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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "func_suggested_build.h"
#include "tf_shareddefs.h"
#include "tf_obj.h"
#include "triggers.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
enum { kObjectType_Any, kObjectType_Sentry, kObjectType_Dispenser, kObjectType_TeleporterEntrance, kObjectType_TeleporterExit, };
enum { kSpawnFlag_BuiltObjectNeverDies = 1 << 0, };
class CFuncSuggestedBuild : public CBaseTrigger { DECLARE_CLASS( CFuncSuggestedBuild, CBaseTrigger ); public: CFuncSuggestedBuild();
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 MatchesObjectType( int iObjectType, int iObjectMode ) const; bool IsPointInArea( const Vector &vecPoint ); bool IsFacingRequiredEntity( CBaseObject &baseObject ) const;
void OnBuildInArea( CBaseObject& baseObject ); void OnBuildInAreaNotFacing( CBaseObject& baseObject ); void OnBuildingUpgraded( CBaseObject& baseObject );
private: bool m_bActive; int m_iObjectType; string_t m_sFaceEntityName; float m_flFaceEntityFOV; CHandle< CBaseEntity > m_hFaceEntity; COutputEvent m_outputBuildInsideArea; COutputEvent m_outputBuildNotFacing; COutputEvent m_outputBuildingUpgraded; };
LINK_ENTITY_TO_CLASS( func_suggested_build, CFuncSuggestedBuild);
BEGIN_DATADESC( CFuncSuggestedBuild ) DEFINE_KEYFIELD( m_iObjectType, FIELD_INTEGER, "object_type" ), DEFINE_KEYFIELD( m_sFaceEntityName, FIELD_STRING, "face_entity" ), DEFINE_KEYFIELD( m_flFaceEntityFOV, FIELD_FLOAT, "face_entity_fov" ), // inputs
DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ), DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ), DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ), // outputs
DEFINE_OUTPUT( m_outputBuildInsideArea, "OnBuildInsideArea" ), DEFINE_OUTPUT( m_outputBuildNotFacing, "OnBuildNotFacing" ), DEFINE_OUTPUT( m_outputBuildingUpgraded, "OnBuildingUpgraded" ), END_DATADESC()
PRECACHE_REGISTER( func_suggested_build );
const float kDefaultFacingFOV = cos(M_PI);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncSuggestedBuild::CFuncSuggestedBuild() : CBaseTrigger() , m_bActive(false) , m_iObjectType(kObjectType_Any) , m_flFaceEntityFOV(kDefaultFacingFOV) { }
//-----------------------------------------------------------------------------
// Purpose: Initializes the resource zone
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::Spawn( void ) { BaseClass::Spawn(); InitTrigger();
m_bActive = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::Precache( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::Activate( void ) { BaseClass::Activate(); SetActive( true );
m_hFaceEntity = gEntList.FindEntityByName( NULL, m_sFaceEntityName.ToCStr() ); m_flFaceEntityFOV = cos( DEG2RAD( m_flFaceEntityFOV ) ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::InputSetActive( inputdata_t &inputdata ) { SetActive( true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::InputSetInactive( inputdata_t &inputdata ) { SetActive( false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::InputToggleActive( inputdata_t &inputdata ) { SetActive( !m_bActive ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::SetActive( bool bActive ) { m_bActive = bActive; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncSuggestedBuild::GetActive() const { return m_bActive; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncSuggestedBuild::MatchesObjectType( int iObjectType, int iObjectMode ) const { bool bPassesCriteria = true; switch ( m_iObjectType ) { case kObjectType_Any: bPassesCriteria = true; break; case kObjectType_Sentry: bPassesCriteria = iObjectType == OBJ_SENTRYGUN; break; case kObjectType_Dispenser: bPassesCriteria = iObjectType == OBJ_DISPENSER; break; case kObjectType_TeleporterEntrance: bPassesCriteria = iObjectType == OBJ_TELEPORTER && iObjectMode == MODE_TELEPORTER_ENTRANCE; break; case kObjectType_TeleporterExit: bPassesCriteria = iObjectType == OBJ_TELEPORTER && iObjectMode == MODE_TELEPORTER_EXIT; break; } return bPassesCriteria; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncSuggestedBuild::IsPointInArea( const Vector &vecPoint ) { Ray_t ray; trace_t tr; ICollideable *pCollide = CollisionProp(); ray.Init( vecPoint, vecPoint ); enginetrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &tr ); return ( tr.startsolid ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncSuggestedBuild::IsFacingRequiredEntity( CBaseObject &baseObject ) const { if ( m_hFaceEntity ) { // check to see if the object is facing the required entity in 2D
Vector facingDir; AngleVectors( baseObject.GetAbsAngles(), &facingDir ); Vector toEntity = m_hFaceEntity->GetAbsOrigin() - baseObject.GetAbsOrigin(); toEntity.z = 0; toEntity.NormalizeInPlace(); if ( toEntity.IsZero() == false ) { float cosAngle = DotProduct( toEntity, facingDir ); float cosTolerance = m_flFaceEntityFOV; return cosAngle > cosTolerance; } return false; } return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::OnBuildInArea( CBaseObject& baseObject ) { m_outputBuildInsideArea.FireOutput( &baseObject, this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::OnBuildInAreaNotFacing( CBaseObject& baseObject ) { m_outputBuildNotFacing.FireOutput( &baseObject, this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncSuggestedBuild::OnBuildingUpgraded( CBaseObject& baseObject ) { m_outputBuildingUpgraded.FireOutput( &baseObject, this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool NotifyObjectBuiltInSuggestedArea( CBaseObject &baseObject ) { const Vector &vecBuildOrigin = baseObject.GetAbsOrigin(); int iObjectType = baseObject.ObjectType(); int iObjectMode = baseObject.GetObjectMode(); CBaseEntity *pEntity = NULL; while ( ( pEntity = gEntList.FindEntityByClassname( pEntity, "func_suggested_build" ) ) != NULL ) { CFuncSuggestedBuild *pSuggestedBuild = (CFuncSuggestedBuild *)pEntity; if ( pSuggestedBuild->GetActive() == false ) { continue; } if ( pSuggestedBuild->MatchesObjectType( iObjectType, iObjectMode ) == false ) { continue; } if ( pSuggestedBuild->IsPointInArea( vecBuildOrigin ) == false ) { continue; } // check orientation last
if ( pSuggestedBuild->IsFacingRequiredEntity( baseObject ) == false ) { pSuggestedBuild->OnBuildInAreaNotFacing( baseObject ); return true; } else { // fire off output
pSuggestedBuild->OnBuildInArea( baseObject ); // "transfer" flags
if ( pSuggestedBuild->HasSpawnFlags( kSpawnFlag_BuiltObjectNeverDies ) ) { baseObject.SetCannotDie( true ); } return true; } } return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool NotifyObjectUpgradedInSuggestedArea( CBaseObject &baseObject ) { const Vector &vecBuildOrigin = baseObject.GetAbsOrigin(); int iObjectType = baseObject.ObjectType(); int iObjectMode = baseObject.GetObjectMode(); CBaseEntity *pEntity = NULL; while ( ( pEntity = gEntList.FindEntityByClassname( pEntity, "func_suggested_build" ) ) != NULL ) { CFuncSuggestedBuild *pSuggestedBuild = (CFuncSuggestedBuild *)pEntity; if ( pSuggestedBuild->GetActive() == false ) { continue; } if ( pSuggestedBuild->MatchesObjectType( iObjectType, iObjectMode ) == false ) { continue; } if ( pSuggestedBuild->IsPointInArea( vecBuildOrigin ) == false ) { continue; } if ( pSuggestedBuild->IsFacingRequiredEntity( baseObject ) == false ) { continue; } pSuggestedBuild->OnBuildingUpgraded( baseObject ); return true; } return false; }
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