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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base Object built by players
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_team.h"
#include "tf_obj.h"
#include "tf_weaponbase.h"
#include "rope.h"
#include "rope_shared.h"
#include "bone_setup.h"
#include "ndebugoverlay.h"
#include "rope_helpers.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "tier1/strtools.h"
#include "basegrenade_shared.h"
#include "tf_gamerules.h"
#include "engine/IEngineSound.h"
#include "tf_shareddefs.h"
#include "vguiscreen.h"
#include "hierarchy.h"
#include "func_no_build.h"
#include "func_respawnroom.h"
#include <KeyValues.h>
#include "ihasbuildpoints.h"
#include "utldict.h"
#include "filesystem.h"
#include "npcevent.h"
#include "tf_shareddefs.h"
#include "animation.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "tf_gamestats.h"
#include "tf_ammo_pack.h"
#include "tf_obj_sapper.h"
#include "particle_parse.h"
#include "tf_fx.h"
#include "trains.h"
#include "serverbenchmark_base.h"
#include "tf_weapon_wrench.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "tf_weapon_builder.h"
#include "player_vs_environment/tf_population_manager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Control panels
#define SCREEN_OVERLAY_MATERIAL "vgui/screens/vgui_overlay"
#define ROPE_HANG_DIST 150
#define UPGRADE_LEVEL_HEALTH_MULTIPLIER 1.2f
ConVar tf_obj_gib_velocity_min( "tf_obj_gib_velocity_min", "100", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_obj_gib_velocity_max( "tf_obj_gib_velocity_max", "450", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_obj_gib_maxspeed( "tf_obj_gib_maxspeed", "800", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_obj_upgrade_per_hit( "tf_obj_upgrade_per_hit", "25", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar object_verbose( "object_verbose", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Debug object system." ); ConVar obj_damage_factor( "obj_damage_factor","0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Factor applied to all damage done to objects" ); ConVar obj_child_damage_factor( "obj_child_damage_factor","0.25", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Factor applied to damage done to objects that are built on a buildpoint" ); ConVar tf_fastbuild("tf_fastbuild", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_obj_ground_clearance( "tf_obj_ground_clearance", "32", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Object corners can be this high above the ground" );
ConVar tf_obj_damage_tank_achievement_amount( "tf_obj_damage_tank_achievement_amount", "2000", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
extern short g_sModelIndexFireball; extern ConVar tf_cheapobjects;
// Minimum distance between 2 objects to ensure player movement between them
#define MINIMUM_OBJECT_SAFE_DISTANCE 100
// Maximum number of a type of objects on a single resource zone
#define MAX_OBJECTS_PER_ZONE 1
// Time it takes a fully healed object to deteriorate
ConVar object_deterioration_time( "object_deterioration_time", "30", 0, "Time it takes for a fully-healed object to deteriorate." );
// Time after taking damage that an object will still drop resources on death
#define MAX_DROP_TIME_AFTER_DAMAGE 5
#define OBJ_BASE_THINK_CONTEXT "BaseObjectThink"
#define PLASMA_DISABLE_TIME 4
IMPLEMENT_AUTO_LIST( IBaseObjectAutoList );
BEGIN_DATADESC( CBaseObject ) // keys
DEFINE_KEYFIELD_NOT_SAVED( m_SolidToPlayers, FIELD_INTEGER, "SolidToPlayer" ), DEFINE_KEYFIELD( m_nDefaultUpgradeLevel, FIELD_INTEGER, "defaultupgrade" ),
DEFINE_THINKFUNC( UpgradeThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetHealth", InputSetHealth ), DEFINE_INPUTFUNC( FIELD_INTEGER, "AddHealth", InputAddHealth ), DEFINE_INPUTFUNC( FIELD_INTEGER, "RemoveHealth", InputRemoveHealth ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSolidToPlayer", InputSetSolidToPlayer ), DEFINE_INPUTFUNC( FIELD_STRING, "SetBuilder", InputSetBuilder ), DEFINE_INPUTFUNC( FIELD_VOID, "Show", InputShow ), DEFINE_INPUTFUNC( FIELD_VOID, "Hide", InputHide ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
// Outputs
DEFINE_OUTPUT( m_OnDestroyed, "OnDestroyed" ), DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ), DEFINE_OUTPUT( m_OnRepaired, "OnRepaired" ), DEFINE_OUTPUT( m_OnBecomingDisabled, "OnDisabled" ), DEFINE_OUTPUT( m_OnBecomingReenabled, "OnReenabled" ), DEFINE_OUTPUT( m_OnObjectHealthChanged, "OnObjectHealthChanged" ) END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CBaseObject, DT_BaseObject) SendPropInt(SENDINFO(m_iHealth), -1, SPROP_VARINT ), SendPropInt(SENDINFO(m_iMaxHealth), -1, SPROP_VARINT ), SendPropBool(SENDINFO(m_bHasSapper) ), SendPropInt(SENDINFO(m_iObjectType), Q_log2( OBJ_LAST ) + 1, SPROP_UNSIGNED ), SendPropBool(SENDINFO(m_bBuilding) ), SendPropBool(SENDINFO(m_bPlacing) ), SendPropBool(SENDINFO(m_bCarried) ), SendPropBool(SENDINFO(m_bCarryDeploy) ), SendPropBool(SENDINFO(m_bMiniBuilding) ), SendPropFloat(SENDINFO(m_flPercentageConstructed), 8, 0, 0.0, 1.0f ), SendPropInt(SENDINFO(m_fObjectFlags), OF_BIT_COUNT, SPROP_UNSIGNED ), SendPropEHandle(SENDINFO(m_hBuiltOnEntity)), SendPropBool( SENDINFO( m_bDisabled ) ), SendPropEHandle( SENDINFO( m_hBuilder ) ), SendPropVector( SENDINFO( m_vecBuildMaxs ), -1, SPROP_COORD ), SendPropVector( SENDINFO( m_vecBuildMins ), -1, SPROP_COORD ), SendPropInt( SENDINFO( m_iDesiredBuildRotations ), 2, SPROP_UNSIGNED ), SendPropBool( SENDINFO( m_bServerOverridePlacement ) ), SendPropInt( SENDINFO(m_iUpgradeLevel), 3 ), SendPropInt( SENDINFO(m_iUpgradeMetal), 10 ), SendPropInt( SENDINFO(m_iUpgradeMetalRequired), 10 ), SendPropInt( SENDINFO(m_iHighestUpgradeLevel), 3 ), SendPropInt( SENDINFO(m_iObjectMode), 2, SPROP_UNSIGNED ), SendPropBool( SENDINFO( m_bDisposableBuilding ) ), SendPropBool( SENDINFO( m_bWasMapPlaced ) ), SendPropBool( SENDINFO( m_bPlasmaDisable ) ), END_SEND_TABLE();
bool PlayerIndexLessFunc( const int &lhs, const int &rhs ) { return lhs < rhs; }
// This controls whether ropes attached to objects are transmitted or not. It's important that
// ropes aren't transmitted to guys who don't own them.
