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723 lines
22 KiB
723 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "baseobject_shared.h" |
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#include <KeyValues.h> |
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#include "tf_shareddefs.h" |
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#include "engine/ivmodelinfo.h" |
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#ifdef GAME_DLL |
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#include "func_no_build.h" |
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#include "tf_player.h" |
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#include "tf_team.h" |
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#include "func_no_build.h" |
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#include "func_respawnroom.h" |
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#else |
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#include "c_tf_player.h" |
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#include "c_tf_team.h" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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ConVar tf_obj_build_rotation_speed( "tf_obj_build_rotation_speed", "250", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Degrees per second to rotate building when player alt-fires during placement." ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Parse our model and create the buildpoints in it |
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//----------------------------------------------------------------------------- |
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void CBaseObject::CreateBuildPoints( void ) |
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{ |
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// Clear out any existing build points |
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m_BuildPoints.RemoveAll(); |
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KeyValues * modelKeyValues = new KeyValues(""); |
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if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) ) |
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{ |
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return; |
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} |
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// Do we have a build point section? |
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KeyValues *pkvAllBuildPoints = modelKeyValues->FindKey("build_points"); |
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if ( pkvAllBuildPoints ) |
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{ |
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KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey(); |
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while ( pkvBuildPoint ) |
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{ |
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// Find the attachment first |
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const char *sAttachment = pkvBuildPoint->GetName(); |
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int iAttachmentNumber = LookupAttachment( sAttachment ); |
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if ( iAttachmentNumber > 0 ) |
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{ |
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AddAndParseBuildPoint( iAttachmentNumber, pkvBuildPoint ); |
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} |
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else |
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{ |
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Msg( "ERROR: Model %s specifies buildpoint %s, but has no attachment named %s.\n", STRING(GetModelName()), pkvBuildPoint->GetString(), pkvBuildPoint->GetString() ); |
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} |
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pkvBuildPoint = pkvBuildPoint->GetNextKey(); |
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} |
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} |
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// Any virtual build points (build points that aren't on an attachment)? |
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pkvAllBuildPoints = modelKeyValues->FindKey("virtual_build_points"); |
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if ( pkvAllBuildPoints ) |
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{ |
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KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey(); |
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while ( pkvBuildPoint ) |
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{ |
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AddAndParseBuildPoint( -1, pkvBuildPoint ); |
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pkvBuildPoint = pkvBuildPoint->GetNextKey(); |
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} |
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} |
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modelKeyValues->deleteThis(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseObject::AddAndParseBuildPoint( int iAttachmentNumber, KeyValues *pkvBuildPoint ) |
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{ |
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int iPoint = AddBuildPoint( iAttachmentNumber ); |
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m_BuildPoints[iPoint].m_bPutInAttachmentSpace = (pkvBuildPoint->GetInt( "PutInAttachmentSpace", 0 ) != 0); |
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// Now see if we've got a set of valid objects specified |
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KeyValues *pkvValidObjects = pkvBuildPoint->FindKey( "valid_objects" ); |
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if ( pkvValidObjects ) |
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{ |
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KeyValues *pkvObject = pkvValidObjects->GetFirstSubKey(); |
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while ( pkvObject ) |
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{ |
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const char *pSpecifiedObject = pkvObject->GetName(); |
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int iLenObjName = Q_strlen( pSpecifiedObject ); |
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// Find the object index for the name |
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for ( int i = 0; i < OBJ_LAST; i++ ) |
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{ |
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if ( !Q_strncasecmp( GetObjectInfo( i )->m_pClassName, pSpecifiedObject, iLenObjName) ) |
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{ |
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AddValidObjectToBuildPoint( iPoint, i ); |
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break; |
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} |
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} |
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pkvObject = pkvObject->GetNextKey(); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Add a new buildpoint to my list of buildpoints |
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//----------------------------------------------------------------------------- |
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int CBaseObject::AddBuildPoint( int iAttachmentNum ) |
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{ |
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// Make a new buildpoint |
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BuildPoint_t sNewPoint; |
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sNewPoint.m_hObject = NULL; |
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sNewPoint.m_iAttachmentNum = iAttachmentNum; |
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sNewPoint.m_bPutInAttachmentSpace = false; |
