//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "baseobject_shared.h" #include #include "tf_shareddefs.h" #include "engine/ivmodelinfo.h" //----------------------------------------------------------------------------- // Purpose: Parse our model and create the buildpoints in it //----------------------------------------------------------------------------- void CBaseObject::CreateBuildPoints( void ) { // Clear out any existing build points m_BuildPoints.RemoveAll(); KeyValues * modelKeyValues = new KeyValues(""); if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) ) { return; } // Do we have a build point section? KeyValues *pkvAllBuildPoints = modelKeyValues->FindKey("build_points"); if ( pkvAllBuildPoints ) { KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey(); while ( pkvBuildPoint ) { // Find the attachment first const char *sAttachment = pkvBuildPoint->GetName(); int iAttachmentNumber = LookupAttachment( sAttachment ); if ( iAttachmentNumber ) { AddAndParseBuildPoint( iAttachmentNumber, pkvBuildPoint ); } else { Msg( "ERROR: Model %s specifies buildpoint %s, but has no attachment named %s.\n", STRING(GetModelName()), pkvBuildPoint->GetString(), pkvBuildPoint->GetString() ); } pkvBuildPoint = pkvBuildPoint->GetNextKey(); } } // Any virtual build points (build points that aren't on an attachment)? pkvAllBuildPoints = modelKeyValues->FindKey("virtual_build_points"); if ( pkvAllBuildPoints ) { KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey(); while ( pkvBuildPoint ) { AddAndParseBuildPoint( -1, pkvBuildPoint ); pkvBuildPoint = pkvBuildPoint->GetNextKey(); } } modelKeyValues->deleteThis(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseObject::AddAndParseBuildPoint( int iAttachmentNumber, KeyValues *pkvBuildPoint ) { int iPoint = AddBuildPoint( iAttachmentNumber ); m_BuildPoints[iPoint].m_bPutInAttachmentSpace = (pkvBuildPoint->GetInt( "PutInAttachmentSpace", 0 ) != 0); // Now see if we've got a set of valid objects specified KeyValues *pkvValidObjects = pkvBuildPoint->FindKey( "valid_objects" ); if ( pkvValidObjects ) { KeyValues *pkvObject = pkvValidObjects->GetFirstSubKey(); while ( pkvObject ) { const char *pSpecifiedObject = pkvObject->GetName(); int iLenObjName = Q_strlen( pSpecifiedObject ); // Find the object index for the name for ( int i = 0; i < OBJ_LAST; i++ ) { if ( !Q_strncmp( GetObjectInfo( i )->m_pClassName, pSpecifiedObject, iLenObjName) ) { AddValidObjectToBuildPoint( iPoint, i ); break; } } pkvObject = pkvObject->GetNextKey(); } } SetBuildPointPassenger( iPoint, pkvBuildPoint->GetInt( "passenger", -1 ) ); } //----------------------------------------------------------------------------- // Purpose: Add a new buildpoint to my list of buildpoints //----------------------------------------------------------------------------- int CBaseObject::AddBuildPoint( int iAttachmentNum ) { // Make a new buildpoint BuildPoint_t sNewPoint; sNewPoint.m_hObject = NULL; sNewPoint.m_iAttachmentNum = iAttachmentNum; sNewPoint.m_iPassenger = -1; sNewPoint.m_bPutInAttachmentSpace = false; Q_memset( sNewPoint.m_bValidObjects, 0, sizeof( sNewPoint.m_bValidObjects ) ); // Insert it into our list return m_BuildPoints.AddToTail( sNewPoint ); } //----------------------------------------------------------------------------- // Purpose: Indicate which passenger position this build point is associated with //----------------------------------------------------------------------------- void CBaseObject::SetBuildPointPassenger( int iPoint, int iPassenger ) { m_BuildPoints[iPoint].m_iPassenger = iPassenger; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseObject::GetBuildPointPassenger( int iPoint ) const { return m_BuildPoints[iPoint].m_iPassenger; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseObject::AddValidObjectToBuildPoint( int iPoint, int iObjectType ) { Assert( iPoint <= GetNumBuildPoints() ); m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseObject::GetNumBuildPoints( void ) const { return m_BuildPoints.Size(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CBaseObject* CBaseObject::GetBuildPointObject( int iPoint ) { Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); return m_BuildPoints[iPoint].m_hObject; } //----------------------------------------------------------------------------- // Purpose: Return true if the specified object type can be built on this point //----------------------------------------------------------------------------- bool