class CObjectRopeTransmitProxy : public CBaseTransmitProxy { public: CObjectRopeTransmitProxy( CBaseEntity *pRope ) : CBaseTransmitProxy( pRope ) { } virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo, int nPrevShouldTransmitResult ) { // Don't transmit the rope if it's not even visible.
if ( !nPrevShouldTransmitResult ) return FL_EDICT_DONTSEND;
// This proxy only wants to be active while one of the two objects is being placed.
// When they're done being placed, the proxy goes away and the rope draws like normal.
bool bAnyObjectPlacing = (m_hObj1 && m_hObj1->IsPlacing()) || (m_hObj2 && m_hObj2->IsPlacing()); if ( !bAnyObjectPlacing ) { Release(); return nPrevShouldTransmitResult; }
// Give control to whichever object is being placed.
if ( m_hObj1 && m_hObj1->IsPlacing() ) return m_hObj1->ShouldTransmit( pInfo ); else if ( m_hObj2 && m_hObj2->IsPlacing() ) return m_hObj2->ShouldTransmit( pInfo ); else return FL_EDICT_ALWAYS; }
CHandle<CBaseObject> m_hObj1; CHandle<CBaseObject> m_hObj2; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseObject::CBaseObject() { m_iHealth = m_iMaxHealth = m_flHealth = 0; m_flPercentageConstructed = 0; m_bPlacing = false; m_bBuilding = false; m_Activity = ACT_INVALID; m_bDisabled = false; m_SolidToPlayers = SOLID_TO_PLAYER_USE_DEFAULT; m_bPlacementOK = false; m_aGibs.Purge(); m_iHighestUpgradeLevel = 1; m_bCarryDeploy = false; m_flCarryDeployTime = 0; m_iHealthOnPickup = 0; m_iLifetimeDamage = 0; m_bCannotDie = false; m_bMiniBuilding = false; m_flPlasmaDisableTime = 0; m_bPlasmaDisable = false;
m_bDisposableBuilding = false;
m_vecBuildForward = vec3_origin; m_flBuildDistance = 0.0f;
m_bForceQuickBuild = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::UpdateOnRemove( void ) { m_bDying = true;
// check for sapper crits
CObjectSapper *pSapper = GetSapper(); if ( pSapper ) { // give an assist to the sapper's owner
CTFPlayer *pSapperOwner = pSapper->GetOwner(); if ( pSapperOwner ) { pSapperOwner->m_Shared.IncrementRevengeCrits(); } }
DestroyObject();
if ( GetTeam() ) { ((CTFTeam*)GetTeam())->RemoveObject( this ); }
DetachObjectFromObject();
// Make sure the object isn't in either team's list of objects...
//Assert( !GetGlobalTFTeam(1)->IsObjectOnTeam( this ) );
//Assert( !GetGlobalTFTeam(2)->IsObjectOnTeam( this ) );
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::UpdateTransmitState() { return SetTransmitState( FL_EDICT_FULLCHECK ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::ShouldTransmit( const CCheckTransmitInfo *pInfo ) { // Always transmit to owner
if ( GetBuilder() && pInfo->m_pClientEnt == GetBuilder()->edict() ) return FL_EDICT_ALWAYS;
// Placement models only transmit to owners
if ( IsPlacing() ) return FL_EDICT_DONTSEND;
if ( pInfo->m_pClientEnt ) { CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt ); if ( pRecipientEntity && pRecipientEntity->ShouldForceTransmitsForTeam( GetTeamNumber() ) ) return FL_EDICT_ALWAYS; }
return BaseClass::ShouldTransmit( pInfo ); }
void CBaseObject::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ) { // Are we already marked for transmission?
if ( pInfo->m_pTransmitEdict->Get( entindex() ) ) return;
BaseClass::SetTransmit( pInfo, bAlways );
// Force our screens to be sent too.
int nTeam = CBaseEntity::Instance( pInfo->m_pClientEnt )->GetTeamNumber(); for ( int i=0; i < m_hScreens.Count(); i++ ) { CVGuiScreen *pScreen = m_hScreens[i].Get(); if ( pScreen && pScreen->IsVisibleToTeam( nTeam ) ) pScreen->SetTransmit( pInfo, bAlways ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::Precache() { PrecacheMaterial( SCREEN_OVERLAY_MATERIAL );
PrecacheScriptSound( GetObjectInfo( ObjectType() )->m_pExplodeSound ); PrecacheScriptSound( GetObjectInfo( ObjectType() )->m_pUpgradeSound );
const char *pEffect = GetObjectInfo( ObjectType() )->m_pExplosionParticleEffect;
if ( pEffect && pEffect[0] != '\0' ) { PrecacheParticleSystem( pEffect ); }
PrecacheParticleSystem( "nutsnbolts_build" ); PrecacheParticleSystem( "nutsnbolts_upgrade" ); PrecacheParticleSystem( "nutsnbolts_repair" );
PrecacheModel( "models/weapons/w_models/w_toolbox.mdl" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::Spawn( void ) { Precache();
CollisionProp()->SetSurroundingBoundsType( USE_BEST_COLLISION_BOUNDS ); SetSolidToPlayers( m_SolidToPlayers, true );
m_bWasMapPlaced = false; m_bHasSapper = false; if ( HasSpawnFlags(SF_BASEOBJ_INVULN) ) { m_takedamage = DAMAGE_NO; } else { m_takedamage = DAMAGE_YES; }
AddFlag( FL_OBJECT ); // So NPCs will notice it
SetViewOffset( WorldSpaceCenter() - GetAbsOrigin() );
m_iDesiredBuildRotations = 0; m_flCurrentBuildRotation = 0;
if ( MustBeBuiltOnAttachmentPoint() ) { AddEffects( EF_NODRAW ); }
// assume valid placement
m_bServerOverridePlacement = true;
m_iUpgradeLevel = 1; m_iUpgradeMetalRequired = GetUpgradeMetalRequired();
if ( !IsCarried() ) { FirstSpawn(); }
UpdateLastKnownArea(); }
//-----------------------------------------------------------------------------
// Purpose: Initialization that should only be done when the object is first created.
