hScreens.Count(); --i >= 0; )
{
DestroyVGuiScreen( m_hScreens[i].Get() );
}
m_hScreens.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Get the total time it will take to build this object
//-----------------------------------------------------------------------------
float CBaseObject::GetTotalTime( void )
{
float flBuildTime = GetObjectInfo( ObjectType() )->m_flBuildTime;
CTFPlayer *pTFBuilder= GetBuilder();
if ( pTFBuilder )
{
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pTFBuilder, flBuildTime, mod_build_rate );
}
if ( tf_fastbuild.GetInt() )
{
flBuildTime = MIN( 2.f, flBuildTime );
}
// quick builds for engineers in Mann Vs Machine mode during setup time
if ( TFGameRules()->IsQuickBuildTime() )
{
flBuildTime = MIN( 1.0f, flBuildTime );
}
return flBuildTime;
}
//-----------------------------------------------------------------------------
// Purpose: Start placing the object
//-----------------------------------------------------------------------------
void CBaseObject::StartPlacement( CTFPlayer *pPlayer )
{
AddSolidFlags( FSOLID_NOT_SOLID );
m_bPlacing = true;
m_bBuilding = false;
if ( pPlayer )
{
SetBuilder( pPlayer );
ChangeTeam( pPlayer->GetTeamNumber() );
}
// needed?
m_nRenderMode = kRenderNormal;
// Set my build size
CollisionProp()->WorldSpaceAABB( &m_vecBuildMins.GetForModify(), &m_vecBuildMaxs.GetForModify() );
m_vecBuildMins -= Vector( 4,4,0 );
m_vecBuildMaxs += Vector( 4,4,0 );
m_vecBuildMins -= GetAbsOrigin();
m_vecBuildMaxs -= GetAbsOrigin();
// Set the skin
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
}
//-----------------------------------------------------------------------------
// Purpose: Stop placing the object
//-----------------------------------------------------------------------------
void CBaseObject::StopPlacement( void )
{
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Find the nearest buildpoint on the specified entity
//-----------------------------------------------------------------------------
bool CBaseObject::FindNearestBuildPoint( CBaseEntity *pEntity, CBasePlayer *pBuilder, float &flNearestPoint, Vector &vecNearestBuildPoint, bool bIgnoreChecks )
{
bool bFoundPoint = false;
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(pEntity);
Assert( pBPInterface );
// Any empty buildpoints?
for ( int i = 0; i < pBPInterface->GetNumBuildPoints(); i++ )
{
// Can this object build on this point?
if ( pBPInterface->CanBuildObjectOnBuildPoint( i, GetType() ) )
{
// Close to this point?
Vector vecBPOrigin;
QAngle vecBPAngles;
if ( pBPInterface->GetBuildPoint(i, vecBPOrigin, vecBPAngles) )
{
if ( !bIgnoreChecks )
{
// ignore build points outside our view
if ( !pBuilder->FInViewCone( vecBPOrigin ) )
continue;
// Do a trace to make sure we don't place attachments through things (players, world, etc...)
Vector vecStart = pBuilder->EyePosition();
trace_t trace;
CTraceFilterNoNPCsOrPlayer ignorePlayersFilter( pBuilder, COLLISION_GROUP_NONE );
UTIL_TraceLine( vecStart, vecBPOrigin, MASK_SOLID, &ignorePlayersFilter, &trace );
if ( trace.m_pEnt != pEntity && trace.fraction != 1.0 )
continue;
}
float flDist = (vecBPOrigin - pBuilder->GetAbsOrigin()).Length();
// if this is closer, or is the first one in our view, check it out
if ( bIgnoreChecks || ( flDist < MIN(flNearestPoint, pBPInterface->GetMaxSnapDistance( i )) ) )
{
flNearestPoint = flDist;
vecNearestBuildPoint = vecBPOrigin;
m_hBuiltOnEntity = pEntity;
m_iBuiltOnPoint = i;
// Set our angles to the buildpoint's angles
SetAbsAngles( vecBPAngles );
bFoundPoint = true;
}
}
}
}
return bFoundPoint;
}
//-----------------------------------------------------------------------------
// Purpose: Find a buildpoint on the specified player
//-----------------------------------------------------------------------------
bool CBaseObject::FindBuildPointOnPlayer( CTFPlayer *pTFPlayer, CBasePlayer *pBuilder, float &flNearestPoint, Vector &vecNearestBuildPoint )
{
bool bFoundPoint = false;
if ( !pTFPlayer )
return false;
if ( pTFPlayer->m_Shared.InCond( TF_COND_SAPPED ) )
return false;
if ( pTFPlayer->m_Shared.IsInvulnerable() )
return false;
if ( pTFPlayer->m_Shared.InCond( TF_COND_PHASE ) )
return false;
Vector vecOrigin = pTFPlayer->GetAbsOrigin();
QAngle vecAngles = pTFPlayer->GetAbsAngles();
float flDist = ( vecOrigin - pBuilder->GetAbsOrigin() ).Length();
if ( flDist <= 160.f )
{
flNearestPoint = flDist;
vecNearestBuildPoint = vecOrigin;
m_hBuiltOnEntity = (CBaseEntity *)pTFPlayer;
// Set our angles to the buildpoint's angles
SetAbsAngles( vecAngles );
bFoundPoint = true;
}
return bFoundPoint;
}
/*
class CTraceFilterIgnorePlayers : public CTraceFilterSimple
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS( CTraceFilterIgnorePlayers, CTraceFilterSimple );
CTraceFilterIgnorePlayers( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if ( pEntity->IsPlayer() )
{
return false;
}
return true;
}
};
//-----------------------------------------------------------------------------
// Purpose: Test around this build position to make sure it does not block a path
//-----------------------------------------------------------------------------
bool CBaseObject::TestPositionForPlayerBlock( Vector vecBuildOrigin, CBasePlayer *pPlayer )
{
// find out the status of the 8 regions around this position
int i;
bool bNodeVisited[8];
bool bNodeClear[8];
// The first zone that is clear of obstructions
int iFirstClear = -1;
Vector vHalfPlayerDims = (VEC_HULL_MAX - VEC_HULL_MIN) * 0.5f;
Vector vBuildDims = m_vecBuildMaxs - m_vecBuildMins;
Vector vHalfBuildDims = vBuildDims * 0.5;
// the locations of the 8 test positions
// boxes are adjacent to the object box and are at least as large as
// a player to ensure that a player can pass this location
// 0 1 2
// 7 X 3
// 6 5 4
static int iPositions[8][2] =
{
{ -1, -1 },
{ 0, -1 },
{ 1, -1 },
{ 1, 0 },
{ 1, 1 },
{ 0, 1 },
{ -1, 1 },
{ -1, 0 }
};
CTraceFilterIgnorePlayers traceFilter( this, COLLISION_GROUP_NONE );
for ( i=0;i<8;i++ )
{
// mark them all as unvisited
bNodeVisited[i] = false;
Vector vecTest = vecBuildOrigin;
vecTest.x += ( iPositions[i][0] * ( vHalfBuildDims.x + vHalfPlayerDims.x ) );
vecTest.y += ( iPositions[i][1] * ( vHalfBuildDims.y + vHalfPlayerDims.y ) );
trace_t trace;
UTIL_TraceHull( vecTest, vecTest, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID_BRUSHONLY, &traceFilter, &trace );
bNodeClear[i] = ( trace.fraction == 1 && trace.allsolid != 1 && (trace.startsolid != 1) );
// NDebugOverlay::Box( vecTest, VEC_HULL_MIN, VEC_HULL_MAX, bNodeClear[i] ? 0 : 255, bNodeClear[i] ? 255 : 0, 0, 20, 0.1 );
// Store off the first clear location
if ( iFirstClear < 0 && bNodeClear[i] )
{
iFirstClear = i;
}
}
if ( iFirstClear < 0 )
{
// no clear space
return false;
}
// visit all nodes that are adjacent
RecursiveTestBuildSpace( iFirstClear, bNodeClear, bNodeVisited );
// if we still have unvisited nodes, return false
// unvisited nodes means that one or more nodes was unreachable from our start position
// ie, two places the player might want to traverse but would not be able to if we built here
for ( i=0;i<8;i++ )
{
if ( bNodeVisited[i] == false && bNodeClear[i] == true )
{
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Test around the build position, one quadrant at a time
//-----------------------------------------------------------------------------
void CBaseObject::RecursiveTestBuildSpace( int iNode, bool *bNodeClear, bool *bNodeVisited )
{
// if the node is visited already
if ( bNodeVisited[iNode] == true )
return;
// if the test node is blocked
if ( bNodeClear[iNode] == false )
return;
bNodeVisited[iNode] = true;
int iLeftNode = iNode - 1;
if ( iLeftNode < 0 )
iLeftNode = 7;
RecursiveTestBuildSpace( iLeftNode, bNodeClear, bNodeVisited );
int iRightNode = ( iNode + 1 ) % 8;
RecursiveTestBuildSpace( iRightNode, bNodeClear, bNodeVisited );
}
*/
//-----------------------------------------------------------------------------
// Purpose: Move the placement model to the current position. Return false if it's an invalid position
//-----------------------------------------------------------------------------
bool CBaseObject::UpdatePlacement( void )
{
if ( MustBeBuiltOnAttachmentPoint() )
{
return UpdateAttachmentPlacement();
}
// Finds bsp-valid place for building to be built
// Checks for validity, nearby to other entities, in line of sight
m_bPlacementOK = IsPlacementPosValid();
Teleport( &m_vecBuildOrigin, &GetLocalAngles(), NULL );
return m_bPlacementOK;
}
//-----------------------------------------------------------------------------
// Purpose: See if we should be snapping to a build position
//-----------------------------------------------------------------------------
bool CBaseObject::FindSnapToBuildPos( CBaseObject *pObjectOverride )
{
if ( !MustBeBuiltOnAttachmentPoint() )
return false;
CTFPlayer *pPlayer = GetOwner();
if ( !pPlayer )
{
return false;
}
bool bSnappedToPoint = false;
bool bShouldAttachToParent = false;
