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225 lines
6.7 KiB
225 lines
6.7 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_no_build.h" |
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#include "tf_team.h" |
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#include "NDebugOverlay.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 CFuncNoBuild : public CBaseEntity |
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{ |
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DECLARE_CLASS( CFuncNoBuild, CBaseEntity ); |
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public: |
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CFuncNoBuild(); |
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DECLARE_DATADESC(); |
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virtual void Spawn( 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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bool PreventsBuildOf( int iObjectType ); |
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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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bool m_bOnlyPreventTowers; |
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}; |
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LINK_ENTITY_TO_CLASS( func_no_build, CFuncNoBuild); |
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BEGIN_DATADESC( CFuncNoBuild ) |
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// keys |
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DEFINE_KEYFIELD_NOT_SAVED( m_bOnlyPreventTowers, FIELD_BOOLEAN, "OnlyPreventTowers" ), |
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// inputs |
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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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PRECACHE_REGISTER( func_no_build ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CFuncNoBuild::CFuncNoBuild() |
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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 CFuncNoBuild::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 = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CFuncNoBuild::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 CFuncNoBuild::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 CFuncNoBuild::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 CFuncNoBuild::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 CFuncNoBuild::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 CFuncNoBuild::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 CFuncNoBuild::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 CFuncNoBuild::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: Return true if this zone prevents building of the specified type |
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//----------------------------------------------------------------------------- |
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bool CFuncNoBuild::PreventsBuildOf( int iObjectType ) |
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{ |
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if ( m_bOnlyPreventTowers ) |
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return ( iObjectType == OBJ_TOWER ); |
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return true; |
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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 CFuncNoBuild::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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// Purpose: Does a nobuild zone prevent us from building? |
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//----------------------------------------------------------------------------- |
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bool PointInNoBuild( CBaseObject *pObject, const Vector &vecBuildOrigin ) |
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{ |
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// Find out whether we're in a resource zone or not |
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CBaseEntity *pEntity = NULL; |
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while ((pEntity = gEntList.FindEntityByClassname( pEntity, "func_no_build" )) != NULL) |
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{ |
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CFuncNoBuild *pNoBuild = (CFuncNoBuild *)pEntity; |
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// Are we within this no build? |
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if ( pNoBuild->GetActive() && pNoBuild->PointIsWithin( vecBuildOrigin ) ) |
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{ |
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if ( pNoBuild->PreventsBuildOf( pObject->GetType() ) ) |
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return true; // prevent building. |
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} |
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} |
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return false; // Building should be ok. |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return true if a nobuild zone prevents building this object at the specified origin |
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//----------------------------------------------------------------------------- |
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bool NoBuildPreventsBuild( CBaseObject *pObject, const Vector &vecBuildOrigin ) |
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{ |
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// Find out whether we're in a no build zone or not |
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if ( PointInNoBuild( pObject, vecBuildOrigin ) ) |
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{ |
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return true; |
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} |
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return false; |
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}
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