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:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "tf_func_no_build.h"
#include "tf_team.h"
#include "NDebugOverlay.h"
//-----------------------------------------------------------------------------
// Purpose: Defines an area from which resources can be collected
//-----------------------------------------------------------------------------
class CFuncNoBuild : public CBaseEntity
{
DECLARE_CLASS( CFuncNoBuild, CBaseEntity );
public:
CFuncNoBuild();
DECLARE_DATADESC();
virtual void Spawn( void );
virtual void Precache( void );
virtual void Activate( void );
// Inputs
void InputSetActive( inputdata_t &inputdata );
void InputSetInactive( inputdata_t &inputdata );
void InputToggleActive( inputdata_t &inputdata );
void SetActive( bool bActive );
bool GetActive() const;
bool IsEmpty( void );
bool PointIsWithin( const Vector &vecPoint );
bool PreventsBuildOf( int iObjectType );
// need to transmit to players who are in commander mode
int UpdateTransmitState() { return SetTransmitState( FL_EDICT_FULLCHECK ); }
int ShouldTransmit( const CCheckTransmitInfo *pInfo );
private:
bool m_bActive;
bool m_bOnlyPreventTowers;
};
LINK_ENTITY_TO_CLASS( func_no_build, CFuncNoBuild);
BEGIN_DATADESC( CFuncNoBuild )
// keys
DEFINE_KEYFIELD_NOT_SAVED( m_bOnlyPreventTowers, FIELD_BOOLEAN, "OnlyPreventTowers" ),
// inputs
DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
END_DATADESC()
PRECACHE_REGISTER( func_no_build );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncNoBuild::CFuncNoBuild()
{
}
//-----------------------------------------------------------------------------
// Purpose: Initializes the resource zone
//-----------------------------------------------------------------------------
void CFuncNoBuild::Spawn( void )
{
SetSolid( SOLID_BSP );
AddSolidFlags( FSOLID_TRIGGER );
SetMoveType( MOVETYPE_NONE );
AddEffects( EF_NODRAW );
SetModel( STRING( GetModelName() ) );
m_bActive = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::Precache( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: See if we've got a gather point specified
//-----------------------------------------------------------------------------
void CFuncNoBuild::Activate( void )
{
BaseClass::Activate();
SetActive( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::InputSetActive( inputdata_t &inputdata )
{
SetActive( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::InputSetInactive( inputdata_t &inputdata )
{
SetActive( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::InputToggleActive( inputdata_t &inputdata )
{
if ( m_bActive )
{
SetActive( false );
}
else
{
SetActive( true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::SetActive( bool bActive )
{
m_bActive = bActive;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncNoBuild::GetActive() const
{
return m_bActive;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified point is within this zone
//-----------------------------------------------------------------------------
bool CFuncNoBuild::PointIsWithin( const Vector &vecPoint )
{
return CollisionProp()->IsPointInBounds( vecPoint );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this zone prevents building of the specified type
//-----------------------------------------------------------------------------
bool CFuncNoBuild::PreventsBuildOf( int iObjectType )
{
if ( m_bOnlyPreventTowers )
return ( iObjectType == OBJ_TOWER );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Transmit this to all players who are in commander mode
//-----------------------------------------------------------------------------
int CFuncNoBuild::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
// Team rules may tell us that we should
CBaseEntity* pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
Assert( pRecipientEntity->IsPlayer() );
CBasePlayer *pPlayer = (CBasePlayer*)pRecipientEntity;
if ( pPlayer->GetTeam() )
{
if (pPlayer->GetTeam()->ShouldTransmitToPlayer( pPlayer, this ))
return FL_EDICT_ALWAYS;
}
return FL_EDICT_DONTSEND;
}
//-----------------------------------------------------------------------------
// Purpose: Does a nobuild zone prevent us from building?
//-----------------------------------------------------------------------------
bool PointInNoBuild( CBaseObject *pObject, const Vector &vecBuildOrigin )
{
// Find out whether we're in a resource zone or not
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "func_no_build" )) != NULL)
{
CFuncNoBuild *pNoBuild = (CFuncNoBuild *)pEntity;
// Are we within this no build?
if ( pNoBuild->GetActive() && pNoBuild->PointIsWithin( vecBuildOrigin ) )
{
if ( pNoBuild->PreventsBuildOf( pObject->GetType() ) )
return true; // prevent building.
}
}
return false; // Building should be ok.
}
//-----------------------------------------------------------------------------
// Purpose: Return true if a nobuild zone prevents building this object at the specified origin
//-----------------------------------------------------------------------------
bool NoBuildPreventsBuild( CBaseObject *pObject, const Vector &vecBuildOrigin )
{
// Find out whether we're in a no build zone or not
if ( PointInNoBuild( pObject, vecBuildOrigin ) )
{
return true;
}
return false;
}