Vector vecNearestBuildPoint = vec3_origin;
// See if there are any nearby build positions to snap to
float flNearestPoint = 9999;
int i;
bool bHostileAttachment = IsHostileUpgrade();
int iMyTeam = GetTeamNumber();
if ( !pObjectOverride )
{
int nTeamCount = TFTeamMgr()->GetTeamCount();
for ( int iTeam = FIRST_GAME_TEAM; iTeam < nTeamCount; ++iTeam )
{
// Hostile attachments look for enemy objects only
if ( bHostileAttachment )
{
if ( iTeam == iMyTeam )
{
continue;
}
}
// Friendly attachments look for friendly objects only
else if ( iTeam != iMyTeam )
{
continue;
}
CTFTeam *pTeam = ( CTFTeam * )GetGlobalTeam( iTeam );
if ( !pTeam )
continue;
// See if we're allowed to build on Robots
if ( TFGameRules() && TFGameRules()->GameModeUsesMiniBosses() &&
GetType() == OBJ_ATTACHMENT_SAPPER && !pPlayer->IsBot() )
{
CUtlVector< CTFPlayer * > playerVector;
CollectPlayers( &playerVector, pPlayer->GetOpposingTFTeam()->GetTeamNumber(), COLLECT_ONLY_LIVING_PLAYERS );
FOR_EACH_VEC( playerVector, i )
{
if ( !playerVector[i]->IsBot() )
continue;
if ( FindBuildPointOnPlayer( playerVector[i], pPlayer, flNearestPoint, vecNearestBuildPoint ) )
{
bSnappedToPoint = true;
bShouldAttachToParent = true;
}
}
}
// look for nearby buildpoints on other objects
for ( i = 0; i < pTeam->GetNumObjects(); i++ )
{
CBaseObject *pObject = pTeam->GetObject(i);
Assert( pObject );
if ( pObject && !pObject->IsPlacing() )
{
if ( FindNearestBuildPoint( pObject, pPlayer, flNearestPoint, vecNearestBuildPoint ) )
{
bSnappedToPoint = true;
bShouldAttachToParent = true;
}
}
}
}
}
else
{
if ( !pObjectOverride->IsPlacing() )
{
if ( FindNearestBuildPoint( pObjectOverride, pPlayer, flNearestPoint, vecNearestBuildPoint, true ) )
{
bSnappedToPoint = true;
bShouldAttachToParent = true;
}
}
}
if ( !bSnappedToPoint )
{
AddEffects( EF_NODRAW );
}
else
{
RemoveEffects( EF_NODRAW );
if ( bShouldAttachToParent )
{
AttachObjectToObject( m_hBuiltOnEntity.Get(), m_iBuiltOnPoint, vecNearestBuildPoint );
}
m_vecBuildOrigin = vecNearestBuildPoint;
}
return bSnappedToPoint;
}
//-----------------------------------------------------------------------------
// Purpose: Are we currently in a buildable position
//-----------------------------------------------------------------------------
bool CBaseObject::IsValidPlacement( void ) const
{
return m_bPlacementOK;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseObject::GetResponseRulesModifier( void )
{
switch ( GetType() )
{
case OBJ_DISPENSER: return "objtype:dispenser"; break;
case OBJ_TELEPORTER: return "objtype:teleporter"; break;
case OBJ_SENTRYGUN: return "objtype:sentrygun"; break;
case OBJ_ATTACHMENT_SAPPER: return "objtype:sapper"; break;
default:
break;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Start building the object
//-----------------------------------------------------------------------------
bool CBaseObject::StartBuilding( CBaseEntity *pBuilder )
{
// Need to add the object to the team now...
CTFTeam *pTFTeam = ( CTFTeam * )GetGlobalTeam( GetTeamNumber() );
// Deduct the cost from the player
if ( pBuilder && pBuilder->IsPlayer() )
{
/*
if ( ((CTFPlayer*)pBuilder)->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
((CTFPlayer*)pBuilder)->HintMessage( HINT_ENGINEER_USE_WRENCH_ONOWN );
}
*/
if ( !IsCarried() )
{
if ( !ShouldQuickBuild() )
{
int iAmountPlayerPaidForMe = ((CTFPlayer*)pBuilder)->StartedBuildingObject( m_iObjectType );
if ( !iAmountPlayerPaidForMe )
{
// Player couldn't afford to pay for me, so abort
ClientPrint( (CBasePlayer*)pBuilder, HUD_PRINTCENTER, "Not enough resources.\n" );
StopPlacement();
return false;
}
}
((CTFPlayer*)pBuilder)->SpeakConceptIfAllowed( MP_CONCEPT_BUILDING_OBJECT, GetResponseRulesModifier() );
}
else
{
m_bCarried = false;
m_bCarryDeploy = true;
m_flCarryDeployTime = gpGlobals->curtime;
SetActivity( ACT_OBJ_ASSEMBLING );
((CTFPlayer*)pBuilder)->m_flCommentOnCarrying = 0.f;
((CTFPlayer*)pBuilder)->SpeakConceptIfAllowed( MP_CONCEPT_REDEPLOY_BUILDING, GetResponseRulesModifier() );
}
}
// Check to see if we need to add this to a hierarchy. We can just do a simple ray trace from the center as
// the placement code has guarenteed we are in a valid position.
trace_t trace;
UTIL_TraceHull( GetAbsOrigin() + Vector( 0.0f, 0.0f, 2.0f ), GetAbsOrigin() - Vector( 0.0f, 0.0f, 2.0f ), vec3_origin, vec3_origin, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.m_pEnt && trace.m_pEnt->IsBSPModel() )
{
CFuncTrackTrain *pTrain = dynamic_cast<CFuncTrackTrain*>( trace.m_pEnt );
if ( pTrain )
{
SetParent( pTrain );
}
}
// Add this object to the team's list (because we couldn't add it during
// placement mode)
if ( pTFTeam && !pTFTeam->IsObjectOnTeam( this ) )
{
pTFTeam->AddObject( this );
}
m_bPlacing = false;
m_bBuilding = true;
if ( m_bCarryDeploy )
{
SetHealth( m_iHealthOnPickup );
IGameEvent * event = gameeventmanager->CreateEvent( "player_dropobject" );
if ( event )
{
CTFPlayer *pTFPlayer = ToTFPlayer( pBuilder );
event->SetInt( "userid", pTFPlayer ? pTFPlayer->GetUserID() : 0 );
event->SetInt( "object", GetType() );
event->SetInt( "index", entindex() ); // object entity index
gameeventmanager->FireEvent( event, true ); // don't send to clients
}
}
else if ( IsMiniBuilding() )
{
int iHealth = GetMaxHealthForCurrentLevel();
if ( !IsDisposableBuilding() )
{
iHealth /= 2.0f;
}
SetHealth( iHealth );
}
else
{
SetHealth( OBJECT_CONSTRUCTION_STARTINGHEALTH );
}
m_flPercentageConstructed = 0;
m_nRenderMode = kRenderNormal;
RemoveSolidFlags( FSOLID_NOT_SOLID );
// NOTE: We must spawn the control panels now, instead of during
// Spawn, because until placement is started, we don't actually know
// the position of the control panel because we don't know what it's
// been attached to (could be a vehicle which supplies a different
// place for the control panel)
// NOTE: We must also spawn it before FinishedBuilding can be called
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
{
SpawnControlPanels();
}
// Tell the object we've been built on that we exist
if ( IsBuiltOnAttachment() && !m_hBuiltOnEntity->IsPlayer() )
{
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>((CBaseEntity*)m_hBuiltOnEntity.Get());
Assert( pBPInterface );
pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, this );
}
// Start the build animations
m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime();
m_flConstructionStartTime = gpGlobals->curtime;
if ( pBuilder && pBuilder->IsPlayer() )
{
CTFPlayer *pTFBuilder = ToTFPlayer( pBuilder );
pTFBuilder->FinishedObject( this );
IGameEvent * event = gameeventmanager->CreateEvent( "player_builtobject" );
if ( event )
{
event->SetInt( "userid", pTFBuilder->GetUserID() );
event->SetInt( "object", ObjectType() );
event->SetInt( "index", entindex() ); // object entity index
gameeventmanager->FireEvent( event, true ); // don't send to clients
}
}
m_vecBuildOrigin = GetAbsOrigin();
int contents = UTIL_PointContents( m_vecBuildOrigin );
if ( contents & MASK_WATER )
{
SetWaterLevel( 3 );
}
// instantly play the build anim
DetermineAnimation();
if ( IsMiniBuilding() && ( GetType() != OBJ_DISPENSER ) )
{
// Set the skin after placement mode.
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 2 : 3;
}
if ( ShouldQuickBuild() )
{
DoQuickBuild();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldBeMiniBuilding( CTFPlayer* pPlayer )
{
if ( !pPlayer )
return false;
CTFWrench* pWrench = dynamic_cast<CTFWrench*>( pPlayer->Weapon_OwnsThisID( TF_WEAPON_WRENCH ) );
if ( !pWrench )
return false;
if ( TFGameRules()->GameModeUsesUpgrades() )
{
if ( pPlayer->GetNumObjects( OBJ_SENTRYGUN ) && pPlayer->CanBuild( OBJ_SENTRYGUN ) == CB_CAN_BUILD && !IsCarried() )
return true;
}
if ( !pWrench->IsPDQ() )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::MakeMiniBuilding( CTFPlayer* pPlayer )
{
if ( !ShouldBeMiniBuilding( pPlayer ) || IsMiniBuilding() )
return;
m_bMiniBuilding = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::MakeDisposableBuilding( CTFPlayer *pPlayer )
{
m_bDisposableBuilding = true;
}
//-----------------------------------------------------------------------------
// Purpose: Continue construction of this object
//-----------------------------------------------------------------------------
void CBaseObject::BuildingThink( void )
{
// Continue construction
Construct( (GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime * OBJECT_CONSTRUCTION_INTERVAL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::SetControlPanelsActive( bool bState )
{
// Activate control panel screens
for ( int i = m_hScreens.Count(); --i >= 0; )
{
if (m_hScreens[i].Get())
{
m_hScreens[i]->SetActive( bState );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::FinishedBuilding( void )
{
SetControlPanelsActive( true );
// Only make a shadow if the object doesn't use vphysics
if (!VPhysicsGetObject())
{
VPhysicsInitStatic();
}
m_bBuilding = false;
OnGoActive();
// We're done building, add in the stat...