CBaseObject::CanBuildObjectOnBuildPoint( int iPoint, int iObjectType ) { Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); // Allowed to build here? if ( !m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] ) return false; // Buildpoint empty? return ( m_BuildPoints[iPoint].m_hObject == NULL ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseObject::GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles ) { Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); int iAttachmentNum = m_BuildPoints[iPoint].m_iAttachmentNum; if ( iAttachmentNum == -1 ) { vecOrigin = GetAbsOrigin(); vecAngles = GetAbsAngles(); return true; } else { return GetAttachment( m_BuildPoints[iPoint].m_iAttachmentNum, vecOrigin, vecAngles ); } } int CBaseObject::GetBuildPointAttachmentIndex( int iPoint ) const { Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); if ( m_BuildPoints[iPoint].m_bPutInAttachmentSpace ) { return m_BuildPoints[iPoint].m_iAttachmentNum; } else { return 0; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseObject::SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject ) { Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); m_BuildPoints[iPoint].m_hObject = pObject; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- float CBaseObject::GetMaxSnapDistance( int iPoint ) { Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() ); if ( m_BuildPoints[iPoint].m_iAttachmentNum == -1 ) { // Virtual build points need some more space since they represent an upgrade to the whole object. return 128; } else { return 128; } } //----------------------------------------------------------------------------- // Purpose: Return the number of objects on my build points //----------------------------------------------------------------------------- int CBaseObject::GetNumObjectsOnMe( void ) { int iObjects = 0; for ( int i = 0; i < GetNumBuildPoints(); i++ ) { if ( m_BuildPoints[i].m_hObject ) { iObjects++; } } return iObjects; } //----------------------------------------------------------------------------- // Purpose: Return the first object build on this object //----------------------------------------------------------------------------- CBaseEntity *CBaseObject::GetFirstObjectOnMe( void ) { for ( int i = 0; i < GetNumBuildPoints(); i++ ) { if ( m_BuildPoints[i].m_hObject ) return m_BuildPoints[i].m_hObject; } return NULL; } //----------------------------------------------------------------------------- // I've finished building the specified object on the specified build point //----------------------------------------------------------------------------- int CBaseObject::FindObjectOnBuildPoint( CBaseObject *pObject ) { for (int i = m_BuildPoints.Count(); --i >= 0; ) { if (m_BuildPoints[i].m_hObject == pObject) return i; } return -1; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CBaseObject *CBaseObject::GetObjectOfTypeOnMe( int iObjectType ) { for ( int iObject = 0; iObject < GetNumObjectsOnMe(); ++iObject ) { CBaseObject *pObject = dynamic_cast( m_BuildPoints[iObject].m_hObject.Get() ); if ( pObject ) { if ( pObject->GetType() == iObjectType ) return pObject; } } return NULL; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseObject::RemoveAllObjects( void ) { for ( int i = 0; i < GetNumBuildPoints(); i++ ) { if ( m_BuildPoints[i].m_hObject ) { #ifndef CLIENT_DLL UTIL_Remove( m_BuildPoints[i].m_hObject ); #endif } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CBaseObject *CBaseObject::GetParentObject( void ) { if ( GetMoveParent() ) return dynamic_cast(GetMoveParent()); return NULL; } //----------------------------------------------------------------------------- // Purpose: Return true if I ever accept this powerup type //----------------------------------------------------------------------------- bool CBaseObject::CanPowerupEver( int iPowerup ) { Assert( iPowerup >= 0 && iPowerup < MAX_POWERUPS ); // Un-repairable objects can't be boosted switch( iPowerup ) { #ifndef CLIENT_DLL case POWERUP_BOOST: if ( !m_flRepairMultiplier ) return false; break; #endif case POWERUP_POWER: // Do we use power? if ( m_fObjectFlags & OF_DOESNT_NEED_POWER ) return false; // Objects on vehicles never need power if ( IsBuiltOnAttachment() ) { if ( GetParentObject() && GetParentObject()->IsAVehicle() ) return false; } // Ok, I'll be needing some juice return true; default: break; } // Don't accept any powerups if we're placing if ( IsPlacing() ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: Return true if I can be powered by this