//-----------------------------------------------------------------------------
void CBaseObject::FirstSpawn() { if ( !VPhysicsGetObject() ) VPhysicsInitStatic();
m_iUpgradeMetal = 0; m_iKills = 0; m_iAssists = 0; m_ConstructorList.SetLessFunc( PlayerIndexLessFunc ); m_flHealth = m_iMaxHealth = m_iHealth;
SetContextThink( &CBaseObject::BaseObjectThink, gpGlobals->curtime + 0.1, OBJ_BASE_THINK_CONTEXT ); }
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseObject::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ) { pPanelName = NULL; }
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseObject::GetControlPanelClassName( int nPanelIndex, const char *&pPanelName ) { pPanelName = "vgui_screen"; }
//-----------------------------------------------------------------------------
// This is called by the base object when it's time to spawn the control panels
//-----------------------------------------------------------------------------
void CBaseObject::SpawnControlPanels() { char buf[64];
// FIXME: Deal with dynamically resizing control panels?
// If we're attached to an entity, spawn control panels on it instead of use
CBaseAnimating *pEntityToSpawnOn = this; const char *pOrgLL = "controlpanel%d_ll"; const char *pOrgUR = "controlpanel%d_ur"; const char *pAttachmentNameLL = pOrgLL; const char *pAttachmentNameUR = pOrgUR; if ( IsBuiltOnAttachment() ) { pEntityToSpawnOn = dynamic_cast<CBaseAnimating*>((CBaseEntity*)m_hBuiltOnEntity.Get()); if ( pEntityToSpawnOn ) { char sBuildPointLL[64]; char sBuildPointUR[64]; Q_snprintf( sBuildPointLL, sizeof( sBuildPointLL ), "bp%d_controlpanel%%d_ll", m_iBuiltOnPoint ); Q_snprintf( sBuildPointUR, sizeof( sBuildPointUR ), "bp%d_controlpanel%%d_ur", m_iBuiltOnPoint ); pAttachmentNameLL = sBuildPointLL; pAttachmentNameUR = sBuildPointUR; } else { pEntityToSpawnOn = this; } }
Assert( pEntityToSpawnOn );
// Lookup the attachment point...
int nPanel; for ( nPanel = 0; true; ++nPanel ) { Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel ); int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nLLAttachmentIndex <= 0) { // Try and use my panels then
pEntityToSpawnOn = this; Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel ); nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nLLAttachmentIndex <= 0) return; }
Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel ); int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nURAttachmentIndex <= 0) { // Try and use my panels then
Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel ); nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf); if (nURAttachmentIndex <= 0) return; }
const char *pScreenName = NULL; GetControlPanelInfo( nPanel, pScreenName ); if (!pScreenName) continue;
const char *pScreenClassname; GetControlPanelClassName( nPanel, pScreenClassname ); if ( !pScreenClassname ) continue;
// Compute the screen size from the attachment points...
matrix3x4_t panelToWorld; pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
matrix3x4_t worldToPanel; MatrixInvert( panelToWorld, worldToPanel );
// Now get the lower right position + transform into panel space
Vector lr, lrlocal; pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld ); MatrixGetColumn( panelToWorld, 3, lr ); VectorTransform( lr, worldToPanel, lrlocal );
float flWidth = lrlocal.x; float flHeight = lrlocal.y;
CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex ); pScreen->ChangeTeam( GetTeamNumber() ); pScreen->SetActualSize( flWidth, flHeight ); pScreen->SetActive( false ); pScreen->MakeVisibleOnlyToTeammates( true ); pScreen->SetOverlayMaterial( SCREEN_OVERLAY_MATERIAL ); pScreen->SetTransparency( true );
// for now, only input by the owning player
pScreen->SetPlayerOwner( GetBuilder(), true );
int nScreen = m_hScreens.AddToTail( ); m_hScreens[nScreen].Set( pScreen ); } }
//-----------------------------------------------------------------------------
// Handle commands sent from vgui panels on the client
//-----------------------------------------------------------------------------
bool CBaseObject::ClientCommand( CTFPlayer *pSender, const CCommand &args ) { //const char *pCmd = args[0];
return false; }
#define BASE_OBJECT_THINK_DELAY 0.1
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::BaseObjectThink( void ) { SetNextThink( gpGlobals->curtime + BASE_OBJECT_THINK_DELAY, OBJ_BASE_THINK_CONTEXT );
// Make sure animation is up to date
DetermineAnimation();
DeterminePlaybackRate();
if ( m_bPlasmaDisable ) { if ( gpGlobals->curtime > (m_flPlasmaDisableTime ) ) { m_bPlasmaDisable = false; UpdateDisabledState(); } }
// Do nothing while we're being placed
if ( IsPlacing() ) { if ( MustBeBuiltOnAttachmentPoint() ) { UpdateAttachmentPlacement(); m_bServerOverridePlacement = true; } else { m_bServerOverridePlacement = IsPlacementPosValid();
UpdateDesiredBuildRotation( BASE_OBJECT_THINK_DELAY ); }
return; }
// If we're building, keep going
if ( IsBuilding() ) { BuildingThink(); return; }
if ( IsUpgrading() ) { UpgradeThink(); } else { if ( GetReversesBuildingConstructionSpeed() > 0.0f ) { DoReverseBuild(); } else { if ( GetUpgradeLevel() < GetHighestUpgradeLevel() ) { // Keep moving up levels until we reach the level we were at before.