////TFStats()->IncrementStat( (TFStatId_t)(TF_STAT_FIRST_OBJECT_BUILT + ObjectType()), 1 );
// Spawn any objects on this one
SpawnObjectPoints();
if ( IsUsingReverseBuild() )
{
// if we don't have a sapper (but we should!) then set ourselves as the damager
CObjectSapper *pSapper = GetSapper();
CBaseEntity *pDamager = pSapper ? pSapper : this;
int iCustomDamageType = pSapper ? TF_DMG_CUSTOM_SAPPER_RECORDER_DEATH : 0;
CTakeDamageInfo info;
info.SetInflictor( pDamager );
info.SetAttacker( pDamager );
info.SetDamageForce( vec3_origin );
info.SetDamagePosition( GetAbsOrigin() );
info.SetDamage( 0 );
info.SetDamageType( DMG_CRUSH );
info.SetDamageCustom( iCustomDamageType );
Killed( info );
}
}
//-----------------------------------------------------------------------------
// Purpose: Objects store health in hacky ways
//-----------------------------------------------------------------------------
void CBaseObject::SetHealth( float flHealth )
{
if ( m_bCarryDeploy && (flHealth>m_iHealthOnPickup) )
{
// If we are re-deploying after being carried we shouldn't gain more health than we had
// on pickup until the deploy process is finished.
flHealth = m_iHealthOnPickup;
}
bool changed = m_flHealth != flHealth;
m_flHealth = flHealth;
m_iHealth = ceil(m_flHealth);
/*
// If we a pose parameter, set the pose parameter to reflect our health
if ( LookupPoseParameter( "object_health") >= 0 && GetMaxHealth() > 0 )
{
SetPoseParameter( "object_health", 100 * ( GetHealth() / (float)GetMaxHealth() ) );
}
*/
if ( changed )
{
// Set value and fire output
m_OnObjectHealthChanged.Set( m_flHealth, this, this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Override base traceattack to prevent visible effects from team members shooting me
//-----------------------------------------------------------------------------
void CBaseObject::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
// Prevent team damage here so blood doesn't appear
if ( inputInfo.GetAttacker() )
{
if ( InSameTeam(inputInfo.GetAttacker()) )
{
// Pass Damage to enemy attachments
int iNumObjects = GetNumObjectsOnMe();
for ( int iPoint=iNumObjects-1;iPoint >= 0; --iPoint )
{
CBaseObject *pObject = GetBuildPointObject( iPoint );
if ( pObject && pObject->IsHostileUpgrade() )
{
pObject->TraceAttack(inputInfo, vecDir, ptr, pAccumulator );
}
}
return;
}
}
SpawnBlood( ptr->endpos, vecDir, BloodColor(), inputInfo.GetDamage() );
AddMultiDamage( inputInfo, this );
}
//-----------------------------------------------------------------------------
// Purpose: Prevent Team Damage
//-----------------------------------------------------------------------------
ConVar object_show_damage( "obj_show_damage", "0", 0, "Show all damage taken by objects." );
ConVar object_capture_damage( "obj_capture_damage", "0", 0, "Captures all damage taken by objects for dumping later." );
CUtlDict<int,int> g_DamageMap;
void Cmd_DamageDump_f(void)
{
CUtlDict<bool,int> g_UniqueColumns;
int idx;
// Build the unique columns:
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) )
{
char* szColumnName = strchr(g_DamageMap.GetElementName(idx),',') + 1;
int ColumnIdx = g_UniqueColumns.Find( szColumnName );
if( ColumnIdx == g_UniqueColumns.InvalidIndex() )
{
g_UniqueColumns.Insert( szColumnName, false );
}
}
// Dump the column names:
FileHandle_t f = filesystem->Open("damage.txt","wt+");
for( idx = g_UniqueColumns.First(); idx != g_UniqueColumns.InvalidIndex(); idx = g_UniqueColumns.Next(idx) )
{
filesystem->FPrintf(f,"\t%s",g_UniqueColumns.GetElementName(idx));
}
filesystem->FPrintf(f,"\n");
CUtlDict<bool,int> g_CompletedRows;
// Dump each row:
bool bDidRow;
do
{
bDidRow = false;
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) )
{
char szRowName[256];
// Check the Row name of each entry to see if I've done this row yet.
Q_strncpy(szRowName, g_DamageMap.GetElementName(idx), sizeof( szRowName ) );
*strchr(szRowName,',') = '\0';
char szRowNameComma[256];
Q_snprintf( szRowNameComma, sizeof( szRowNameComma ), "%s,", szRowName );
if( g_CompletedRows.Find(szRowName) == g_CompletedRows.InvalidIndex() )
{
bDidRow = true;
g_CompletedRows.Insert(szRowName,false);
// Output the row name:
filesystem->FPrintf(f,szRowName);
for( int ColumnIdx = g_UniqueColumns.First(); ColumnIdx != g_UniqueColumns.InvalidIndex(); ColumnIdx = g_UniqueColumns.Next( ColumnIdx ) )
{
char szRowNameCommaColumn[256];
Q_strncpy( szRowNameCommaColumn, szRowNameComma, sizeof( szRowNameCommaColumn ) );
Q_strncat( szRowNameCommaColumn, g_UniqueColumns.GetElementName( ColumnIdx ), sizeof( szRowNameCommaColumn ), COPY_ALL_CHARACTERS );
int nDamageAmount = 0;
// Fine to reuse idx since we are going to break anyways.
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) )
{
if( !stricmp( g_DamageMap.GetElementName(idx), szRowNameCommaColumn ) )
{
nDamageAmount = g_DamageMap[idx];
break;
}
}
filesystem->FPrintf(f,"\t%i",nDamageAmount);
}
filesystem->FPrintf(f,"\n");
break;
}
}
// Grab the row name:
} while(bDidRow);
// close the file:
filesystem->Close(f);
}
static ConCommand obj_dump_damage( "obj_dump_damage", Cmd_DamageDump_f );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ReportDamage( const char* szInflictor, const char* szVictim, float fAmount, int nCurrent, int nMax )
{
int iAmount = (int)fAmount;
if( object_show_damage.GetBool() && iAmount )
{
Msg( "ShowDamage: Object %s taking %0.1f damage from %s ( %i / %i )\n", szVictim, fAmount, szInflictor, nCurrent, nMax );
}
if( object_capture_damage.GetBool() )
{
char szMangledKey[256];
Q_snprintf(szMangledKey,sizeof(szMangledKey)/sizeof(szMangledKey[0]),"%s,%s",szInflictor,szVictim);
int idx = g_DamageMap.Find( szMangledKey );
if( idx == g_DamageMap.InvalidIndex() )
{
g_DamageMap.Insert( szMangledKey, iAmount );
} else
{
g_DamageMap[idx] += iAmount;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return the first non-hostile object build on this object
//-----------------------------------------------------------------------------
CBaseEntity *CBaseObject::GetFirstFriendlyObjectOnMe( void )
{
CBaseObject *pFirstObject = NULL;
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
int iNumObjects = pBPInterface->GetNumObjectsOnMe();
for ( int iPoint=0;iPoint<iNumObjects;iPoint++ )
{
CBaseObject *pObject = GetBuildPointObject( iPoint );
if ( pObject && !pObject->IsHostileUpgrade() )
{
pFirstObject = pObject;
break;
}
}
return pFirstObject;
}
//-----------------------------------------------------------------------------
// Purpose: Pass the specified amount of damage through to any objects I have built on me
//-----------------------------------------------------------------------------
bool CBaseObject::PassDamageOntoChildren( const CTakeDamageInfo &info, float *flDamageLeftOver )
{
float flDamage = info.GetDamage();
// Double the amount of damage done (and get around the child damage modifier)
flDamage *= 2;
if ( obj_child_damage_factor.GetFloat() )
{
flDamage *= (1 / obj_child_damage_factor.GetFloat());
}
// Remove blast damage because child objects (well specifically upgrades)
// want to ignore direct blast damage but still take damage from parent
CTakeDamageInfo childInfo = info;
childInfo.SetDamage( flDamage );
childInfo.SetDamageType( info.GetDamageType() & (~DMG_BLAST) );
CBaseEntity *pEntity = GetFirstFriendlyObjectOnMe();
while ( pEntity )
{
Assert( pEntity->m_takedamage != DAMAGE_NO );
// Do damage to the next object
float flDamageTaken = pEntity->OnTakeDamage( childInfo );
// If we didn't kill it, abort
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEntity);
if ( !pObject || !pObject->IsDying() )
{
const char* szInflictor = "unknown";
if( info.GetInflictor() )
szInflictor = (char*)info.GetInflictor()->GetClassname();
ReportDamage( szInflictor, GetClassname(), flDamageTaken, GetHealth(), GetMaxHealth() );
*flDamageLeftOver = flDamage;
return true;
}
// Reduce the damage and move on to the next
flDamage -= flDamageTaken;
pEntity = GetFirstFriendlyObjectOnMe();
}
*flDamageLeftOver = flDamage;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::OnTakeDamage( const CTakeDamageInfo &info )
{
if ( !IsAlive() )
return info.GetDamage();
if ( m_takedamage == DAMAGE_NO )
return 0;
if ( IsPlacing() )
return 0;
// Check teams
if ( info.GetAttacker() )
{
if ( InSameTeam(info.GetAttacker()) )
return 0;
if ( TFGameRules() && TFGameRules()->IsTruceActive() )
{
// players cannot damage buildings while a truce is active
if ( info.GetAttacker()->IsPlayer() && info.GetAttacker()->IsTruceValidForEnt() && ( ( info.GetAttacker()->GetTeamNumber() == TF_TEAM_RED ) || ( info.GetAttacker()->GetTeamNumber() == TF_TEAM_BLUE ) ) )
return 0;
}
}
m_AchievementData.AddDamagerToHistory( info.GetAttacker() );
if ( info.GetAttacker()->IsPlayer() )
{
ToTFPlayer( info.GetAttacker() )->m_AchievementData.AddTargetToHistory( this );
}
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
float flDamage = info.GetDamage();
// Buildings are resistant to plasma damage.
if ( info.GetDamageCustom() == TF_DMG_CUSTOM_PLASMA )
{
flDamage *= 0.2f;
}
// Charged plasma damage disables buildings for a short time.
