hl2_src-leak-2017/src/game/shared/tf2/baseobject_shared.cpp

583 lines
16 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "baseobject_shared.h"
#include <KeyValues.h>
#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<CBaseObject*>( 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<CBaseObject*>(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
}