StartUpgrading(); } else { m_bCarryDeploy = false; } } } }
void CBaseObject::ResetPlacement( void ) { m_bPlacementOK = false;
// Clear out previous parent
if ( m_hBuiltOnEntity.Get() ) { m_hBuiltOnEntity = NULL; m_iBuiltOnPoint = 0; SetParent( NULL ); }
// teleport to builder's origin
CTFPlayer *pPlayer = GetOwner();
if ( pPlayer ) { Teleport( &pPlayer->WorldSpaceCenter(), &GetLocalAngles(), NULL ); } }
bool CBaseObject::UpdateAttachmentPlacement( CBaseObject *pObjectOverride ) { // See if we should snap to a build position
// finding one implies it is a valid position
if ( FindSnapToBuildPos( pObjectOverride ) ) { m_bPlacementOK = true;
Teleport( &m_vecBuildOrigin, &GetLocalAngles(), NULL ); } else { ResetPlacement(); }
return m_bPlacementOK; }
//-----------------------------------------------------------------------------
// Purpose: Cheap check to see if we are in any server-defined No-build areas.
//-----------------------------------------------------------------------------
bool CBaseObject::EstimateValidBuildPos( void ) { // Make sure CalculatePlacementPos() has been called to setup the member variables used below
CTFPlayer *pPlayer = GetOwner();
if ( !pPlayer ) return false;
// Cannot build inside a nobuild brush
if ( PointInNoBuild( m_vecBuildOrigin, this ) ) return false;
if ( PointInNoBuild( m_vecBuildCenterOfMass, this ) ) return false;
// If we're receiving trigger hurt damage, don't allow building here.
if ( IsTakingTriggerHurtDamageAtPoint( m_vecBuildOrigin ) ) return false;
if ( IsTakingTriggerHurtDamageAtPoint( m_vecBuildCenterOfMass ) ) return false;
if ( PointInRespawnRoom( NULL, m_vecBuildOrigin ) && !g_pServerBenchmark->IsBenchmarkRunning() ) return false;
if ( PointInRespawnRoom( NULL, m_vecBuildCenterOfMass ) && !g_pServerBenchmark->IsBenchmarkRunning() ) return false;
Vector vecBuildFarEdge = m_vecBuildOrigin + m_vecBuildForward * ( m_flBuildDistance + 8.0f ); if ( PointsCrossRespawnRoomVisualizer( pPlayer->WorldSpaceCenter(), vecBuildFarEdge ) ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::DeterminePlaybackRate( void ) { float flReverseBuildingConstructionSpeed = GetReversesBuildingConstructionSpeed(); if ( flReverseBuildingConstructionSpeed == 0.0f ) { flReverseBuildingConstructionSpeed = 1.0f; } else { flReverseBuildingConstructionSpeed *= -1.0f; }
// If a sapper was added or removed part way through construction we need to invert the time to completion
bool bAdjustCompleteTime = ( flReverseBuildingConstructionSpeed > 0.0f && GetPlaybackRate() < 0.0f ) || ( flReverseBuildingConstructionSpeed < 0.0f && GetPlaybackRate() >= 0.0f );
if ( IsBuilding() ) { // Default half rate, author build anim as if one player is building
// ConstructionMultiplier already contains the reverse
SetPlaybackRate( GetConstructionMultiplier() * 0.5 ); } else { SetPlaybackRate( 1.0 * flReverseBuildingConstructionSpeed ); }
if ( bAdjustCompleteTime ) { float fRelativeCycle = ( ( flReverseBuildingConstructionSpeed > 0.0f ) ? ( 1.0f - GetCycle() ) : ( GetCycle() ) );
float flUpgradeTime = ( ShouldQuickBuild() ? 0 : GetObjectInfo( ObjectType() )->m_flUpgradeDuration ); flUpgradeTime /= ( ( flReverseBuildingConstructionSpeed < 0.0f ) ? ( flReverseBuildingConstructionSpeed * -1.0 ) : 1.0f ); m_flUpgradeCompleteTime = gpGlobals->curtime + flUpgradeTime * fRelativeCycle; m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime(); float flNewConstructionTimeLeft = m_flConstructionTimeLeft * fRelativeCycle; m_flConstructionTimeLeft *= fRelativeCycle;
m_flConstructionStartTime += m_flConstructionTimeLeft - flNewConstructionTimeLeft; m_flConstructionTimeLeft = flNewConstructionTimeLeft; }
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) ) { StudioFrameAdvance(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayer *CBaseObject::GetOwner() { return m_hBuilder; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::SetBuilder( CTFPlayer *pBuilder ) { TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::SetBuilder builder %s\n", gpGlobals->curtime, pBuilder ? pBuilder->GetPlayerName() : "NULL" ) );
m_hBuilder = pBuilder; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::ObjectType( ) const { return m_iObjectType; }
//-----------------------------------------------------------------------------
// Purpose: Destroys the object, gives a chance to spawn an explosion
//-----------------------------------------------------------------------------
void CBaseObject::DetonateObject( void ) { // Blow us up.
