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//========= 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"
#ifdef GAME_DLL
#include "func_no_build.h"
#include "tf_player.h"
#include "tf_team.h"
#include "func_no_build.h"
#include "func_respawnroom.h"
#else
#include "c_tf_player.h"
#include "c_tf_team.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar tf_obj_build_rotation_speed( "tf_obj_build_rotation_speed", "250", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Degrees per second to rotate building when player alt-fires during placement." );
//-----------------------------------------------------------------------------
// 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 > 0 ) { 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_strncasecmp( GetObjectInfo( i )->m_pClassName, pSpecifiedObject, iLenObjName) ) { AddValidObjectToBuildPoint( iPoint, i ); break; } }
pkvObject = pkvObject->GetNextKey(); } } }
//-----------------------------------------------------------------------------
// 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_bPutInAttachmentSpace = false; Q_memset( sNewPoint.m_bValidObjects, 0, sizeof( sNewPoint.m_bValidObjects ) );
// Insert it into our list
return m_BuildPoints.AddToTail( sNewPoint ); }
//-----------------------------------------------------------------------------
// 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; }
ConVar tf_obj_max_attach_dist( "tf_obj_max_attach_dist", "160", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CBaseObject::GetMaxSnapDistance( int iPoint ) { return tf_obj_max_attach_dist.GetFloat(); }
//-----------------------------------------------------------------------------
// 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; }
//-----------------------------------------------------------------------------
// 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 ) { #ifndef CLIENT_DLL
for ( int i = 0; i < GetNumBuildPoints(); i++ ) { if ( m_BuildPoints[i].m_hObject ) {
UTIL_Remove( m_BuildPoints[i].m_hObject ); } } #endif // !CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseObject *CBaseObject::GetParentObject( void ) { if ( GetMoveParent() ) return dynamic_cast<CBaseObject*>(GetMoveParent());
return NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CBaseObject::GetParentEntity( void ) { if ( GetMoveParent() ) return GetMoveParent();
return NULL; }
static ConVar sv_ignore_hitboxes( "sv_ignore_hitboxes", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "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 ) { if ( IsDisabled() ) return false;
// Placing and/or constructing objects shouldn't be active
if ( IsPlacing() || IsBuilding() || IsCarried() ) 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 ) { // 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 ); } else { m_Activity = ACT_INVALID; } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CBaseObject::GetActivity( ) const { return m_Activity; }
//-----------------------------------------------------------------------------
// Purpose: Thin wrapper over CBaseAnimating::SetSequence to do bookkeeping.
// Input : sequence -
//-----------------------------------------------------------------------------
void CBaseObject::SetObjectSequence( int sequence ) { ResetSequence( sequence );
SetCycle( GetReversesBuildingConstructionSpeed() != 0.0f ? 1.0f : 0.0f );
#if !defined( CLIENT_DLL )
if ( IsUsingClientSideAnimation() ) { ResetClientsideFrame(); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::OnGoActive( void ) { #ifndef CLIENT_DLL
while ( m_nDefaultUpgradeLevel + 1 > m_iUpgradeLevel ) { StartUpgrading(); }
// Play startup animation
PlayStartupAnimation();
// Switch to the on state
if ( GetModelPtr() ) { int index = FindBodygroupByName( "powertoggle" ); if ( index >= 0 ) { SetBodygroup( index, 1 ); } }
UpdateDisabledState(); #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
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : collisionGroup -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldCollide( int collisionGroup, int contentsMask ) const { if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT ) { if ( GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT ) { return true; }
switch( GetTeamNumber() ) { case TF_TEAM_RED: if ( !( contentsMask & CONTENTS_REDTEAM ) ) return false; break;
case TF_TEAM_BLUE: if ( !( contentsMask & CONTENTS_BLUETEAM ) ) return false; break; } }