powerup right now //----------------------------------------------------------------------------- bool CBaseObject::CanPowerupNow( int iPowerup ) { Assert( iPowerup >= 0 && iPowerup < MAX_POWERUPS ); if ( !CanPowerupEver(iPowerup) ) return false; // Un-repairable objects can't be boosted switch( iPowerup ) { case POWERUP_POWER: // If I have power, I don't need it if ( IsPowered() ) return false; return true; default: break; } // Don't accept any powerups if we're placing if ( IsPlacing() ) return false; #ifdef CLIENT_DLL return true; #else return BaseClass::CanPowerupEver( iPowerup ); #endif } //----------------------------------------------------------------------------- // Purpose: Return true if this object has power //----------------------------------------------------------------------------- bool CBaseObject::IsPowered( void ) { if ( !CanPowerupEver( POWERUP_POWER ) ) return true; #ifdef CLIENT_DLL return ( HasPowerup(POWERUP_POWER) ); #else return ( HasPowerup(POWERUP_POWER) || m_hPowerPack ); #endif }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- float CBaseObject::GetSapperAttachTime( void ) { return GetObjectInfo( GetType() )->m_flSapperAttachTime; } static ConVar sv_ignore_hitboxes( "sv_ignore_hitboxes", "0", FCVAR_REPLICATED, "Disable hitboxes" ); bool CBaseObject::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) { bool bReturn = BaseClass::TestHitboxes( ray, fContentsMask, tr ); if( !sv_ignore_hitboxes.GetBool() ) return bReturn; if( !bReturn ) { return false; } if( tr.fraction == 1.f && !tr.allsolid && !tr.startsolid ) { return false; } return bReturn; } //----------------------------------------------------------------------------- // Purpose: Return true if this object should be active //----------------------------------------------------------------------------- bool CBaseObject::ShouldBeActive( void ) { // Placing and/or constructing objects shouldn't be active if ( IsPlacing() || IsBuilding() ) return false; // Powered? Or don't need it if ( CanPowerupEver(POWERUP_POWER) && !HasPowerup( POWERUP_POWER ) ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: Set the object's type //----------------------------------------------------------------------------- void CBaseObject::SetType( int iObjectType ) { m_iObjectType = iObjectType; } //----------------------------------------------------------------------------- // Purpose: // Input : act - //----------------------------------------------------------------------------- void CBaseObject::SetActivity( Activity act ) { // Allow any model swapping, etc. to occur OnActivityChanged( act ); // Hrm, it's not actually a studio model... if ( !GetModelPtr() ) return; int sequence = SelectWeightedSequence( act ); if ( sequence != ACTIVITY_NOT_AVAILABLE ) { m_Activity = act; SetObjectSequence( sequence ); } } //----------------------------------------------------------------------------- // Purpose: // Output : Activity //----------------------------------------------------------------------------- Activity CBaseObject::GetActivity( ) const { return m_Activity; } //----------------------------------------------------------------------------- // Purpose: // Input : act - //----------------------------------------------------------------------------- void CBaseObject::OnActivityChanged( Activity act ) { // Nothing } //----------------------------------------------------------------------------- // Purpose: Thin wrapper over CBaseAnimating::SetSequence to do bookkeeping. // Input : sequence - //----------------------------------------------------------------------------- void CBaseObject::SetObjectSequence( int sequence ) { ResetSequence( sequence ); SetCycle( 0 ); #if !defined( CLIENT_DLL ) if ( IsUsingClientSideAnimation() ) { ResetClientsideFrame(); } #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseObject::AttemptToGoActive( void ) { // Go active if we can if ( ShouldBeActive() ) { OnGoActive(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseObject::OnGoActive( void ) { #ifndef CLIENT_DLL // Play startup animation PlayStartupAnimation(); // Switch to the on state if ( GetModelPtr() ) { int index = FindBodygroupByName( "powertoggle" ); if ( index >= 0 ) { SetBodygroup( index, 1 ); } } #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseObject::OnGoInactive( void ) { #ifndef CLIENT_DLL if ( GetModelPtr() ) { // Switch to the off state int index = FindBodygroupByName( "powertoggle" ); if ( index >= 0 ) { SetBodygroup( index, 0 ); } } #endif }