CTakeDamageInfo info( this, this, vec3_origin, GetAbsOrigin(), 0, DMG_GENERIC ); Killed( info ); }
//-----------------------------------------------------------------------------
// Purpose: Remove this object from it's team and mark for deletion
//-----------------------------------------------------------------------------
void CBaseObject::DestroyObject( void ) { TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::DestroyObject %p:%s\n", gpGlobals->curtime, this, GetClassname() ) );
// If we are carried, uncarry us before destruction.
if ( IsCarried() && GetBuilder() ) { DropCarriedObject( GetBuilder() );
CTFWeaponBuilder *pBuilder = dynamic_cast<CTFWeaponBuilder*>( GetBuilder()->Weapon_OwnsThisID( TF_WEAPON_BUILDER ) ); if ( pBuilder ) { pBuilder->SwitchOwnersWeaponToLast(); } }
if ( GetBuilder() ) { GetBuilder()->OwnedObjectDestroyed( this ); }
UTIL_Remove( this );
DestroyScreens(); }
//-----------------------------------------------------------------------------
// Purpose: Remove any screens that are active on this object
//-----------------------------------------------------------------------------
void CBaseObject::DestroyScreens( void ) { // Kill the control panels
int i; for ( i = m_hScreens.Count(); --i >= 0; ) { DestroyVGuiScreen( m_hScreens[i].Get() ); } m_hScreens.RemoveAll(); }
//-----------------------------------------------------------------------------
// Purpose: Get the total time it will take to build this object
//-----------------------------------------------------------------------------
float CBaseObject::GetTotalTime( void ) { float flBuildTime = GetObjectInfo( ObjectType() )->m_flBuildTime;
CTFPlayer *pTFBuilder= GetBuilder(); if ( pTFBuilder ) { CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pTFBuilder, flBuildTime, mod_build_rate ); }
if ( tf_fastbuild.GetInt() ) { flBuildTime = MIN( 2.f, flBuildTime ); }
// quick builds for engineers in Mann Vs Machine mode during setup time
if ( TFGameRules()->IsQuickBuildTime() ) { flBuildTime = MIN( 1.0f, flBuildTime ); }
return flBuildTime; }
//-----------------------------------------------------------------------------
// Purpose: Start placing the object
//-----------------------------------------------------------------------------
void CBaseObject::StartPlacement( CTFPlayer *pPlayer ) { AddSolidFlags( FSOLID_NOT_SOLID );
m_bPlacing = true; m_bBuilding = false; if ( pPlayer ) { SetBuilder( pPlayer ); ChangeTeam( pPlayer->GetTeamNumber() ); }
// needed?
m_nRenderMode = kRenderNormal; // Set my build size
CollisionProp()->WorldSpaceAABB( &m_vecBuildMins.GetForModify(), &m_vecBuildMaxs.GetForModify() ); m_vecBuildMins -= Vector( 4,4,0 ); m_vecBuildMaxs += Vector( 4,4,0 ); m_vecBuildMins -= GetAbsOrigin(); m_vecBuildMaxs -= GetAbsOrigin();
// Set the skin
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1; }
//-----------------------------------------------------------------------------
// Purpose: Stop placing the object
//-----------------------------------------------------------------------------
void CBaseObject::StopPlacement( void ) { UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Purpose: Find the nearest buildpoint on the specified entity
//-----------------------------------------------------------------------------
bool CBaseObject::FindNearestBuildPoint( CBaseEntity *pEntity, CBasePlayer *pBuilder, float &flNearestPoint, Vector &vecNearestBuildPoint, bool bIgnoreChecks ) { bool bFoundPoint = false;
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(pEntity); Assert( pBPInterface );
// Any empty buildpoints?
for ( int i = 0; i < pBPInterface->GetNumBuildPoints(); i++ ) { // Can this object build on this point?
if ( pBPInterface->CanBuildObjectOnBuildPoint( i, GetType() ) ) { // Close to this point?
Vector vecBPOrigin; QAngle vecBPAngles; if ( pBPInterface->GetBuildPoint(i, vecBPOrigin, vecBPAngles) ) { if ( !bIgnoreChecks ) { // ignore build points outside our view
if ( !pBuilder->FInViewCone( vecBPOrigin ) ) continue;
// Do a trace to make sure we don't place attachments through things (players, world, etc...)
Vector vecStart = pBuilder->EyePosition(); trace_t trace; CTraceFilterNoNPCsOrPlayer ignorePlayersFilter( pBuilder, COLLISION_GROUP_NONE ); UTIL_TraceLine( vecStart, vecBPOrigin, MASK_SOLID, &ignorePlayersFilter, &trace ); if ( trace.m_pEnt != pEntity && trace.fraction != 1.0 ) continue; }
float flDist = (vecBPOrigin - pBuilder->GetAbsOrigin()).Length();
// if this is closer, or is the first one in our view, check it out
if ( bIgnoreChecks || ( flDist < MIN(flNearestPoint, pBPInterface->GetMaxSnapDistance( i )) ) ) { flNearestPoint = flDist; vecNearestBuildPoint = vecBPOrigin; m_hBuiltOnEntity = pEntity; m_iBuiltOnPoint = i;
// Set our angles to the buildpoint's angles
SetAbsAngles( vecBPAngles );
bFoundPoint = true; } } } }
return bFoundPoint; }
//-----------------------------------------------------------------------------
// Purpose: Find a buildpoint on the specified player
//-----------------------------------------------------------------------------
bool CBaseObject::FindBuildPointOnPlayer( CTFPlayer *pTFPlayer, CBasePlayer *pBuilder, float &flNearestPoint, Vector &vecNearestBuildPoint ) { bool bFoundPoint = false;
if ( !pTFPlayer ) return false;
if ( pTFPlayer->m_Shared.InCond( TF_COND_SAPPED ) ) return false;
if ( pTFPlayer->m_Shared.IsInvulnerable() ) return false;
if ( pTFPlayer->m_Shared.InCond( TF_COND_PHASE ) ) return false;
Vector vecOrigin = pTFPlayer->GetAbsOrigin(); QAngle vecAngles = pTFPlayer->GetAbsAngles(); float flDist = ( vecOrigin - pBuilder->GetAbsOrigin() ).Length(); if ( flDist <= 160.f ) { flNearestPoint = flDist; vecNearestBuildPoint = vecOrigin; m_hBuiltOnEntity = (CBaseEntity *)pTFPlayer;
// Set our angles to the buildpoint's angles
SetAbsAngles( vecAngles );
bFoundPoint = true; }
return bFoundPoint; }
/*
class CTraceFilterIgnorePlayers : public CTraceFilterSimple { public: // It does have a base, but we'll never network anything below here..
