hl2_src-leak-2017/src/game/server/tf2/info_buildpoint.cpp

218 lines
6.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Map entity that allows players to build objects on it
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "EntityOutput.h"
#include "EntityList.h"
#include "tf_team.h"
#include "baseentity.h"
#include "info_buildpoint.h"
#include "tf_gamerules.h"
// Spawnflags
const int SF_BUILDPOINT_ALLOW_ALL_GUNS = 0x01; // Allow all manned guns to be built on this point
const int SF_BUILDPOINT_ALLOW_VEHICLES = 0x02; // Allow all vehicles to be built on this point
BEGIN_DATADESC( CInfoBuildPoint )
// keys
DEFINE_KEYFIELD_NOT_SAVED( m_iszAllowedObject, FIELD_STRING, "AllowedObject" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( info_buildpoint, CInfoBuildPoint );
// List of buildpoints
CUtlVector<CInfoBuildPoint*> g_MapDefinedBuildPoints;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInfoBuildPoint::Spawn( void )
{
g_MapDefinedBuildPoints.AddToTail( this );
m_iAllowedObjectType = -1;
if ( m_iszAllowedObject != NULL_STRING )
{
for ( int i = 0; i < OBJ_LAST; i++ )
{
if ( !Q_strcmp( STRING(m_iszAllowedObject), GetObjectInfo(i)->m_pClassName ) )
{
m_iAllowedObjectType = i;
break;
}
}
}
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInfoBuildPoint::UpdateOnRemove( void )
{
g_MapDefinedBuildPoints.FindAndRemove( this );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose: Tell me how many build points you have
//-----------------------------------------------------------------------------
int CInfoBuildPoint::GetNumBuildPoints( void ) const
{
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Give me the origin & angles of the specified build point
//-----------------------------------------------------------------------------
bool CInfoBuildPoint::GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles )
{
ASSERT( iPoint <= GetNumBuildPoints() );
vecOrigin = GetAbsOrigin();
vecAngles = GetAbsAngles();
return true;
}
int CInfoBuildPoint::GetBuildPointAttachmentIndex( int iPoint ) const
{
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Can I build the specified object on the specified build point?
//-----------------------------------------------------------------------------
bool CInfoBuildPoint::CanBuildObjectOnBuildPoint( int iPoint, int iObjectType )
{
ASSERT( iPoint <= GetNumBuildPoints() );
if ( m_hObjectBuiltOnMe )
return false;
// Manned guns?
if ( m_spawnflags & SF_BUILDPOINT_ALLOW_ALL_GUNS )
{
if ( (iObjectType == OBJ_MANNED_PLASMAGUN) ||
(iObjectType == OBJ_MANNED_MISSILELAUNCHER) ||
(iObjectType == OBJ_MANNED_SHIELD) ||
(iObjectType == OBJ_SENTRYGUN_PLASMA) )
return true;
}
// Vehicles
if ( m_spawnflags & SF_BUILDPOINT_ALLOW_VEHICLES )
{
if ( IsObjectAVehicle(iObjectType) )
return true;
}
// Check our unique
if ( m_iAllowedObjectType >= 0 && m_iAllowedObjectType == iObjectType )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: I've finished building the specified object on the specified build point
//-----------------------------------------------------------------------------
void CInfoBuildPoint::SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject )
{
ASSERT( iPoint <= GetNumBuildPoints() );
m_hObjectBuiltOnMe = pObject;
}
//-----------------------------------------------------------------------------
// Purpose: Get the number of objects build on this entity
//-----------------------------------------------------------------------------
int CInfoBuildPoint::GetNumObjectsOnMe( void )
{
if ( m_hObjectBuiltOnMe )
return 1;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Get the first object that's built on me
//-----------------------------------------------------------------------------
CBaseEntity *CInfoBuildPoint::GetFirstObjectOnMe( void )
{
return m_hObjectBuiltOnMe;
}
//-----------------------------------------------------------------------------
// Purpose: Get the first object of type, return NULL if no such type available
//-----------------------------------------------------------------------------
CBaseObject *CInfoBuildPoint::GetObjectOfTypeOnMe( int iObjectType )
{
if ( m_hObjectBuiltOnMe )
{
if ( m_hObjectBuiltOnMe->ObjectType() == iObjectType )
return m_hObjectBuiltOnMe;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Remove all objects built on me
//-----------------------------------------------------------------------------
void CInfoBuildPoint::RemoveAllObjects( void )
{
UTIL_Remove( m_hObjectBuiltOnMe );
}
//-----------------------------------------------------------------------------
// Purpose: Return the maximum distance that this entity's build points can be snapped to
//-----------------------------------------------------------------------------
float CInfoBuildPoint::GetMaxSnapDistance( int iPoint )
{
return 64;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if it's possible that build points on this entity may move in local space (i.e. due to animation)
//-----------------------------------------------------------------------------
bool CInfoBuildPoint::ShouldCheckForMovement( void )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose: I've finished building the specified object on the specified build point
//-----------------------------------------------------------------------------
int CInfoBuildPoint::FindObjectOnBuildPoint( CBaseObject *pObject )
{
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Returns an exit point for a vehicle built on a build point...
//-----------------------------------------------------------------------------
void CInfoBuildPoint::GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
// FIXME: In future, we may well want to use specific exit attachments here...
GetBuildPoint( iPoint, *pAbsOrigin, *pAbsAngles );
// Move back along the forward direction a bit...
Vector vecForward;
AngleVectors( *pAbsAngles, &vecForward );
*pAbsOrigin -= vecForward * 60;
// Now select a good spot to drop onto
Vector vNewPos;
if ( !EntityPlacementTest(pPlayer, *pAbsOrigin, vNewPos, true) )
{
Warning("Can't find valid place to exit object.\n");
return;
}
*pAbsOrigin = vNewPos;
}