return BaseClass::ShouldCollide( collisionGroup, contentsMask ); }
//-----------------------------------------------------------------------------
// Purpose: Should objects repel players on the same team
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldPlayersAvoid( void ) { return ( GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT ); }
//-----------------------------------------------------------------------------
// Do we have to be built on an attachment point
//-----------------------------------------------------------------------------
bool CBaseObject::MustBeBuiltOnAttachmentPoint( void ) const { return (m_fObjectFlags & OF_MUST_BE_BUILT_ON_ATTACHMENT) != 0; }
//-----------------------------------------------------------------------------
// Purpose: Find a place in the world where we should try to build this object
//-----------------------------------------------------------------------------
bool CBaseObject::CalculatePlacementPos( void ) { CTFPlayer *pPlayer = GetOwner();
if ( !pPlayer ) return false;
// Calculate build angles
QAngle vecAngles = vec3_angle; vecAngles.y = pPlayer->EyeAngles().y;
QAngle objAngles = vecAngles;
SetAbsAngles( objAngles );
UpdateDesiredBuildRotation( gpGlobals->frametime );
objAngles.y = objAngles.y + m_flCurrentBuildRotation;
SetLocalAngles( objAngles ); AngleVectors( vecAngles, &m_vecBuildForward );
// Adjust build distance based upon object size
Vector2D vecObjectRadius; vecObjectRadius.x = MAX( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) ); vecObjectRadius.y = MAX( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) );
Vector2D vecPlayerRadius; Vector vecPlayerMins = pPlayer->WorldAlignMins(); Vector vecPlayerMaxs = pPlayer->WorldAlignMaxs(); vecPlayerRadius.x = MAX( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) ); vecPlayerRadius.y = MAX( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) );
m_flBuildDistance = vecObjectRadius.Length() + vecPlayerRadius.Length() + 4; // small safety buffer
Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + m_vecBuildForward * m_flBuildDistance;
m_vecBuildOrigin = vecBuildOrigin; Vector vErrorOrigin = vecBuildOrigin - (m_vecBuildMaxs - m_vecBuildMins) * 0.5f - m_vecBuildMins;
Vector vBuildDims = m_vecBuildMaxs - m_vecBuildMins; Vector vHalfBuildDims = vBuildDims * 0.5; Vector vHalfBuildDimsXY( vHalfBuildDims.x, vHalfBuildDims.y, 0 );
// Here, we start at the highest Z we'll allow for the top of the object. Then
// we sweep an XY cross section downwards until it hits the ground.
//
// The rule is that the top of to box can't go lower than the player's feet, and the bottom of the
// box can't go higher than the player's head.
//
// To simplify things in here, we treat the box as though it's symmetrical about all axes
// (so mins = -maxs), then reoffset the box at the very end.
Vector vHalfPlayerDims = (pPlayer->WorldAlignMaxs() - pPlayer->WorldAlignMins()) * 0.5f; float flBoxTopZ = pPlayer->WorldSpaceCenter().z + vHalfPlayerDims.z + vBuildDims.z; float flBoxBottomZ = pPlayer->WorldSpaceCenter().z - vHalfPlayerDims.z - vBuildDims.z;
// First, find the ground (ie: where the bottom of the box goes).
trace_t tr; float bottomZ = 0; int nIterations = 8; float topZ = flBoxTopZ; float topZInc = (flBoxBottomZ - flBoxTopZ) / (nIterations-1); int iIteration; for ( iIteration = 0; iIteration < nIterations; iIteration++ ) { UTIL_TraceHull( Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, topZ ), Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, flBoxBottomZ ), -vHalfBuildDimsXY, vHalfBuildDimsXY, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr ); bottomZ = tr.endpos.z;
// If there is no ground, then we can't place here.
if ( tr.fraction == 1 ) { m_vecBuildOrigin = vErrorOrigin; return false; }
// if we found enough space to fit our object, place here
if ( topZ - bottomZ > vBuildDims.z && !tr.startsolid ) { break; }
topZ += topZInc; }
if ( iIteration == nIterations ) { m_vecBuildOrigin = vErrorOrigin; return false; }
// Now see if the range we've got leaves us room for our box.
if ( topZ - bottomZ < vBuildDims.z ) { m_vecBuildOrigin = vErrorOrigin; return false; }
// Don't allow buildables on the train just yet.
if ( tr.m_pEnt && tr.m_pEnt->IsBSPModel() ) { if ( FClassnameIs( tr.m_pEnt, "func_tracktrain" ) ) return false; }
// Verify that it's not on too much of a slope by seeing how far the corners are from the ground.