if ( info.GetDamageCustom() == TF_DMG_CUSTOM_PLASMA_CHARGED )
{
flDamage *= 0.2f;
m_flPlasmaDisableTime = gpGlobals->curtime + PLASMA_DISABLE_TIME;
m_bPlasmaDisable = true;
UpdateDisabledState();
}
// Objects build on other objects take less damage
if ( !IsAnUpgrade() && GetParentObject() )
{
flDamage *= obj_child_damage_factor.GetFloat();
}
if (obj_damage_factor.GetFloat())
{
flDamage *= obj_damage_factor.GetFloat();
}
CTFWeaponBase *pWeapon = dynamic_cast<CTFWeaponBase *>(info.GetWeapon());
if ( pWeapon )
{
#ifdef STAGING_ONLY
// Attacker has building disabling properties
float flDisablingAttack = 0.0f;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flDisablingAttack, disable_buildings_on_hit );
if ( flDisablingAttack )
{
// do not override if existing time is longer
m_flPlasmaDisableTime = Max( gpGlobals->curtime + flDisablingAttack, m_flPlasmaDisableTime );
m_bPlasmaDisable = true;
UpdateDisabledState();
}
#endif // STAGING_ONLY
// Apply attributes that increase damage vs buildings
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flDamage, mult_dmg_vs_buildings );
CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() );
if ( pAttacker )
{
pWeapon->ApplyOnHitAttributes( NULL, pAttacker, info );
}
}
if ( TFGameRules()->IsPowerupMode() )
{
CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() );
if ( pAttacker )
{
if ( pAttacker->m_Shared.GetCarryingRuneType() == RUNE_STRENGTH || pAttacker->m_Shared.InCond( TF_COND_RUNE_IMBALANCE ) )
{
flDamage *= 2.f;
}
if ( pAttacker->m_Shared.GetCarryingRuneType() == RUNE_KNOCKOUT )
{
flDamage *= 4.f;
}
if ( pAttacker->m_Shared.GetCarryingRuneType() == RUNE_VAMPIRE )
{
int iModHealthOnHit = flDamage;
if ( iModHealthOnHit > 0 )
{
pAttacker->TakeHealth( iModHealthOnHit, DMG_GENERIC );
}
}
}
}
bool bFriendlyObjectsAttached = false;
int iNumObjects = pBPInterface->GetNumObjectsOnMe();
for ( int iPoint=0;iPoint<iNumObjects;iPoint++ )
{
CBaseObject *pObject = GetBuildPointObject( iPoint );
if ( !pObject || pObject->IsHostileUpgrade() )
{
continue;
}
bFriendlyObjectsAttached = true;
break;
}
// Don't look, Tom Bui!
static struct
{
bool operator()( const float flHealth, const float flDamage ) const
{
return ( ( flHealth - flDamage ) < 1 );
}
} IsDamageFatal;
// Only track actual damage - not overkill
m_AchievementData.AddDamageEventToHistory( info.GetAttacker(), ( IsDamageFatal( m_flHealth, flDamage ) ) ? m_flHealth : flDamage );
// if we cannot die
if ( m_bCannotDie && IsDamageFatal( m_flHealth, flDamage ) )
{
flDamage = m_flHealth - 1;
}
// If I have objects on me, I can't be destroyed until they're gone. Ditto if I can't be killed.
bool bWillDieButCant = ( bFriendlyObjectsAttached ) && IsDamageFatal( m_flHealth, flDamage );
if ( bWillDieButCant )
{
// Soak up the damage it would take to drop us to 1 health
flDamage = flDamage - m_flHealth;
SetHealth( 1 );
// Pass leftover damage
if ( flDamage )
{
if ( PassDamageOntoChildren( info, &flDamage ) )
return flDamage;
}
}
if ( flDamage )
{
m_iLifetimeDamage += floor( MIN( flDamage, m_flHealth ) );
if ( m_iLifetimeDamage > tf_obj_damage_tank_achievement_amount.GetInt() && GetBuilder() )
{
GetBuilder()->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_TANK_DAMAGE );
}
// Recheck our death possibility, because our objects may have all been blown off us by now
bWillDieButCant = ( bFriendlyObjectsAttached ) && IsDamageFatal( m_flHealth, flDamage );
if ( !bWillDieButCant )
{
// Reduce health
SetHealth( m_flHealth - flDamage );
}
}
m_OnDamaged.FireOutput(info.GetAttacker(), this);
if ( GetHealth() <= 0 )
{
if ( info.GetAttacker() )
{
//TFStats()->IncrementTeamStat( info.GetAttacker()->GetTeamNumber(), TF_TEAM_STAT_DESTROYED_OBJECT_COUNT, 1 );
//TFStats()->IncrementPlayerStat( info.GetAttacker(), TF_PLAYER_STAT_DESTROYED_OBJECT_COUNT, 1 );
}
m_lifeState = LIFE_DEAD;
m_OnDestroyed.FireOutput( info.GetAttacker(), this);
Killed( info );
// Tell our builder to speak about it
if ( m_hBuilder )
{
m_hBuilder->SpeakConceptIfAllowed( MP_CONCEPT_LOST_OBJECT, GetResponseRulesModifier() );
}
}
const char* szInflictor = "unknown";
if( info.GetInflictor() )
szInflictor = (char*)info.GetInflictor()->GetClassname();
ReportDamage( szInflictor, GetClassname(), flDamage, GetHealth(), GetMaxHealth() );
IGameEvent *event = gameeventmanager->CreateEvent( "npc_hurt" );
if ( event )
{
event->SetInt( "entindex", entindex() );
event->SetInt( "health", Max( 0, (int)GetHealth() ) );
event->SetInt( "damageamount", flDamage );
event->SetBool( "crit", ( info.GetDamageType() & DMG_CRITICAL ) ? true : false );
CTFPlayer *pTFAttacker = ToTFPlayer( info.GetAttacker() );
if ( pTFAttacker )
{
event->SetInt( "attacker_player", pTFAttacker->GetUserID() );
if ( pTFAttacker->GetActiveTFWeapon() )
{
event->SetInt( "weaponid", pTFAttacker->GetActiveTFWeapon()->GetWeaponID() );
}
else
{
event->SetInt( "weaponid", 0 );
}
}
else
{
// hurt by world
event->SetInt( "attacker_player", 0 );
event->SetInt( "weaponid", 0 );
}
gameeventmanager->FireEvent( event );
}
return flDamage;
}
//-----------------------------------------------------------------------------
// Purpose: Repair / Help-Construct this object the specified amount
//-----------------------------------------------------------------------------
bool CBaseObject::Construct( float flHealth )
{
// Multiply it by the repair rate
flHealth *= GetConstructionMultiplier();
if ( !flHealth )
return false;
if ( IsBuilding() )
{
// Reduce the construction time by the correct amount for the health passed in
float flConstructionTime = flHealth / ((GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime);
if ( flConstructionTime < 0.0f )
{
flConstructionTime *= -1.0f;
}
m_flConstructionTimeLeft = MAX( 0, m_flConstructionTimeLeft - flConstructionTime);
m_flConstructionTimeLeft = clamp( m_flConstructionTimeLeft, 0.0f, m_flTotalConstructionTime );
m_flPercentageConstructed = m_flConstructionTimeLeft / m_flTotalConstructionTime;
if ( flHealth >= 0.0f )
{
// Only do this if we're not reversing construction
m_flPercentageConstructed = 1.0f - m_flPercentageConstructed;
}
m_flPercentageConstructed = clamp( (float) m_flPercentageConstructed, 0.0f, 1.0f );
// Increase health (unless it's a mini-building, which start at max health)
// Minibuildings build health at a reduced rate
// Staging_engy
{
SetHealth( MIN( GetMaxHealth(), m_flHealth + (IsMiniBuilding() ? (flHealth * 0.5f) : flHealth) ) );
}
// Return true if we're constructed now
if ( m_flConstructionTimeLeft <= 0.0f )
{
FinishedBuilding();
return true;
}
}
else
{
// Return true if we're already fully healed
if ( GetHealth() >= GetMaxHealth() )
return true;
// Increase health.
SetHealth( MIN( GetMaxHealth(), MAX( 1, m_flHealth + flHealth ) ) );
m_OnRepaired.FireOutput( this, this);
// Return true if we're fully healed now
if ( GetHealth() == GetMaxHealth() )
return true;
}
return false;
}
//----------------------------------------------------------------------------------------------------------------------------------------
void CBaseObject::OnConstructionHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc )
{
// Get the player index
int iPlayerIndex = pPlayer->entindex();
// The time the repair is going to expire
float flRepairExpireTime = gpGlobals->curtime + 1.0;
// Update or Add the expire time to the list
int index = m_ConstructorList.Find( iPlayerIndex );
if ( index == m_ConstructorList.InvalidIndex() )
{
index = m_ConstructorList.Insert( iPlayerIndex );
m_ConstructorList[index].flValue = pWrench->GetConstructionValue();
}
m_ConstructorList[index].flHitTime = flRepairExpireTime;
// Play a construction hit effect.
CPVSFilter filter( hitLoc );
TE_TFParticleEffect( filter, 0.0f, "nutsnbolts_build", hitLoc, QAngle(0,0,0) );
}
//----------------------------------------------------------------------------------------------------------------------------------------
float CBaseObject::GetConstructionMultiplier( void )
{
if ( IsUsingReverseBuild() )
return -1.0f;
float flMultiplier = 1.0;
// expire all the old
int i = m_ConstructorList.LastInorder();
while ( i != m_ConstructorList.InvalidIndex() )
{
int iThis = i;
i = m_ConstructorList.PrevInorder( i );
if ( m_ConstructorList[iThis].flHitTime < gpGlobals->curtime )
{
m_ConstructorList.RemoveAt( iThis );
}
else
{
// STAGING_ENGY
// each Player adds a fixed amount of speed boost
// Carry deploy hits add more
flMultiplier += ( m_ConstructorList[iThis].flValue );
}
}
// See if we have any attributes that want to modify our build rate
CTFPlayer* pBuilder = GetOwner();
if( pBuilder )
{
flMultiplier += pBuilder->GetObjectBuildSpeedMultiplier( ObjectType(), m_bCarryDeploy );
}
return flMultiplier;
}
//-----------------------------------------------------------------------------
// Purpose: Object is exploding because it was killed or detonate
//-----------------------------------------------------------------------------
void CBaseObject::Explode( void )
{
const char *pExplodeSound = GetObjectInfo( ObjectType() )->m_pExplodeSound;
if ( pExplodeSound && Q_strlen(pExplodeSound) > 0 )
{
EmitSound( pExplodeSound );
}
const char *pExplodeEffect = GetObjectInfo( ObjectType() )->m_pExplosionParticleEffect;
if ( pExplodeEffect && pExplodeEffect[0] != '\0' )
{
// Send to everyone - we're inside prediction for the engy who hit this off, but we
// don't predict that the hit will kill this object.
