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235 lines
7.1 KiB
235 lines
7.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "tf_func_construction_yard.h" |
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#include "tf_team.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Defines an area from which resources can be collected |
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//----------------------------------------------------------------------------- |
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class CFuncConstructionYard : public CBaseEntity |
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{ |
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DECLARE_CLASS( CFuncConstructionYard, CBaseEntity ); |
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public: |
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CFuncConstructionYard(); |
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DECLARE_DATADESC(); |
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DECLARE_SERVERCLASS(); |
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virtual void Spawn( void ); |
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virtual void UpdateOnRemove( void ); |
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virtual void Precache( void ); |
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virtual void Activate( void ); |
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// Inputs |
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void InputSetActive( inputdata_t &inputdata ); |
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void InputSetInactive( inputdata_t &inputdata ); |
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void InputToggleActive( inputdata_t &inputdata ); |
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void SetActive( bool bActive ); |
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bool GetActive() const; |
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bool IsEmpty( void ); |
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bool PointIsWithin( const Vector &vecPoint ); |
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// need to transmit to players who are in commander mode |
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int UpdateTransmitState() { return SetTransmitState( FL_EDICT_FULLCHECK); } |
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int ShouldTransmit( const CCheckTransmitInfo *pInfo ); |
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private: |
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bool m_bActive; |
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}; |
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LINK_ENTITY_TO_CLASS( func_construction_yard, CFuncConstructionYard); |
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BEGIN_DATADESC( CFuncConstructionYard ) |
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DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ), |
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END_DATADESC() |
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IMPLEMENT_SERVERCLASS_ST(CFuncConstructionYard, DT_FuncConstructionYard) |
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END_SEND_TABLE(); |
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PRECACHE_REGISTER( func_construction_yard ); |
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// List of construction yards for fast lookup |
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typedef CHandle<CFuncConstructionYard> YardHandle; |
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CUtlVector< YardHandle > g_hConstructionYards; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CFuncConstructionYard::CFuncConstructionYard() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Initializes the resource zone |
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//----------------------------------------------------------------------------- |
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void CFuncConstructionYard::Spawn( void ) |
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{ |
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SetSolid( SOLID_BSP ); |
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AddSolidFlags( FSOLID_TRIGGER ); |
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SetMoveType( MOVETYPE_NONE ); |
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AddEffects( EF_NODRAW ); |
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SetModel( STRING( GetModelName() ) ); |
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m_bActive = false; |
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YardHandle hYard; |
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hYard = this; |
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g_hConstructionYards.AddToTail( hYard ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CFuncConstructionYard::UpdateOnRemove( void ) |
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{ |
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YardHandle hYard; |
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hYard = this; |
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g_hConstructionYards.FindAndRemove( hYard ); |
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BaseClass::UpdateOnRemove(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CFuncConstructionYard::Precache( void ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: See if we've got a gather point specified |
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//----------------------------------------------------------------------------- |
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void CFuncConstructionYard::Activate( void ) |
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{ |
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BaseClass::Activate(); |
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SetActive( true ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CFuncConstructionYard::InputSetActive( inputdata_t &inputdata ) |
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{ |
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SetActive( true ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CFuncConstructionYard::InputSetInactive( inputdata_t &inputdata ) |
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{ |
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SetActive( false ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CFuncConstructionYard::InputToggleActive( inputdata_t &inputdata ) |
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{ |
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if ( m_bActive ) |
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{ |
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SetActive( false ); |
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} |
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else |
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{ |
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SetActive( true ); |
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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 CFuncConstructionYard::SetActive( bool bActive ) |
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{ |
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m_bActive = bActive; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CFuncConstructionYard::GetActive() const |
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{ |
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return m_bActive; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return true if the specified point is within this zone |
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//----------------------------------------------------------------------------- |
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bool CFuncConstructionYard::PointIsWithin( const Vector &vecPoint ) |
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{ |
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return CollisionProp()->IsPointInBounds( vecPoint ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Transmit this to all players who are in commander mode |
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//----------------------------------------------------------------------------- |
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int CFuncConstructionYard::ShouldTransmit( const CCheckTransmitInfo *pInfo ) |
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{ |
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// Team rules may tell us that we should |
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CBaseEntity* pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt ); |
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Assert( pRecipientEntity->IsPlayer() ); |
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CBasePlayer *pPlayer = (CBasePlayer*)pRecipientEntity; |
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if ( pPlayer->GetTeam() ) |
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{ |
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if (pPlayer->GetTeam()->ShouldTransmitToPlayer( pPlayer, this )) |
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return FL_EDICT_ALWAYS; |
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} |
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return FL_EDICT_DONTSEND; |
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} |
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//----------------------------------------------------------------------------- |
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// Does a construction yard (or lack of one) prevent us from building? |
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//----------------------------------------------------------------------------- |
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bool PointInConstructionYard( const Vector &vecBuildOrigin ) |
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{ |
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// Find out whether we're in a construction yard or not |
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for ( int i = 0; i < g_hConstructionYards.Count(); i++ ) |
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{ |
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CFuncConstructionYard *pYard = g_hConstructionYards[i]; |
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if ( pYard && pYard->PointIsWithin( vecBuildOrigin ) ) |
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return true; |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool ConstructionYardPreventsBuild( CBaseObject *pObject, const Vector &vecBuildOrigin ) |
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{ |
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bool bMustBuildInYard = pObject->MustBeBuiltInConstructionYard(); |
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// Find out whether we're in a resource zone or not |
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if( PointInConstructionYard( vecBuildOrigin ) ) |
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{ |
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if( !pObject->MustNotBeBuiltInConstructionYard() ) |
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return false; // An object that must be built in a yard is in a yard. |
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else |
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return true; // An object that can't be built in a yard is in a yard. |
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} |
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// If we have to be built in a construction yard, we're not in one |
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if ( bMustBuildInYard ) |
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return true; |
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return false; |
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}
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