Vector vBottomCenter( m_vecBuildOrigin.x, m_vecBuildOrigin.y, bottomZ ); if ( !VerifyCorner( vBottomCenter, -vHalfBuildDims.x, -vHalfBuildDims.y ) || !VerifyCorner( vBottomCenter, +vHalfBuildDims.x, +vHalfBuildDims.y ) || !VerifyCorner( vBottomCenter, +vHalfBuildDims.x, -vHalfBuildDims.y ) || !VerifyCorner( vBottomCenter, -vHalfBuildDims.x, +vHalfBuildDims.y ) ) { m_vecBuildOrigin = vErrorOrigin; return false; }
// Ok, now we know the Z range where this box can fit.
Vector vBottomLeft = m_vecBuildOrigin - vHalfBuildDims; vBottomLeft.z = bottomZ; m_vecBuildOrigin = vBottomLeft - m_vecBuildMins;
m_vecBuildCenterOfMass = m_vecBuildOrigin + Vector( 0, 0, vHalfBuildDims.z );
return true; }
//-----------------------------------------------------------------------------
// Purpose: Checks a position to make sure a corner of a building can live there
//-----------------------------------------------------------------------------
bool CBaseObject::VerifyCorner( const Vector &vBottomCenter, float xOffset, float yOffset ) { // NOTE: I am changing the 0.1 on the bottom start to 2.0 to deal with the epsilon differnece
// between the trace hull and trace line version of collision against a rotated bsp object.
// I will probably want to change the code if we find more bugs around this, but for now as
// a test changing it hear should be fine.
// Start slightly above the surface
Vector vStart( vBottomCenter.x + xOffset, vBottomCenter.y + yOffset, vBottomCenter.z + 2.0 );
trace_t tr; UTIL_TraceLine( vStart, vStart - Vector( 0, 0, TF_OBJ_GROUND_CLEARANCE ), MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
// Cannot build on very steep slopes ( > 45 degrees )
if ( tr.fraction < 1.0f ) { Vector vecUp(0,0,1); tr.plane.normal.NormalizeInPlace(); float flDot = DotProduct( tr.plane.normal, vecUp );
if ( flDot < 0.65 ) { // Too steep
return false; } }
return !tr.startsolid && tr.fraction < 1; }
//-----------------------------------------------------------------------------
// Purpose: Check that the selected position is buildable
//-----------------------------------------------------------------------------
bool CBaseObject::IsPlacementPosValid( void ) { bool bValid = CalculatePlacementPos();
if ( !bValid ) { return false; }
CTFPlayer *pPlayer = GetOwner();
if ( !pPlayer ) { return false; }
#ifndef CLIENT_DLL
if ( !EstimateValidBuildPos() ) return false; #endif
// Verify that the entire object can fit here
// Important! here we want to collide with players and other buildings, but not dropped weapons
trace_t tr; UTIL_TraceEntity( this, m_vecBuildOrigin, m_vecBuildOrigin, MASK_SOLID, NULL, COLLISION_GROUP_PLAYER, &tr );
if ( tr.fraction < 1.0f ) return false;
// Make sure we can see the final position
UTIL_TraceLine( pPlayer->EyePosition(), m_vecBuildOrigin + Vector(0,0,m_vecBuildMaxs[2] * 0.5), MASK_PLAYERSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction < 1.0 ) { return false; }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Shared, update the build rotation
//-----------------------------------------------------------------------------
void CBaseObject::UpdateDesiredBuildRotation( float flFrameTime ) { // approach desired build rotation
float flBuildRotation = 90.0f * m_iDesiredBuildRotations;
m_flCurrentBuildRotation = ApproachAngle( flBuildRotation, m_flCurrentBuildRotation, tf_obj_build_rotation_speed.GetFloat() * flFrameTime ); }
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