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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "func_no_build.h"
#include "tf_team.h"
#include "ndebugoverlay.h"
#include "tf_obj.h"
#include "triggers.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DECLARE_AUTO_LIST( IFuncNoBuildAutoList );
//-----------------------------------------------------------------------------
// Purpose: Defines an area where objects cannot be built
//-----------------------------------------------------------------------------
class CFuncNoBuild : public CBaseTrigger, public IFuncNoBuildAutoList { DECLARE_CLASS( CFuncNoBuild, CBaseTrigger ); public: CFuncNoBuild();
DECLARE_DATADESC();
virtual void Spawn( void ); virtual void Precache( void ); virtual void Activate( void );
// Inputs
void InputSetActive( inputdata_t &inputdata ); void InputSetInactive( inputdata_t &inputdata ); void InputToggleActive( inputdata_t &inputdata );
void SetActive( bool bActive ); bool GetActive() const;
//bool IsEmpty( void );
bool PreventsBuildOf( int iObjectType ); private: bool m_bActive;
bool m_bAllowSentry; bool m_bAllowDispenser; bool m_bAllowTeleporters; };
LINK_ENTITY_TO_CLASS( func_nobuild, CFuncNoBuild);
BEGIN_DATADESC( CFuncNoBuild )
// inputs
DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ), DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ), DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
DEFINE_KEYFIELD( m_bAllowSentry, FIELD_BOOLEAN, "AllowSentry" ), DEFINE_KEYFIELD( m_bAllowDispenser, FIELD_BOOLEAN, "AllowDispenser" ), DEFINE_KEYFIELD( m_bAllowTeleporters, FIELD_BOOLEAN, "AllowTeleporters" ), END_DATADESC()
PRECACHE_REGISTER( func_nobuild );
IMPLEMENT_AUTO_LIST( IFuncNoBuildAutoList );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncNoBuild::CFuncNoBuild() : m_bAllowSentry( false ) , m_bAllowDispenser( false ) , m_bAllowTeleporters( false ) { }
//-----------------------------------------------------------------------------
// Purpose: Initializes the resource zone
//-----------------------------------------------------------------------------
void CFuncNoBuild::Spawn( void ) { BaseClass::Spawn(); InitTrigger();
m_bActive = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::Precache( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::Activate( void ) { BaseClass::Activate(); SetActive( true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::InputSetActive( inputdata_t &inputdata ) { SetActive( true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::InputSetInactive( inputdata_t &inputdata ) { SetActive( false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::InputToggleActive( inputdata_t &inputdata ) { if ( m_bActive ) { SetActive( false ); } else { SetActive( true ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::SetActive( bool bActive ) { m_bActive = bActive; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncNoBuild::GetActive() const { return m_bActive; }
bool CFuncNoBuild::PreventsBuildOf( int iObjectType ) { if ( iObjectType == OBJ_SENTRYGUN && m_bAllowSentry ) return false;
if ( iObjectType == OBJ_DISPENSER && m_bAllowDispenser ) return false;
if ( iObjectType == OBJ_TELEPORTER && m_bAllowTeleporters ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose: Does a nobuild zone prevent us from building?
//-----------------------------------------------------------------------------
bool PointInNoBuild( const Vector &vecBuildOrigin, const CBaseObject* pObj ) { Assert( pObj ); if ( !pObj ) return false;
for ( int i = 0; i < IFuncNoBuildAutoList::AutoList().Count(); ++i ) { CFuncNoBuild *pNoBuild = static_cast< CFuncNoBuild* >( IFuncNoBuildAutoList::AutoList()[i] );
// Are we within this no build?
if ( pNoBuild->GetActive() && pNoBuild->PointIsWithin( vecBuildOrigin ) && pNoBuild->PreventsBuildOf( pObj->GetType() ) ) { // See if this ent's on the team we're set to deny
int nDenyTeam = pNoBuild->GetTeamNumber(); if ( !nDenyTeam || nDenyTeam == pObj->GetTeamNumber() ) return true; } }
return false; // Building should be ok.
}
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