CDisablePredictionFiltering disabler;
Vector origin = GetAbsOrigin();
QAngle up(-90,0,0);
CPVSFilter filter( origin );
TE_TFParticleEffect( filter, 0.0f, pExplodeEffect, origin, up );
}
// create some delicious, metal filled gibs
CreateObjectGibs();
}
void CBaseObject::CreateObjectGibs( void )
{
if ( m_aGibs.Count() <= 0 )
{
return;
}
const CObjectInfo *pObjectInfo = GetObjectInfo( ObjectType() );
// grant some percentage of the cost to build if number of metal to drop is not specified
const float flMetalCostPercentage = 0.5f;
const int nTotalMetal = pObjectInfo->m_iMetalToDropInGibs == 0 ? pObjectInfo->m_Cost * flMetalCostPercentage : pObjectInfo->m_iMetalToDropInGibs;
int nMetalPerGib = nTotalMetal / m_aGibs.Count();
int nLeftOver = nTotalMetal % m_aGibs.Count();
if ( IsMiniBuilding() )
{
// STAGING_ENGY
nMetalPerGib = 0;
nLeftOver = 0;
}
int i;
for ( i=0; i<m_aGibs.Count(); i++ )
{
// make sure we drop all metal include left over from int math
CreateAmmoPack( m_aGibs[i].modelName, i == 0 ? nMetalPerGib + nLeftOver : nMetalPerGib );
}
}
CTFAmmoPack* CBaseObject::CreateAmmoPack( const char *pchModel, int nMetal )
{
CTFAmmoPack *pAmmoPack = CTFAmmoPack::Create( GetAbsOrigin(), GetAbsAngles(), this, pchModel );
Assert( pAmmoPack );
if ( pAmmoPack )
{
pAmmoPack->ActivateWhenAtRest();
// Fill up the ammo pack.
pAmmoPack->GiveAmmo( nMetal, TF_AMMO_METAL );
// Calculate the initial impulse on the weapon.
Vector vecImpulse( random->RandomFloat( -0.5, 0.5 ), random->RandomFloat( -0.5, 0.5 ), random->RandomFloat( 0.75, 1.25 ) );
VectorNormalize( vecImpulse );
vecImpulse *= random->RandomFloat( tf_obj_gib_velocity_min.GetFloat(), tf_obj_gib_velocity_max.GetFloat() );
// Cap the impulse.
float flSpeed = vecImpulse.Length();
if ( flSpeed > tf_obj_gib_maxspeed.GetFloat() )
{
VectorScale( vecImpulse, tf_obj_gib_maxspeed.GetFloat() / flSpeed, vecImpulse );
}
if ( pAmmoPack->VPhysicsGetObject() )
{
// We can probably remove this when the mass on the weapons is correct!
//pAmmoPack->VPhysicsGetObject()->SetMass( 25.0f );
AngularImpulse angImpulse( 0, random->RandomFloat( 0, 100 ), 0 );
pAmmoPack->VPhysicsGetObject()->SetVelocityInstantaneous( &vecImpulse, &angImpulse );
}
pAmmoPack->SetInitialVelocity( vecImpulse );
pAmmoPack->m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
// Give the ammo pack some health, so that trains can destroy it.
pAmmoPack->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
pAmmoPack->m_takedamage = DAMAGE_YES;
pAmmoPack->SetHealth( 900 );
pAmmoPack->m_bObjGib = true;
if ( IsMiniBuilding() )
{
pAmmoPack->SetModelScale( 0.6f );
}
}
return pAmmoPack;
}
//-----------------------------------------------------------------------------
// Purpose: Object has been blown up. Drop resource chunks upto the value of my max health.
//-----------------------------------------------------------------------------
void CBaseObject::Killed( const CTakeDamageInfo &info )
{
m_bDying = true;
// Find the killer & the scorer
CBaseEntity *pInflictor = info.GetInflictor();
CBaseEntity *pKiller = info.GetAttacker();
CTFPlayer *pScorer = ToTFPlayer( TFGameRules()->GetDeathScorer( pKiller, pInflictor, this ) );
CTFPlayer *pAssister = NULL;
// If we are being carried,
// if this object has a sapper on it, and was not killed by the sapper (killed by damage other than crush, since sapper does crushing damage),
// award an assist to the owner of the sapper since it probably contributed to destroying this object
CObjectSapper *pSapper = GetSapper();
if ( pSapper && !( DMG_CRUSH & info.GetDamageType() ) && !m_bPlasmaDisable )
{
// give an assist to the sapper's owner
pAssister = pSapper->GetOwner();
if ( pAssister )
{
CTF_GameStats.Event_AssistDestroyBuilding( pAssister, this );
// Also increment the SapBuildings grind achievement
pAssister->AwardAchievement( ACHIEVEMENT_TF_SPY_SAPPER_GRIND );
}
}
else if ( pScorer )
{
// If a player is healing the scorer, give that player credit for the assist
CTFPlayer *pHealer = ToTFPlayer( static_cast<CBaseEntity *>( pScorer->m_Shared.GetFirstHealer() ) );
// Must be a medic to receive a healing assist, otherwise engineers get credit for assists from dispensers doing healing.
// Also don't give an assist for healing if the inflictor was a sentry gun, otherwise medics healing engineers get assists for the engineer's sentry kills.
if ( pHealer && ( pHealer->GetPlayerClass()->GetClassIndex() == TF_CLASS_MEDIC ) )
{
pAssister = pHealer;
}
}
// Don't do anything if we were detonated or dismantled
if ( pScorer && pInflictor != this )
{
IGameEvent * event = gameeventmanager->CreateEvent( "object_destroyed" );
// Work out what killed the player, and send a message to all clients about it
int iWeaponID;
const char *killer_weapon_name = TFGameRules()->GetKillingWeaponName( info, NULL, &iWeaponID );
const char *killer_weapon_log_name = killer_weapon_name;
CTFPlayer *pTFPlayer = GetOwner();
CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase * >( pScorer->Weapon_OwnsThisID( iWeaponID ) );
if ( pWeapon )
{
CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem();
if ( pItem )
{
if ( pItem->GetStaticData()->GetIconClassname() )
{
killer_weapon_name = pItem->GetStaticData()->GetIconClassname();
}
if ( pItem->GetStaticData()->GetLogClassname() )
{
killer_weapon_log_name = pItem->GetStaticData()->GetLogClassname();
}
}
}
if ( event )
{
if ( pTFPlayer )
{
event->SetInt( "userid", pTFPlayer->GetUserID() );
}
if ( pAssister && ( pAssister != pScorer ) )
{
event->SetInt( "assister", pAssister->GetUserID() );
}
event->SetInt( "attacker", pScorer->GetUserID() ); // attacker
event->SetString( "weapon", killer_weapon_name );
event->SetString( "weapon_logclassname", killer_weapon_log_name );
event->SetInt( "weaponid", iWeaponID );
event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
event->SetInt( "objecttype", GetType() );
event->SetInt( "index", entindex() ); // object entity index
event->SetBool( "was_building", m_bBuilding );
gameeventmanager->FireEvent( event );
}
CTF_GameStats.Event_PlayerDestroyedBuilding( pScorer, this );
pScorer->Event_KilledOther(this, info);
// Also track stats for strange sappers.
if ( pSapper )
{
CTFPlayer *pSapperOwner = pSapper->GetOwner();
Assert( pSapperOwner );
if ( pSapperOwner )
{
EconEntity_OnOwnerKillEaterEvent( dynamic_cast<CEconEntity *>( pSapperOwner->GetEntityForLoadoutSlot( LOADOUT_POSITION_BUILDING ) ),
pSapperOwner,
GetOwner(),
kKillEaterEvent_BuildingSapped );
}
}
// Check for Demo achievement:
// Kill an Engineer building that you can't see with a direct hit from a Grenade Launcher
if ( pScorer && pScorer->IsPlayerClass( TF_CLASS_DEMOMAN) )
{
if ( pScorer->GetActiveTFWeapon() && ( pScorer->GetActiveTFWeapon()->GetWeaponID() == TF_WEAPON_GRENADELAUNCHER) )
{
if ( pInflictor && pInflictor->IsPlayer() == false )
{
CTFGrenadePipebombProjectile *pBaseGrenade = dynamic_cast< CTFGrenadePipebombProjectile* >( pInflictor );
if ( pBaseGrenade && pBaseGrenade->m_bTouched == false )
{
if ( pScorer->FVisible( this ) == false )
{
pScorer->AwardAchievement( ACHIEVEMENT_TF_DEMOMAN_KILL_BUILDING_DIRECT_HIT );
}
}
}
}
}
}
else
{
IGameEvent * event = gameeventmanager->CreateEvent( "object_detonated" );
if ( event )
{
CTFPlayer *pTFPlayer = GetOwner();
if ( pTFPlayer )
{
event->SetInt( "userid", pTFPlayer->GetUserID() );
}
event->SetInt( "objecttype", GetType() ); // object type
event->SetInt( "index", entindex() ); // object entity index
gameeventmanager->FireEvent( event );
}
}
// Don't create gibs if it reversed back to a toolbox
if ( IsUsingReverseBuild() && ( DMG_CRUSH & info.GetDamageType() ) != 0 )
{
CTFAmmoPack *pAmmoPack = CreateAmmoPack( "models/weapons/w_models/w_toolbox.mdl", GetObjectInfo( ObjectType() )->m_iMetalToDropInGibs );
if ( pAmmoPack )
{
pAmmoPack->SetBodygroup( 1, 1 );
}
CObjectSapper *pSapper = GetSapper();
if ( pSapper )
{
pSapper->Explode();
}
}
else
{
// Do an explosion.
Explode();
}
// Stats tracking for strange items.
EconEntity_OnOwnerKillEaterEvent( dynamic_cast<CEconEntity *>( info.GetWeapon() ),
pScorer,
GetOwner(),
kKillEaterEvent_BuildingDestroyed );
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Indicates this NPC's place in the relationship table.
