//========= 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; }