DECLARE_CLASS( CTraceFilterIgnorePlayers, CTraceFilterSimple );
CTraceFilterIgnorePlayers( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( passentity, collisionGroup ) { }
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if ( pEntity->IsPlayer() ) { return false; }
return true; } };
//-----------------------------------------------------------------------------
// Purpose: Test around this build position to make sure it does not block a path
//-----------------------------------------------------------------------------
bool CBaseObject::TestPositionForPlayerBlock( Vector vecBuildOrigin, CBasePlayer *pPlayer ) { // find out the status of the 8 regions around this position
int i; bool bNodeVisited[8]; bool bNodeClear[8];
// The first zone that is clear of obstructions
int iFirstClear = -1;
Vector vHalfPlayerDims = (VEC_HULL_MAX - VEC_HULL_MIN) * 0.5f;
Vector vBuildDims = m_vecBuildMaxs - m_vecBuildMins; Vector vHalfBuildDims = vBuildDims * 0.5;
// the locations of the 8 test positions
// boxes are adjacent to the object box and are at least as large as
// a player to ensure that a player can pass this location
// 0 1 2
// 7 X 3
// 6 5 4
static int iPositions[8][2] = { { -1, -1 }, { 0, -1 }, { 1, -1 }, { 1, 0 }, { 1, 1 }, { 0, 1 }, { -1, 1 }, { -1, 0 } };
CTraceFilterIgnorePlayers traceFilter( this, COLLISION_GROUP_NONE );
for ( i=0;i<8;i++ ) { // mark them all as unvisited
bNodeVisited[i] = false;
Vector vecTest = vecBuildOrigin; vecTest.x += ( iPositions[i][0] * ( vHalfBuildDims.x + vHalfPlayerDims.x ) ); vecTest.y += ( iPositions[i][1] * ( vHalfBuildDims.y + vHalfPlayerDims.y ) );
trace_t trace; UTIL_TraceHull( vecTest, vecTest, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID_BRUSHONLY, &traceFilter, &trace );
bNodeClear[i] = ( trace.fraction == 1 && trace.allsolid != 1 && (trace.startsolid != 1) );
// NDebugOverlay::Box( vecTest, VEC_HULL_MIN, VEC_HULL_MAX, bNodeClear[i] ? 0 : 255, bNodeClear[i] ? 255 : 0, 0, 20, 0.1 );
// Store off the first clear location
if ( iFirstClear < 0 && bNodeClear[i] ) { iFirstClear = i; } }
if ( iFirstClear < 0 ) { // no clear space
return false; }
// visit all nodes that are adjacent
RecursiveTestBuildSpace( iFirstClear, bNodeClear, bNodeVisited );
// if we still have unvisited nodes, return false
// unvisited nodes means that one or more nodes was unreachable from our start position
// ie, two places the player might want to traverse but would not be able to if we built here
for ( i=0;i<8;i++ ) { if ( bNodeVisited[i] == false && bNodeClear[i] == true ) { return false; } }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Test around the build position, one quadrant at a time
//-----------------------------------------------------------------------------
void CBaseObject::RecursiveTestBuildSpace( int iNode, bool *bNodeClear, bool *bNodeVisited ) { // if the node is visited already
if ( bNodeVisited[iNode] == true ) return;
// if the test node is blocked
if ( bNodeClear[iNode] == false ) return;
bNodeVisited[iNode] = true;
int iLeftNode = iNode - 1; if ( iLeftNode < 0 ) iLeftNode = 7;
RecursiveTestBuildSpace( iLeftNode, bNodeClear, bNodeVisited );
int iRightNode = ( iNode + 1 ) % 8;
RecursiveTestBuildSpace( iRightNode, bNodeClear, bNodeVisited ); } */
//-----------------------------------------------------------------------------
// Purpose: Move the placement model to the current position. Return false if it's an invalid position
//-----------------------------------------------------------------------------
bool CBaseObject::UpdatePlacement( void ) { if ( MustBeBuiltOnAttachmentPoint() ) { return UpdateAttachmentPlacement(); } // Finds bsp-valid place for building to be built
// Checks for validity, nearby to other entities, in line of sight
m_bPlacementOK = IsPlacementPosValid();
Teleport( &m_vecBuildOrigin, &GetLocalAngles(), NULL );
return m_bPlacementOK; }
//-----------------------------------------------------------------------------
// Purpose: See if we should be snapping to a build position
//-----------------------------------------------------------------------------
bool CBaseObject::FindSnapToBuildPos( CBaseObject *pObjectOverride ) { if ( !MustBeBuiltOnAttachmentPoint() ) return false;
CTFPlayer *pPlayer = GetOwner();
if ( !pPlayer ) { return false; }
bool bSnappedToPoint = false; bool bShouldAttachToParent = false;
Vector vecNearestBuildPoint = vec3_origin;
// See if there are any nearby build positions to snap to
float flNearestPoint = 9999; int i;
bool bHostileAttachment = IsHostileUpgrade(); int iMyTeam = GetTeamNumber();
if ( !pObjectOverride ) { int nTeamCount = TFTeamMgr()->GetTeamCount(); for ( int iTeam = FIRST_GAME_TEAM; iTeam < nTeamCount; ++iTeam ) { // Hostile attachments look for enemy objects only
if ( bHostileAttachment ) { if ( iTeam == iMyTeam ) { continue; } } // Friendly attachments look for friendly objects only
else if ( iTeam != iMyTeam ) { continue; }
CTFTeam *pTeam = ( CTFTeam * )GetGlobalTeam( iTeam ); if ( !pTeam ) continue; // See if we're allowed to build on Robots
if ( TFGameRules() && TFGameRules()->GameModeUsesMiniBosses() && GetType() == OBJ_ATTACHMENT_SAPPER && !pPlayer->IsBot() ) { CUtlVector< CTFPlayer * > playerVector; CollectPlayers( &playerVector, pPlayer->GetOpposingTFTeam()->GetTeamNumber(), COLLECT_ONLY_LIVING_PLAYERS ); FOR_EACH_VEC( playerVector, i ) { if ( !playerVector[i]->IsBot() ) continue;
if ( FindBuildPointOnPlayer( playerVector[i], pPlayer, flNearestPoint, vecNearestBuildPoint ) ) { bSnappedToPoint = true; bShouldAttachToParent = true; } } }
// look for nearby buildpoints on other objects
for ( i = 0; i < pTeam->GetNumObjects(); i++ ) { CBaseObject *pObject = pTeam->GetObject(i); Assert( pObject ); if ( pObject && !pObject->IsPlacing() ) { if ( FindNearestBuildPoint( pObject, pPlayer, flNearestPoint, vecNearestBuildPoint ) ) { bSnappedToPoint = true; bShouldAttachToParent = true; } } } } } else { if ( !pObjectOverride->IsPlacing() ) { if ( FindNearestBuildPoint( pObjectOverride, pPlayer, flNearestPoint, vecNearestBuildPoint, true ) ) { bSnappedToPoint = true; bShouldAttachToParent = true; } } }
if ( !bSnappedToPoint ) { AddEffects( EF_NODRAW ); } else { RemoveEffects( EF_NODRAW );
if ( bShouldAttachToParent ) { AttachObjectToObject( m_hBuiltOnEntity.Get(), m_iBuiltOnPoint, vecNearestBuildPoint ); }
m_vecBuildOrigin = vecNearestBuildPoint; }
return bSnappedToPoint; }
//-----------------------------------------------------------------------------
// Purpose: Are we currently in a buildable position
//-----------------------------------------------------------------------------
bool CBaseObject::IsValidPlacement( void ) const { return m_bPlacementOK; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseObject::GetResponseRulesModifier( void ) { switch ( GetType() ) { case OBJ_DISPENSER: return "objtype:dispenser"; break; case OBJ_TELEPORTER: return "objtype:teleporter"; break; case OBJ_SENTRYGUN: return "objtype:sentrygun"; break; case OBJ_ATTACHMENT_SAPPER: return "objtype:sapper"; break; default: break; } return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Start building the object
//-----------------------------------------------------------------------------
bool CBaseObject::StartBuilding( CBaseEntity *pBuilder ) { // Need to add the object to the team now...