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Q_memset( sNewPoint.m_bValidObjects, 0, sizeof( sNewPoint.m_bValidObjects ) ); |
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// Insert it into our list |
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return m_BuildPoints.AddToTail( sNewPoint ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseObject::AddValidObjectToBuildPoint( int iPoint, int iObjectType ) |
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{ |
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Assert( iPoint <= GetNumBuildPoints() ); |
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m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CBaseObject::GetNumBuildPoints( void ) const |
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{ |
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return m_BuildPoints.Size(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CBaseObject* CBaseObject::GetBuildPointObject( int iPoint ) |
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{ |
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); |
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return m_BuildPoints[iPoint].m_hObject; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return true if the specified object type can be built on this point |
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//----------------------------------------------------------------------------- |
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bool CBaseObject::CanBuildObjectOnBuildPoint( int iPoint, int iObjectType ) |
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{ |
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); |
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// Allowed to build here? |
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if ( !m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] ) |
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return false; |
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// Buildpoint empty? |
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return ( m_BuildPoints[iPoint].m_hObject == NULL ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CBaseObject::GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles ) |
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{ |
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); |
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int iAttachmentNum = m_BuildPoints[iPoint].m_iAttachmentNum; |
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if ( iAttachmentNum == -1 ) |
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{ |
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vecOrigin = GetAbsOrigin(); |
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vecAngles = GetAbsAngles(); |
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return true; |
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} |
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else |
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{ |
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return GetAttachment( m_BuildPoints[iPoint].m_iAttachmentNum, vecOrigin, vecAngles ); |
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} |
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} |
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int CBaseObject::GetBuildPointAttachmentIndex( int iPoint ) const |
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{ |
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); |
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if ( m_BuildPoints[iPoint].m_bPutInAttachmentSpace ) |
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{ |
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return m_BuildPoints[iPoint].m_iAttachmentNum; |
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} |
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else |
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{ |
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return 0; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseObject::SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject ) |
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{ |
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Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); |
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m_BuildPoints[iPoint].m_hObject = pObject; |
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} |
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ConVar tf_obj_max_attach_dist( "tf_obj_max_attach_dist", "160", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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float CBaseObject::GetMaxSnapDistance( int iPoint ) |
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{ |
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return tf_obj_max_attach_dist.GetFloat(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return the number of objects on my build points |
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//----------------------------------------------------------------------------- |
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int CBaseObject::GetNumObjectsOnMe( void ) |
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{ |
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int iObjects = 0; |
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for ( int i = 0; i < GetNumBuildPoints(); i++ ) |
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{ |
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if ( m_BuildPoints[i].m_hObject ) |
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{ |
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iObjects++; |
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} |
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} |
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return iObjects; |
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} |
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//----------------------------------------------------------------------------- |
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// I've finished building the specified object on the specified build point |
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//----------------------------------------------------------------------------- |
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int CBaseObject::FindObjectOnBuildPoint( CBaseObject *pObject ) |
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{ |
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for (int i = m_BuildPoints.Count(); --i >= 0; ) |
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{ |
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if (m_BuildPoints[i].m_hObject == pObject) |
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return i; |
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} |
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return -1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CBaseObject *CBaseObject::GetObjectOfTypeOnMe( int iObjectType ) |
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{ |
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for ( int iObject = 0; iObject < GetNumObjectsOnMe(); ++iObject ) |
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{ |
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CBaseObject *pObject = dynamic_cast<CBaseObject*>( m_BuildPoints[iObject].m_hObject.Get() ); |
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if ( pObject ) |
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{ |
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if ( pObject->GetType() == iObjectType ) |
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return pObject; |
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} |
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} |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseObject::RemoveAllObjects( void ) |
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{ |
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#ifndef CLIENT_DLL |
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for ( int i = 0; i < GetNumBuildPoints(); i++ ) |