//-----------------------------------------------------------------------------
Class_T CBaseObject::Classify( void )
{
return CLASS_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: Get the type of this object
//-----------------------------------------------------------------------------
int CBaseObject::GetType() const
{
return m_iObjectType;
}
//-----------------------------------------------------------------------------
// Purpose: Get the builder of this object
//-----------------------------------------------------------------------------
CTFPlayer *CBaseObject::GetBuilder( void ) const
{
return m_hBuilder;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the Owning CTeam should clean this object up automatically
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldAutoRemove( void )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iTeamNum -
//-----------------------------------------------------------------------------
void CBaseObject::ChangeTeam( int iTeamNum )
{
CTFTeam *pTeam = ( CTFTeam * )GetGlobalTeam( iTeamNum );
CTFTeam *pExisting = ( CTFTeam * )GetTeam();
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::ChangeTeam old %s new %s\n", gpGlobals->curtime,
pExisting ? pExisting->GetName() : "NULL",
pTeam ? pTeam->GetName() : "NULL" ) );
// Already on this team
if ( GetTeamNumber() == iTeamNum )
return;
if ( pExisting )
{
// Remove it from current team ( if it's in one ) and give it to new team
pExisting->RemoveObject( this );
}
// Change to new team
BaseClass::ChangeTeam( iTeamNum );
// Add this object to the team's list
// But only if we're not placing it
if ( pTeam && (!m_bPlacing) )
{
pTeam->AddObject( this );
}
// Setup for our new team's model
CreateBuildPoints();
}
CObjectSapper* CBaseObject::GetSapper( void )
{
if ( !HasSapper() )
return NULL;
return dynamic_cast< CObjectSapper* >( FirstMoveChild() );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if I have at least 1 sapper on me
//-----------------------------------------------------------------------------
bool CBaseObject::HasSapper( void )
{
return m_bHasSapper;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::IsPlasmaDisabled( void )
{
return m_bPlasmaDisable;
}
//-----------------------------------------------------------------------------
void CBaseObject::OnAddSapper( void )
{
// Assume we can only build 1 sapper per object
Assert( m_bHasSapper == false );
m_bHasSapper = true;
CTFPlayer *pPlayer = GetBuilder();
if ( pPlayer )
{
//pPlayer->HintMessage( HINT_OBJECT_YOUR_OBJECT_SAPPED, true );
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_SPY_SAPPER, GetResponseRulesModifier() );
}
UpdateDisabledState();
}
//-----------------------------------------------------------------------------
void CBaseObject::OnRemoveSapper( void )
{
m_bHasSapper = false;
UpdateDisabledState();
}
//-----------------------------------------------------------------------------
int CBaseObject::GetUpgradeMetalRequired()
{
return GetObjectInfo( GetType() )->m_UpgradeCost;
}
//-----------------------------------------------------------------------------
bool CBaseObject::ShowVGUIScreen( int panelIndex, bool bShow )
{
Assert( panelIndex >= 0 && panelIndex < m_hScreens.Count() );
if ( m_hScreens[panelIndex].Get() )
{
m_hScreens[panelIndex]->SetActive( bShow );
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the health of the object
//-----------------------------------------------------------------------------
void CBaseObject::InputSetHealth( inputdata_t &inputdata )
{
m_iMaxHealth = inputdata.value.Int();
SetHealth( m_iMaxHealth );
}
//-----------------------------------------------------------------------------
// Purpose: Add health to the object
//-----------------------------------------------------------------------------
void CBaseObject::InputAddHealth( inputdata_t &inputdata )
{
int iHealth = inputdata.value.Int();
SetHealth( MIN( GetMaxHealth(), m_flHealth + iHealth ) );
}
//-----------------------------------------------------------------------------
// Purpose: Remove health from the object
//-----------------------------------------------------------------------------
void CBaseObject::InputRemoveHealth( inputdata_t &inputdata )
{
int iDamage = inputdata.value.Int();
SetHealth( m_flHealth - iDamage );
if ( GetHealth() <= 0 )
{
m_lifeState = LIFE_DEAD;
m_OnDestroyed.FireOutput(this, this);
CTakeDamageInfo info( inputdata.pCaller, inputdata.pActivator, vec3_origin, GetAbsOrigin(), iDamage, DMG_GENERIC );
Killed( info );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputSetSolidToPlayer( inputdata_t &inputdata )
{
int ival = inputdata.value.Int();
ival = clamp( ival, (int)SOLID_TO_PLAYER_USE_DEFAULT, (int)SOLID_TO_PLAYER_NO );
OBJSOLIDTYPE stp = (OBJSOLIDTYPE)ival;
SetSolidToPlayers( stp );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputSetBuilder( inputdata_t &inputdata )
{
CTFPlayer *pPlayer = ToTFPlayer( inputdata.pActivator );
if ( GetBuilder() == NULL && pPlayer != NULL )
{
SetBuilder( pPlayer );
ChangeTeam( pPlayer->GetTeamNumber() );
pPlayer->AddObject( this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputShow( inputdata_t &inputdata )
{
RemoveEffects( EF_NODRAW );
UpdateDisabledState();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputHide( inputdata_t &inputdata )
{
AddEffects( EF_NODRAW );
SetDisabled( true );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : did this wrench hit do any work on the object?
//-----------------------------------------------------------------------------
bool CBaseObject::InputWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc )
{
Assert( pPlayer );
if ( !pPlayer )
return false;
bool bDidWork = false;
if ( HasSapper() )
{
// do damage to any attached buildings
CTakeDamageInfo info( pPlayer, pPlayer, pWrench, WRENCH_DMG_VS_SAPPER, DMG_CLUB, TF_DMG_WRENCH_FIX );
IHasBuildPoints *pBPInterface = dynamic_cast< IHasBuildPoints * >( this );
int iNumObjects = pBPInterface->GetNumObjectsOnMe();
for ( int iPoint=0;iPoint<iNumObjects;iPoint++ )
{
CBaseObject *pObject = GetBuildPointObject( iPoint );
if ( pObject && pObject->IsHostileUpgrade() )
{
int iBeforeHealth = pObject->GetHealth();
pObject->TakeDamage( info );
// This should always be true
if ( iBeforeHealth != pObject->GetHealth() )
{
bDidWork = true;
Assert( bDidWork );
}
}
}
}
else if ( IsUpgrading() )
{
bDidWork = OnWrenchHit( pPlayer, pWrench, hitLoc );
// bDidWork = false;
}
else if ( IsBuilding() )
{
OnConstructionHit( pPlayer, pWrench, hitLoc );
bDidWork = true;
}
else
{
// upgrade, refill, repair damage
bDidWork = OnWrenchHit( pPlayer, pWrench, hitLoc );
}
if ( bDidWork )
{
pPlayer->m_AchievementData.AddTargetToHistory( this );
}
return bDidWork;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::OnWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc )
{
bool bRepairHit = false;
bool bUpgradeHit = false;
bRepairHit = Command_Repair( pPlayer, pWrench->GetRepairValue() );
if ( !bRepairHit )
{
bUpgradeHit = CheckUpgradeOnHit( pPlayer );
}
DoWrenchHitEffect( hitLoc, bRepairHit, bUpgradeHit );
return bUpgradeHit || bRepairHit;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::DoWrenchHitEffect( Vector hitLoc, bool bRepairHit, bool bUpgradeHit )
{
if ( bRepairHit )
{
// Play a repair hit effect.
CPVSFilter filter( hitLoc );
TE_TFParticleEffect( filter, 0.0f, "nutsnbolts_repair", hitLoc, QAngle(0,0,0) );
}
else if ( bUpgradeHit )
{
// Play an upgrade hit effect.
CPVSFilter filter( hitLoc );
TE_TFParticleEffect( filter, 0.0f, "nutsnbolts_upgrade", hitLoc, QAngle(0,0,0) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::CheckUpgradeOnHit( CTFPlayer *pPlayer )
{
if ( !CanBeUpgraded() )
return false;
if ( m_bCarryDeploy )
return false;
if ( CanBeUpgraded( pPlayer ) )
{
int iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );
int nMaxToAdd = tf_obj_upgrade_per_hit.GetInt();
if ( TFGameRules() && TFGameRules()->IsPowerupMode() )
{
nMaxToAdd *= 2;
}
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, nMaxToAdd, upgrade_rate_mod );
int iAmountToAdd = MIN( nMaxToAdd, iPlayerMetal );
if ( iAmountToAdd > ( m_iUpgradeMetalRequired - m_iUpgradeMetal ) )
iAmountToAdd = ( m_iUpgradeMetalRequired - m_iUpgradeMetal );
if ( tf_cheapobjects.GetBool() == false && !ShouldQuickBuild() )
{
pPlayer->RemoveAmmo( iAmountToAdd, TF_AMMO_METAL );
}
// testing quick builds for engineers in Raid mode
if ( TFGameRules() && !TFGameRules()->IsPVEModeControlled( pPlayer ) )
{
#ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() )
{
iAmountToAdd = 200;
}
#endif
if ( TFGameRules()->GameModeUsesUpgrades() && TFGameRules()->IsQuickBuildTime() )
{
iAmountToAdd = 200;
}
}
m_iUpgradeMetal += iAmountToAdd;
bool bDidWork = false;
if ( iAmountToAdd > 0 )
{
bDidWork = true;
}
if ( m_iUpgradeMetal >= m_iUpgradeMetalRequired )
{
IGameEvent * event = gameeventmanager->CreateEvent( "player_upgradedobject" );
if ( event )
{
event->SetInt( "userid", pPlayer->GetUserID() );
event->SetInt( "object", ObjectType() );
event->SetInt( "index", entindex() );
event->SetBool( "isbuilder", pPlayer == GetBuilder() );
gameeventmanager->FireEvent( event );
}
StartUpgrading();
m_iUpgradeMetal = 0;
}
return bDidWork;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::CanBeUpgraded( CTFPlayer *pPlayer )
{
// Already upgrading
if ( IsUpgrading() )
return false;
if ( IsMiniBuilding() || IsDisposableBuilding() )
return false;
// only engineers
if ( !ClassCanBuild( pPlayer->GetPlayerClass()->GetClassIndex(), GetType() ) )
return false;
// max upgraded
if ( m_iUpgradeLevel >= OBJ_MAX_UPGRADE_LEVEL )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Separated so it can be triggered by wrench hit or by vgui screen
//-----------------------------------------------------------------------------
bool CBaseObject::Command_Repair( CTFPlayer *pActivator, float flRepairMod )