CTFTeam *pTFTeam = ( CTFTeam * )GetGlobalTeam( GetTeamNumber() );
// Deduct the cost from the player
if ( pBuilder && pBuilder->IsPlayer() ) { /*
if ( ((CTFPlayer*)pBuilder)->IsPlayerClass( TF_CLASS_ENGINEER ) ) { ((CTFPlayer*)pBuilder)->HintMessage( HINT_ENGINEER_USE_WRENCH_ONOWN ); } */
if ( !IsCarried() ) { if ( !ShouldQuickBuild() ) { int iAmountPlayerPaidForMe = ((CTFPlayer*)pBuilder)->StartedBuildingObject( m_iObjectType ); if ( !iAmountPlayerPaidForMe ) { // Player couldn't afford to pay for me, so abort
ClientPrint( (CBasePlayer*)pBuilder, HUD_PRINTCENTER, "Not enough resources.\n" ); StopPlacement(); return false; } }
((CTFPlayer*)pBuilder)->SpeakConceptIfAllowed( MP_CONCEPT_BUILDING_OBJECT, GetResponseRulesModifier() ); } else { m_bCarried = false; m_bCarryDeploy = true; m_flCarryDeployTime = gpGlobals->curtime; SetActivity( ACT_OBJ_ASSEMBLING );
((CTFPlayer*)pBuilder)->m_flCommentOnCarrying = 0.f; ((CTFPlayer*)pBuilder)->SpeakConceptIfAllowed( MP_CONCEPT_REDEPLOY_BUILDING, GetResponseRulesModifier() ); } } // Check to see if we need to add this to a hierarchy. We can just do a simple ray trace from the center as
// the placement code has guarenteed we are in a valid position.
trace_t trace; UTIL_TraceHull( GetAbsOrigin() + Vector( 0.0f, 0.0f, 2.0f ), GetAbsOrigin() - Vector( 0.0f, 0.0f, 2.0f ), vec3_origin, vec3_origin, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace ); if ( trace.m_pEnt && trace.m_pEnt->IsBSPModel() ) { CFuncTrackTrain *pTrain = dynamic_cast<CFuncTrackTrain*>( trace.m_pEnt ); if ( pTrain ) { SetParent( pTrain ); } }
// Add this object to the team's list (because we couldn't add it during
// placement mode)
if ( pTFTeam && !pTFTeam->IsObjectOnTeam( this ) ) { pTFTeam->AddObject( this ); }
m_bPlacing = false; m_bBuilding = true; if ( m_bCarryDeploy ) { SetHealth( m_iHealthOnPickup );
IGameEvent * event = gameeventmanager->CreateEvent( "player_dropobject" ); if ( event ) { CTFPlayer *pTFPlayer = ToTFPlayer( pBuilder ); event->SetInt( "userid", pTFPlayer ? pTFPlayer->GetUserID() : 0 ); event->SetInt( "object", GetType() ); event->SetInt( "index", entindex() ); // object entity index
gameeventmanager->FireEvent( event, true ); // don't send to clients
} } else if ( IsMiniBuilding() ) { int iHealth = GetMaxHealthForCurrentLevel(); if ( !IsDisposableBuilding() ) { iHealth /= 2.0f; } SetHealth( iHealth ); } else { SetHealth( OBJECT_CONSTRUCTION_STARTINGHEALTH ); } m_flPercentageConstructed = 0;
m_nRenderMode = kRenderNormal; RemoveSolidFlags( FSOLID_NOT_SOLID );
// NOTE: We must spawn the control panels now, instead of during
// Spawn, because until placement is started, we don't actually know
// the position of the control panel because we don't know what it's
// been attached to (could be a vehicle which supplies a different
// place for the control panel)
// NOTE: We must also spawn it before FinishedBuilding can be called
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) ) { SpawnControlPanels(); }
// Tell the object we've been built on that we exist
if ( IsBuiltOnAttachment() && !m_hBuiltOnEntity->IsPlayer() ) { IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>((CBaseEntity*)m_hBuiltOnEntity.Get()); Assert( pBPInterface ); pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, this ); }
// Start the build animations
m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime(); m_flConstructionStartTime = gpGlobals->curtime;
if ( pBuilder && pBuilder->IsPlayer() ) { CTFPlayer *pTFBuilder = ToTFPlayer( pBuilder ); pTFBuilder->FinishedObject( this ); IGameEvent * event = gameeventmanager->CreateEvent( "player_builtobject" ); if ( event ) { event->SetInt( "userid", pTFBuilder->GetUserID() ); event->SetInt( "object", ObjectType() ); event->SetInt( "index", entindex() ); // object entity index
gameeventmanager->FireEvent( event, true ); // don't send to clients
} }
m_vecBuildOrigin = GetAbsOrigin();
int contents = UTIL_PointContents( m_vecBuildOrigin ); if ( contents & MASK_WATER ) { SetWaterLevel( 3 ); }
// instantly play the build anim
DetermineAnimation();
if ( IsMiniBuilding() && ( GetType() != OBJ_DISPENSER ) ) { // Set the skin after placement mode.