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{ |
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if ( m_BuildPoints[i].m_hObject ) |
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{ |
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UTIL_Remove( m_BuildPoints[i].m_hObject ); |
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} |
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} |
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#endif // !CLIENT_DLL |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CBaseObject *CBaseObject::GetParentObject( void ) |
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{ |
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if ( GetMoveParent() ) |
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return dynamic_cast<CBaseObject*>(GetMoveParent()); |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CBaseEntity *CBaseObject::GetParentEntity( void ) |
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{ |
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if ( GetMoveParent() ) |
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return GetMoveParent(); |
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return NULL; |
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} |
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static ConVar sv_ignore_hitboxes( "sv_ignore_hitboxes", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Disable hitboxes" ); |
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bool CBaseObject::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) |
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{ |
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bool bReturn = BaseClass::TestHitboxes( ray, fContentsMask, tr ); |
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if( !sv_ignore_hitboxes.GetBool() ) |
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return bReturn; |
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if( !bReturn ) |
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{ |
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return false; |
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} |
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if( tr.fraction == 1.f && !tr.allsolid && !tr.startsolid ) |
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{ |
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return false; |
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} |
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return bReturn; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return true if this object should be active |
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//----------------------------------------------------------------------------- |
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bool CBaseObject::ShouldBeActive( void ) |
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{ |
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if ( IsDisabled() ) |
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return false; |
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// Placing and/or constructing objects shouldn't be active |
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if ( IsPlacing() || IsBuilding() || IsCarried() ) |
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return false; |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set the object's type |
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//----------------------------------------------------------------------------- |
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void CBaseObject::SetType( int iObjectType ) |
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{ |
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m_iObjectType = iObjectType; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : act - |
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//----------------------------------------------------------------------------- |
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void CBaseObject::SetActivity( Activity act ) |
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{ |
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// Hrm, it's not actually a studio model... |
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if ( !GetModelPtr() ) |
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return; |
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int sequence = SelectWeightedSequence( act ); |
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if ( sequence != ACTIVITY_NOT_AVAILABLE ) |
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{ |
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m_Activity = act; |
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SetObjectSequence( sequence ); |
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} |
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else |
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{ |
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m_Activity = ACT_INVALID; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Activity |
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//----------------------------------------------------------------------------- |
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Activity CBaseObject::GetActivity( ) const |
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{ |
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return m_Activity; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Thin wrapper over CBaseAnimating::SetSequence to do bookkeeping. |
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// Input : sequence - |
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//----------------------------------------------------------------------------- |
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void CBaseObject::SetObjectSequence( int sequence ) |
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{ |
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ResetSequence( sequence ); |
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SetCycle( GetReversesBuildingConstructionSpeed() != 0.0f ? 1.0f : 0.0f ); |
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#if !defined( CLIENT_DLL ) |
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if ( IsUsingClientSideAnimation() ) |
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{ |
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ResetClientsideFrame(); |
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} |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseObject::OnGoActive( void ) |
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{ |
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#ifndef CLIENT_DLL |
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while ( m_nDefaultUpgradeLevel + 1 > m_iUpgradeLevel ) |
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{ |
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StartUpgrading(); |
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} |
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// Play startup animation |
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PlayStartupAnimation(); |
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// Switch to the on state |
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if ( GetModelPtr() ) |
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{ |
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int index = FindBodygroupByName( "powertoggle" ); |
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if ( index >= 0 ) |
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{ |
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SetBodygroup( index, 1 ); |
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} |
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} |
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UpdateDisabledState(); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseObject::OnGoInactive( void ) |
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{ |
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#ifndef CLIENT_DLL |