{
if ( !CanBeRepaired() )
return false;
const float flRepairToMetalRatio = 3.0f; // Amount Repaired per metal
float flTargetHeal = 100.0f * flRepairMod;
int iAmountToHeal = MIN( flTargetHeal, GetMaxHealth() - RoundFloatToInt( GetHealth() ) );
// repair the building
int iRepairCost = ceil( (float)( iAmountToHeal ) / flRepairToMetalRatio );
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::Command_Repair ( %f / %d ) - cost = %d\n", gpGlobals->curtime,
GetHealth(),
GetMaxHealth(),
iRepairCost ) );
if ( iRepairCost > 0 )
{
if ( iRepairCost > pActivator->GetBuildResources() )
{
iRepairCost = pActivator->GetBuildResources();
}
pActivator->RemoveBuildResources( iRepairCost );
float flNewHealth = MIN( GetMaxHealth(), m_flHealth + ( iRepairCost * flRepairToMetalRatio ) );
if ( pActivator != GetBuilder() )
{
float flAmountRepaired = flNewHealth - m_flHealth;
pActivator->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_REPAIR_TEAM_GRIND, floor( flAmountRepaired ) );
}
SetHealth( flNewHealth );
return ( iRepairCost > 0 );
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Upgrade this object a single level
//-----------------------------------------------------------------------------
void CBaseObject::StartUpgrading( void )
{
// Increase level
m_iUpgradeLevel++;
if ( GetHighestUpgradeLevel() < m_iUpgradeLevel )
{
m_iHighestUpgradeLevel = m_iUpgradeLevel;
}
// more health
if ( !m_bCarryDeploy && !IsUsingReverseBuild() )
{
int iMaxHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iMaxHealth );
SetHealth( iMaxHealth );
}
const char *pUpgradeSound = GetObjectInfo( ObjectType() )->m_pUpgradeSound;
if ( pUpgradeSound && *pUpgradeSound )
{
EmitSound( pUpgradeSound );
}
if ( ( !m_bWasMapPlaced || ( m_iUpgradeLevel > (m_nDefaultUpgradeLevel+1) ) ) )
{
SetActivity( ACT_OBJ_UPGRADING );
float flConstructionTime = ( ShouldQuickBuild() ? 0 : GetObjectInfo( ObjectType() )->m_flUpgradeDuration );
float flReverseBuildingConstructionSpeed = GetReversesBuildingConstructionSpeed();
flConstructionTime /= ( flReverseBuildingConstructionSpeed == 0.0f ? 1.0f : flReverseBuildingConstructionSpeed );
m_flUpgradeCompleteTime = gpGlobals->curtime + flConstructionTime;
}
else
{
m_flUpgradeCompleteTime = gpGlobals->curtime; //asap
}
RemoveAllGestures();
if ( TFGameRules() && TFGameRules()->IsInTraining() &&
TFGameRules()->GetTrainingModeLogic() &&
GetOwner() && GetOwner()->IsFakeClient() == false )
{
TFGameRules()->GetTrainingModeLogic()->OnPlayerUpgradedBuilding( GetOwner(), this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::FinishUpgrading( void )
{
const char *pUpgradeSound = GetObjectInfo( ObjectType() )->m_pUpgradeSound;
if ( pUpgradeSound && *pUpgradeSound )
{
EmitSound( pUpgradeSound );
}
if ( IsUsingReverseBuild() )
{
m_iUpgradeLevel--;
DoReverseBuild();
}
}
//-----------------------------------------------------------------------------
// Playing the upgrade animation
//-----------------------------------------------------------------------------
void CBaseObject::UpgradeThink( void )
{
if ( gpGlobals->curtime > m_flUpgradeCompleteTime )
{
FinishUpgrading();
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles health upgrade for objects we've already built
//-----------------------------------------------------------------------------
void CBaseObject::ApplyHealthUpgrade( void )
{
CTFPlayer *pTFPlayer = GetOwner();
if ( !pTFPlayer )
return;
int iHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iHealth );
SetHealth( iHealth );
//DevMsg( "%i\n", GetMaxHealth() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::PlayStartupAnimation( void )
{
SetActivity( ACT_OBJ_STARTUP );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::DetermineAnimation( void )
{
Activity desiredActivity = m_Activity;
switch ( m_Activity )
{
default:
{
if ( IsUpgrading() )
{
desiredActivity = ACT_OBJ_UPGRADING;
}
else if ( IsPlacing() )
{
/*
if (1 || m_bPlacementOK )
{
desiredActivity = ACT_OBJ_PLACING;
}
else
{
desiredActivity = ACT_OBJ_IDLE;
}
*/
}
else if ( IsBuilding() )
{
desiredActivity = ACT_OBJ_ASSEMBLING;
}
else
{
desiredActivity = ACT_OBJ_RUNNING;
}
}
break;
case ACT_OBJ_STARTUP:
{
if ( IsActivityFinished() )
{
desiredActivity = ACT_OBJ_RUNNING;
}
}
break;
}
if ( desiredActivity == m_Activity )
return;
SetActivity( desiredActivity );
}
//-----------------------------------------------------------------------------
// Purpose: Attach this object to the specified object
//-----------------------------------------------------------------------------
void CBaseObject::AttachObjectToObject( CBaseEntity *pEntity, int iPoint, Vector &vecOrigin )
{
m_hBuiltOnEntity = pEntity;
m_iBuiltOnPoint = iPoint;
int iAttachment = 0;
if ( m_hBuiltOnEntity.Get() )
{
CTFPlayer *pTFPlayer = ToTFPlayer( pEntity );
if ( pTFPlayer )
{
iAttachment = pTFPlayer->LookupAttachment( "head" );
}
else
{
CBaseAnimating *pAnimate = dynamic_cast<CBaseAnimating*>( pEntity );
if ( pAnimate )
{
iAttachment = pAnimate->LookupBone( "weapon_bone" );
if ( iAttachment >= 1 )
{
FollowEntity( m_hBuiltOnEntity.Get() );
}
}
// Parent ourselves to the object
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>( pEntity );
Assert( pBPInterface );
if ( pBPInterface )
{
iAttachment = pBPInterface->GetBuildPointAttachmentIndex( iPoint );
// re-link to the build points if the sapper is already built
if ( !( IsPlacing() || IsBuilding() ) )
{
pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, this );
}
}
}
SetParent( m_hBuiltOnEntity.Get(), iAttachment );
if ( iAttachment >= 1 )
{
// Stick right onto the attachment point.
vecOrigin.Init();
SetLocalOrigin( vecOrigin );
SetLocalAngles( QAngle(0,0,0) );
}
else
{
SetAbsOrigin( vecOrigin );
vecOrigin = GetLocalOrigin();
}
SetupAttachedVersion();
}
Assert( m_hBuiltOnEntity.Get() == GetMoveParent() );
}
//-----------------------------------------------------------------------------
// Purpose: Detach this object from its parent, if it has one
//-----------------------------------------------------------------------------
void CBaseObject::DetachObjectFromObject( void )
{
if ( !GetParentObject() )
return;
// Clear the build point
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(GetParentObject() );
Assert( pBPInterface );
pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, NULL );
SetParent( NULL );
m_hBuiltOnEntity = NULL;
m_iBuiltOnPoint = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Spawn any objects specified inside the mdl
//-----------------------------------------------------------------------------
void CBaseObject::SpawnEntityOnBuildPoint( const char *pEntityName, int iAttachmentNumber )
{
// Try and spawn the object
CBaseEntity *pEntity = CreateEntityByName( pEntityName );
if ( !pEntity )
return;
Vector vecOrigin;
QAngle vecAngles;
GetAttachment( iAttachmentNumber, vecOrigin, vecAngles );
pEntity->SetAbsOrigin( vecOrigin );
pEntity->SetAbsAngles( vecAngles );
pEntity->Spawn();
// If it's an object, finish setting it up
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEntity);
if ( !pObject )
return;
// Add a buildpoint here
int iPoint = AddBuildPoint( iAttachmentNumber );
AddValidObjectToBuildPoint( iPoint, pObject->GetType() );
pObject->SetBuilder( GetBuilder() );
pObject->ChangeTeam( GetTeamNumber() );
if ( !(pObject->m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
{
pObject->SpawnControlPanels();
}
pObject->SetHealth( pObject->GetMaxHealth() );
pObject->FinishedBuilding();
pObject->AttachObjectToObject( this, iPoint, vecOrigin );
//pObject->m_fObjectFlags |= OF_CANNOT_BE_DISMANTLED;
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
Assert( pBPInterface );
pBPInterface->SetObjectOnBuildPoint( iPoint, pObject );
}
//-----------------------------------------------------------------------------
// Purpose: Spawn any objects specified inside the mdl
//-----------------------------------------------------------------------------
void CBaseObject::SpawnObjectPoints( void )
{
KeyValues *modelKeyValues = new KeyValues("");
if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
{
modelKeyValues->deleteThis();
return;
}
// Do we have a build point section?
KeyValues *pkvAllObjectPoints = modelKeyValues->FindKey("object_points");
if ( !pkvAllObjectPoints )
{
modelKeyValues->deleteThis();
return;
}
// Start grabbing the sounds and slotting them in
KeyValues *pkvObjectPoint;
for ( pkvObjectPoint = pkvAllObjectPoints->GetFirstSubKey(); pkvObjectPoint; pkvObjectPoint = pkvObjectPoint->GetNextKey() )
{
// Find the attachment first
const char *sAttachment = pkvObjectPoint->GetName();
int iAttachmentNumber = LookupAttachment( sAttachment );
if ( iAttachmentNumber <= 0 )
{
Msg( "ERROR: Model %s specifies object point %s, but has no attachment named %s.\n", STRING(GetModelName()), pkvObjectPoint->GetString(), pkvObjectPoint->GetString() );
continue;
}
// Now see what we're supposed to spawn there
// The count check is because it seems wrong to emit multiple entities on the same point
int nCount = 0;
KeyValues *pkvObject;
for ( pkvObject = pkvObjectPoint->GetFirstSubKey(); pkvObject; pkvObject = pkvObject->GetNextKey() )
{
SpawnEntityOnBuildPoint( pkvObject->GetName(), iAttachmentNumber );
++nCount;
Assert( nCount <= 1 );
}
}
modelKeyValues->deleteThis();
}
bool CBaseObject::IsSolidToPlayers( void ) const
{
switch ( m_SolidToPlayers )
{
default:
break;
case SOLID_TO_PLAYER_USE_DEFAULT:
{
if ( GetObjectInfo( ObjectType() ) )
{
return GetObjectInfo( ObjectType() )->m_bSolidToPlayerMovement;
}
}
break;
case SOLID_TO_PLAYER_YES:
return true;
case SOLID_TO_PLAYER_NO:
return false;
}
return false;
}
void CBaseObject::SetSolidToPlayers( OBJSOLIDTYPE stp, bool force )
{
bool changed = stp != m_SolidToPlayers;
m_SolidToPlayers = stp;
if ( changed || force )
{
SetCollisionGroup(
IsSolidToPlayers() ?
TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT :
TFCOLLISION_GROUP_OBJECT );
}
}
int CBaseObject::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf( tempstr, sizeof( tempstr ),"Health: %f / %d ( %.1f )", GetHealth(), GetMaxHealth(), (float)GetHealth() / (float)GetMaxHealth() );
EntityText(text_offset,tempstr,0);
text_offset++;
CTFPlayer *pBuilder = GetBuilder();
Q_snprintf( tempstr, sizeof( tempstr ),"Built by: (%d) %s",
pBuilder ? pBuilder->entindex() : -1,
pBuilder ? pBuilder->GetPlayerName() : "invalid builder" );
EntityText(text_offset,tempstr,0);
text_offset++;
if ( IsBuilding() )
{
Q_snprintf( tempstr, sizeof( tempstr ),"Build Rate: %.1f", GetConstructionMultiplier() );
EntityText(text_offset,tempstr,0);
text_offset++;
}
}
return text_offset;
}
//-----------------------------------------------------------------------------
// Purpose: Change build orientation
//-----------------------------------------------------------------------------
void CBaseObject::RotateBuildAngles( void )
{
// rotate the build angles by 90 degrees ( final angle calculated after we network this )
m_iDesiredBuildRotations++;
m_iDesiredBuildRotations = m_iDesiredBuildRotations % 4;
}
//-----------------------------------------------------------------------------
// Purpose: called on edge cases to see if we need to change our disabled state
//-----------------------------------------------------------------------------
void CBaseObject::UpdateDisabledState( void )
{
const bool bShouldBeEnabled = !m_bHasSapper
&& !m_bPlasmaDisable
&& (!TFGameRules()->RoundHasBeenWon() || TFGameRules()->GetWinningTeam() == GetTeamNumber());
SetDisabled( !bShouldBeEnabled );
}
//-----------------------------------------------------------------------------
// Purpose: called when our disabled state changes
//-----------------------------------------------------------------------------
void CBaseObject::SetDisabled( bool bDisabled )
{
if ( bDisabled && !m_bDisabled )
{
OnStartDisabled();
}
else if ( !bDisabled && m_bDisabled )
{
OnEndDisabled();
}
m_bDisabled = bDisabled;
}
//-----------------------------------------------------------------------------
void CBaseObject::SetPlasmaDisabled( float flDuration )
{
m_bPlasmaDisable = true;
m_flPlasmaDisableTime = gpGlobals->curtime + flDuration;
UpdateDisabledState();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::OnStartDisabled( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::OnEndDisabled( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Called when the model changes, find new attachments for the children
//-----------------------------------------------------------------------------
void CBaseObject::ReattachChildren( void )
{
// Go through and store the children one by one, then reattach them. We need
// to store them like this because if we didnt and instead went through and
// reattached them as we iterated over them we could get into a state where we have
// children A and B and A has B as a sibling and B has NULL has a sibling,
// but we reattach B first which set's B's sibling to A creating a infinite loop
CUtlVector<CBaseEntity*> vecChildren;
for (CBaseEntity *pChild = FirstMoveChild(); pChild; pChild = pChild->NextMovePeer())
{
if( vecChildren.Find( pChild ) != vecChildren.InvalidIndex() )
{
AssertMsg( 0, "Cyclic siblings found when reattaching children!" );
break;
}
vecChildren.AddToTail( pChild );
}
int iNumBuildPoints = GetNumBuildPoints();
FOR_EACH_VEC( vecChildren, i )
{
CBaseObject *pObject = dynamic_cast<CBaseObject *>( vecChildren[i] );
if ( !pObject )
{
continue;
}
Assert( pObject->GetParent() == this );
// get the type
int iObjectType = pObject->GetType();
bool bReattached = false;
Vector vecDummy;
for ( int j = 0; j < iNumBuildPoints && bReattached == false; j++ )
{
// Can this object build on this point?
if ( CanBuildObjectOnBuildPoint( j, iObjectType ) )
{
pObject->AttachObjectToObject( this, j, vecDummy );
bReattached = true;
}
}
// if we can't find an attach for the child, remove it and print an error
if ( bReattached == false )
{
if ( m_bCarried && ( pObject->GetType() == OBJ_ATTACHMENT_SAPPER ) )
{
pObject->ResetPlacement();
}
else
{
pObject->DestroyObject();
Assert( !"Couldn't find attachment point on upgraded object for existing child.\n" );
}
}
}
}
void CBaseObject::SetModel( const char *pModel )
{
// Skip if we're already the proper model
if ( V_strcmp( GetModelName().ToCStr(), pModel ) == 0 )
return;
BaseClass::SetModel( pModel );
// Clear out the gib list and create a new one.
m_aGibs.Purge();
BuildGibList( m_aGibs, GetModelIndex(), 1.0f, COLLISION_GROUP_NONE );
CObjectSapper *pSapper = GetSapper();
if ( pSapper )
{
pSapper->OnGoActive();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::Activate( void )
{
BaseClass::Activate();
InitializeMapPlacedObject();
}
//-----------------------------------------------------------------------------
// Purpose: Map placed objects need to setup here.
//-----------------------------------------------------------------------------
void CBaseObject::InitializeMapPlacedObject( void )
{
m_bWasMapPlaced = true;
//m_fObjectFlags |= OF_CANNOT_BE_DISMANTLED;
// If a map-placed object spawns child objects with their own control
// panels, all of this lovely code will already have been run
if ( m_hBuiltOnEntity.Get() )
return;
SetBuilder( NULL );
// NOTE: We must spawn the control panels now, instead of during
// Spawn, because until placement is started, we don't actually know
// the position of the control panel because we don't know what it's
// been attached to (could be a vehicle which supplies a different
// place for the control panel)
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
{
SpawnControlPanels();
}
SetHealth( GetMaxHealth() );
//AlignToGround( GetAbsOrigin() );
FinishedBuilding();
// Set the skin
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
}
//-----------------------------------------------------------------------------
// Purpose: Turns the object into one carried by someone.
//-----------------------------------------------------------------------------
void CBaseObject::MakeCarriedObject( CTFPlayer *pCarrier )
{
if ( pCarrier )
{
// Make the object inactive.
m_bCarried = true;
m_bCarryDeploy = false;
pCarrier->m_Shared.SetCarriedObject( this );
m_iHealthOnPickup = m_iHealth; // If we are damaged, we want to remember how much damage we had sustained.
// Remove screens.
DestroyScreens();
// Mount it to the player.
FollowEntity( pCarrier );
IGameEvent * event = gameeventmanager->CreateEvent( "player_carryobject" );
if ( event )
{
event->SetInt( "userid", pCarrier->GetUserID() );
event->SetInt( "object", GetType() );
event->SetInt( "index", entindex() ); // object entity index
gameeventmanager->FireEvent( event, true ); // don't send to clients
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Turns the object into one carried by someone.
//-----------------------------------------------------------------------------
void CBaseObject::DropCarriedObject( CTFPlayer* pCarrier )
{
m_bCarried = false;
m_bCarryDeploy = false;
if ( pCarrier )
{
pCarrier->m_Shared.SetCarriedObject( NULL );
}
StopFollowingEntity();
}
//-----------------------------------------------------------------------------
// Purpose: Instantly build and upgrade this object
//-----------------------------------------------------------------------------
void CBaseObject::DoQuickBuild( bool bForceMax /* = false */ )
{
if ( IsBuilding() )
{
FinishedBuilding();
}
int iTargetLevel = ( ( ( TFGameRules() && TFGameRules()->IsQuickBuildTime() ) || bForceMax ) ? OBJ_MAX_UPGRADE_LEVEL : GetUpgradeLevel() );
if ( CanBeUpgraded( GetOwner() ) )
{
for ( int i = GetUpgradeLevel(); i < iTargetLevel; i++ )
{
StartUpgrading();
}
}
else
{
int iMaxHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iMaxHealth );
SetHealth( iMaxHealth );
}
}
//-----------------------------------------------------------------------------
// Builds instantly under certain conditions/modes
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldQuickBuild( void )
{
if ( TFGameRules() )
{
if ( GetType() == OBJ_ATTACHMENT_SAPPER )
return false;
#ifdef STAGING_ONLY
if ( GetType() == OBJ_SPY_TRAP )
return false;
#endif
if ( TFGameRules()->IsQuickBuildTime() )
{
return true;
}
if ( TFGameRules()->IsMannVsMachineMode() )
{
if ( GetTeamNumber() == TF_TEAM_PVE_INVADERS )
{
// Engineer bots in MvM deploy pre-built sentries that build up at the normal rate
return m_bForceQuickBuild;
}
if ( m_bCarryDeploy || TFGameRules()->State_Get() == GR_STATE_BETWEEN_RNDS )
{
return true;
}
}
}
return m_bForceQuickBuild;
}
void CBaseObject::DoReverseBuild( void )
{
m_iHighestUpgradeLevel = m_iUpgradeLevel;
m_iUpgradeMetal = 0;
int iMaxHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iMaxHealth );
if ( GetHealth() > iMaxHealth )
{
SetHealth( iMaxHealth );
}
if ( m_iUpgradeLevel > 1 )
{
m_iUpgradeLevel--;
StartUpgrading();
}
else
{
m_bBuilding = true;
m_bCarryDeploy = false;
m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime();
m_flConstructionStartTime = gpGlobals->curtime;
SetStartBuildingModel();
SetControlPanelsActive( false );
}
}
float CBaseObject::GetReversesBuildingConstructionSpeed( void )
{
CObjectSapper *pSapper = GetSapper();
if ( !pSapper )
return 0.0f;
return pSapper->GetReversesBuildingConstructionSpeed();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::InputEnable( inputdata_t &inputdata )
{
if ( IsDisabled() )
{
UpdateDisabledState();
if ( !IsDisabled() )
{
OnGoActive();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::InputDisable( inputdata_t &inputdata )
{
if ( !IsDisabled() )
{
SetDisabled( true );
OnGoInactive();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::GetMaxHealthForCurrentLevel( void )
{
int iMaxHealth = IsMiniBuilding() ? GetMiniBuildingStartingHealth() : GetBaseHealth();
if ( GetOwner() && !m_bDisposableBuilding )
{
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwner(), iMaxHealth, mult_engy_building_health );
}
if ( !IsMiniBuilding() && ( GetUpgradeLevel() > 1 ) )
{
float flMultiplier = pow( UPGRADE_LEVEL_HEALTH_MULTIPLIER, GetUpgradeLevel() - 1 );
iMaxHealth = (int)( iMaxHealth * flMultiplier );
}
return iMaxHealth;
}