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if ( GetModelPtr() ) |
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{ |
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// Switch to the off state |
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int index = FindBodygroupByName( "powertoggle" ); |
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if ( index >= 0 ) |
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{ |
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SetBodygroup( index, 0 ); |
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} |
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} |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : collisionGroup - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CBaseObject::ShouldCollide( int collisionGroup, int contentsMask ) const |
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{ |
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if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT ) |
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{ |
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if ( GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT ) |
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{ |
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return true; |
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} |
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switch( GetTeamNumber() ) |
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{ |
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case TF_TEAM_RED: |
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if ( !( contentsMask & CONTENTS_REDTEAM ) ) |
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return false; |
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break; |
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case TF_TEAM_BLUE: |
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if ( !( contentsMask & CONTENTS_BLUETEAM ) ) |
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return false; |
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break; |
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} |
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} |
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return BaseClass::ShouldCollide( collisionGroup, contentsMask ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Should objects repel players on the same team |
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//----------------------------------------------------------------------------- |
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bool CBaseObject::ShouldPlayersAvoid( void ) |
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{ |
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return ( GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT ); |
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} |
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//----------------------------------------------------------------------------- |
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// Do we have to be built on an attachment point |
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//----------------------------------------------------------------------------- |
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bool CBaseObject::MustBeBuiltOnAttachmentPoint( void ) const |
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{ |
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return (m_fObjectFlags & OF_MUST_BE_BUILT_ON_ATTACHMENT) != 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Find a place in the world where we should try to build this object |
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//----------------------------------------------------------------------------- |
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bool CBaseObject::CalculatePlacementPos( void ) |
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{ |
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CTFPlayer *pPlayer = GetOwner(); |
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if ( !pPlayer ) |
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return false; |
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// Calculate build angles |
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QAngle vecAngles = vec3_angle; |
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vecAngles.y = pPlayer->EyeAngles().y; |
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QAngle objAngles = vecAngles; |
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SetAbsAngles( objAngles ); |
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UpdateDesiredBuildRotation( gpGlobals->frametime ); |
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objAngles.y = objAngles.y + m_flCurrentBuildRotation; |
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SetLocalAngles( objAngles ); |
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AngleVectors( vecAngles, &m_vecBuildForward ); |
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// Adjust build distance based upon object size |
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Vector2D vecObjectRadius; |
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vecObjectRadius.x = MAX( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) ); |
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vecObjectRadius.y = MAX( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) ); |
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Vector2D vecPlayerRadius; |
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Vector vecPlayerMins = pPlayer->WorldAlignMins(); |
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Vector vecPlayerMaxs = pPlayer->WorldAlignMaxs(); |
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vecPlayerRadius.x = MAX( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) ); |
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vecPlayerRadius.y = MAX( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) ); |
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m_flBuildDistance = vecObjectRadius.Length() + vecPlayerRadius.Length() + 4; // small safety buffer |
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Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + m_vecBuildForward * m_flBuildDistance; |
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m_vecBuildOrigin = vecBuildOrigin; |
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Vector vErrorOrigin = vecBuildOrigin - (m_vecBuildMaxs - m_vecBuildMins) * 0.5f - m_vecBuildMins; |
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Vector vBuildDims = m_vecBuildMaxs - m_vecBuildMins; |
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Vector vHalfBuildDims = vBuildDims * 0.5; |
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Vector vHalfBuildDimsXY( vHalfBuildDims.x, vHalfBuildDims.y, 0 ); |
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// Here, we start at the highest Z we'll allow for the top of the object. Then |
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// we sweep an XY cross section downwards until it hits the ground. |
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// |
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// The rule is that the top of to box can't go lower than the player's feet, and the bottom of the |
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// box can't go higher than the player's head. |
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// |
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// To simplify things in here, we treat the box as though it's symmetrical about all axes |
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// (so mins = -maxs), then reoffset the box at the very end. |
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Vector vHalfPlayerDims = (pPlayer->WorldAlignMaxs() - pPlayer->WorldAlignMins()) * 0.5f; |
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float flBoxTopZ = pPlayer->WorldSpaceCenter().z + vHalfPlayerDims.z + vBuildDims.z; |
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float flBoxBottomZ = pPlayer->WorldSpaceCenter().z - vHalfPlayerDims.z - vBuildDims.z; |
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// First, find the ground (ie: where the bottom of the box goes). |
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trace_t tr; |
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float bottomZ = 0; |
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int nIterations = 8; |
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float topZ = flBoxTopZ; |
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float topZInc = (flBoxBottomZ - flBoxTopZ) / (nIterations-1); |
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int iIteration; |
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for ( iIteration = 0; iIteration < nIterations; iIteration++ ) |
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{ |
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UTIL_TraceHull( |
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Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, topZ ), |
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Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, flBoxBottomZ ), |
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-vHalfBuildDimsXY, vHalfBuildDimsXY, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr ); |
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bottomZ = tr.endpos.z; |
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|
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// If there is no ground, then we can't place here. |
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if ( tr.fraction == 1 ) |
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{ |
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m_vecBuildOrigin = vErrorOrigin; |
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return false; |
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} |
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|
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// if we found enough space to fit our object, place here |
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if ( topZ - bottomZ > vBuildDims.z && !tr.startsolid ) |
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{ |
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break; |
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} |
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topZ += topZInc; |
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} |
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if ( iIteration == nIterations ) |
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{ |
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m_vecBuildOrigin = vErrorOrigin; |
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return false; |
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} |
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|
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// Now see if the range we've got leaves us room for our box. |
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if ( topZ - bottomZ < vBuildDims.z ) |
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{ |
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m_vecBuildOrigin = vErrorOrigin; |
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return false; |
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} |
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|
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// Don't allow buildables on the train just yet. |
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if ( tr.m_pEnt && tr.m_pEnt->IsBSPModel() ) |
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{ |
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if ( FClassnameIs( tr.m_pEnt, "func_tracktrain" ) ) |
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return false; |
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} |
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|
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// Verify that it's not on too much of a slope by seeing how far the corners are from the ground. |
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Vector vBottomCenter( m_vecBuildOrigin.x, m_vecBuildOrigin.y, bottomZ ); |
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if ( !VerifyCorner( vBottomCenter, -vHalfBuildDims.x, -vHalfBuildDims.y ) || |
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!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, +vHalfBuildDims.y ) || |
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!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, -vHalfBuildDims.y ) || |
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!VerifyCorner( vBottomCenter, -vHalfBuildDims.x, +vHalfBuildDims.y ) ) |
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{ |
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m_vecBuildOrigin = vErrorOrigin; |
|
return false; |
|
} |
|
|
|
// Ok, now we know the Z range where this box can fit. |
|
Vector vBottomLeft = m_vecBuildOrigin - vHalfBuildDims; |
|
vBottomLeft.z = bottomZ; |
|
m_vecBuildOrigin = vBottomLeft - m_vecBuildMins; |
|
|
|
m_vecBuildCenterOfMass = m_vecBuildOrigin + Vector( 0, 0, vHalfBuildDims.z ); |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Checks a position to make sure a corner of a building can live there |
|
//----------------------------------------------------------------------------- |
|
bool CBaseObject::VerifyCorner( const Vector &vBottomCenter, float xOffset, float yOffset ) |
|
{ |
|
// NOTE: I am changing the 0.1 on the bottom start to 2.0 to deal with the epsilon differnece |
|
// between the trace hull and trace line version of collision against a rotated bsp object. |
|
// I will probably want to change the code if we find more bugs around this, but for now as |
|
// a test changing it hear should be fine. |
|
// Start slightly above the surface |
|
Vector vStart( vBottomCenter.x + xOffset, vBottomCenter.y + yOffset, vBottomCenter.z + 2.0 ); |
|
|
|
trace_t tr; |
|
UTIL_TraceLine( |
|
vStart, |
|
vStart - Vector( 0, 0, TF_OBJ_GROUND_CLEARANCE ), |
|
MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr ); |
|
|
|
// Cannot build on very steep slopes ( > 45 degrees ) |
|
if ( tr.fraction < 1.0f ) |
|
{ |
|
Vector vecUp(0,0,1); |
|
tr.plane.normal.NormalizeInPlace(); |
|
float flDot = DotProduct( tr.plane.normal, vecUp ); |
|
|
|
if ( flDot < 0.65 ) |
|
{ |
|
// Too steep |
|
return false; |
|
} |
|
} |
|
|
|
return !tr.startsolid && tr.fraction < 1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Check that the selected position is buildable |
|
//----------------------------------------------------------------------------- |
|
bool CBaseObject::IsPlacementPosValid( void ) |
|
{ |
|
bool bValid = CalculatePlacementPos(); |
|
|
|
if ( !bValid ) |
|
{ |
|
return false; |
|
} |
|
|
|
CTFPlayer *pPlayer = GetOwner(); |
|
|
|
if ( !pPlayer ) |
|
{ |
|
return false; |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
if ( !EstimateValidBuildPos() ) |
|
return false; |
|
#endif |
|
|
|
// Verify that the entire object can fit here |
|
// Important! here we want to collide with players and other buildings, but not dropped weapons |
|
trace_t tr; |
|
UTIL_TraceEntity( this, m_vecBuildOrigin, m_vecBuildOrigin, MASK_SOLID, NULL, COLLISION_GROUP_PLAYER, &tr ); |
|
|
|
if ( tr.fraction < 1.0f ) |
|
return false; |
|
|
|
// Make sure we can see the final position |
|
UTIL_TraceLine( pPlayer->EyePosition(), m_vecBuildOrigin + Vector(0,0,m_vecBuildMaxs[2] * 0.5), MASK_PLAYERSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr ); |
|
if ( tr.fraction < 1.0 ) |
|
{ |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Shared, update the build rotation |
|
//----------------------------------------------------------------------------- |
|
|
|
void CBaseObject::UpdateDesiredBuildRotation( float flFrameTime ) |
|
{ |
|
// approach desired build rotation |
|
float flBuildRotation = 90.0f * m_iDesiredBuildRotations; |
|
|
|
m_flCurrentBuildRotation = ApproachAngle( flBuildRotation, m_flCurrentBuildRotation, tf_obj_build_rotation_speed.GetFloat() * flFrameTime ); |
|
} |