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 2 : 3; }
if ( ShouldQuickBuild() ) { DoQuickBuild(); }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldBeMiniBuilding( CTFPlayer* pPlayer ) { if ( !pPlayer ) return false;
CTFWrench* pWrench = dynamic_cast<CTFWrench*>( pPlayer->Weapon_OwnsThisID( TF_WEAPON_WRENCH ) ); if ( !pWrench ) return false;
if ( TFGameRules()->GameModeUsesUpgrades() ) { if ( pPlayer->GetNumObjects( OBJ_SENTRYGUN ) && pPlayer->CanBuild( OBJ_SENTRYGUN ) == CB_CAN_BUILD && !IsCarried() ) return true; }
if ( !pWrench->IsPDQ() ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::MakeMiniBuilding( CTFPlayer* pPlayer ) { if ( !ShouldBeMiniBuilding( pPlayer ) || IsMiniBuilding() ) return;
m_bMiniBuilding = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::MakeDisposableBuilding( CTFPlayer *pPlayer ) { m_bDisposableBuilding = true; }
//-----------------------------------------------------------------------------
// Purpose: Continue construction of this object
//-----------------------------------------------------------------------------
void CBaseObject::BuildingThink( void ) { // Continue construction
Construct( (GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime * OBJECT_CONSTRUCTION_INTERVAL ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::SetControlPanelsActive( bool bState ) { // Activate control panel screens
for ( int i = m_hScreens.Count(); --i >= 0; ) { if (m_hScreens[i].Get()) { m_hScreens[i]->SetActive( bState ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::FinishedBuilding( void ) { SetControlPanelsActive( true );
// Only make a shadow if the object doesn't use vphysics
if (!VPhysicsGetObject()) { VPhysicsInitStatic(); }
m_bBuilding = false;
OnGoActive();
// We're done building, add in the stat...
////TFStats()->IncrementStat( (TFStatId_t)(TF_STAT_FIRST_OBJECT_BUILT + ObjectType()), 1 );
// Spawn any objects on this one
SpawnObjectPoints();
if ( IsUsingReverseBuild() ) { // if we don't have a sapper (but we should!) then set ourselves as the damager
CObjectSapper *pSapper = GetSapper(); CBaseEntity *pDamager = pSapper ? pSapper : this; int iCustomDamageType = pSapper ? TF_DMG_CUSTOM_SAPPER_RECORDER_DEATH : 0;
CTakeDamageInfo info; info.SetInflictor( pDamager ); info.SetAttacker( pDamager ); info.SetDamageForce( vec3_origin ); info.SetDamagePosition( GetAbsOrigin() ); info.SetDamage( 0 ); info.SetDamageType( DMG_CRUSH ); info.SetDamageCustom( iCustomDamageType ); Killed( info ); } }
//-----------------------------------------------------------------------------
// Purpose: Objects store health in hacky ways
//-----------------------------------------------------------------------------
void CBaseObject::SetHealth( float flHealth ) { if ( m_bCarryDeploy && (flHealth>m_iHealthOnPickup) ) { // If we are re-deploying after being carried we shouldn't gain more health than we had
// on pickup until the deploy process is finished.
flHealth = m_iHealthOnPickup; }
bool changed = m_flHealth != flHealth;
m_flHealth = flHealth; m_iHealth = ceil(m_flHealth);
/*
// If we a pose parameter, set the pose parameter to reflect our health
if ( LookupPoseParameter( "object_health") >= 0 && GetMaxHealth() > 0 ) { SetPoseParameter( "object_health", 100 * ( GetHealth() / (float)GetMaxHealth() ) ); } */
if ( changed ) { // Set value and fire output
m_OnObjectHealthChanged.Set( m_flHealth, this, this ); } }
//-----------------------------------------------------------------------------
// Purpose: Override base traceattack to prevent visible effects from team members shooting me
//-----------------------------------------------------------------------------
void CBaseObject::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { // Prevent team damage here so blood doesn't appear
if ( inputInfo.GetAttacker() ) { if ( InSameTeam(inputInfo.GetAttacker()) ) { // Pass Damage to enemy attachments
int iNumObjects = GetNumObjectsOnMe(); for ( int iPoint=iNumObjects-1;iPoint >= 0; --iPoint ) { CBaseObject *pObject = GetBuildPointObject( iPoint );
if ( pObject && pObject->IsHostileUpgrade() ) { pObject->TraceAttack(inputInfo, vecDir, ptr, pAccumulator ); } } return; } }
SpawnBlood( ptr->endpos, vecDir, BloodColor(), inputInfo.GetDamage() );
AddMultiDamage( inputInfo, this ); }
//-----------------------------------------------------------------------------
// Purpose: Prevent Team Damage
//-----------------------------------------------------------------------------
ConVar object_show_damage( "obj_show_damage", "0", 0, "Show all damage taken by objects." ); ConVar object_capture_damage( "obj_capture_damage", "0", 0, "Captures all damage taken by objects for dumping later." );
CUtlDict<int,int> g_DamageMap;
void Cmd_DamageDump_f(void) { CUtlDict<bool,int> g_UniqueColumns; int idx;
// Build the unique columns:
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) ) { char* szColumnName = strchr(g_DamageMap.GetElementName(idx),',') + 1;
int ColumnIdx = g_UniqueColumns.Find( szColumnName );
if( ColumnIdx == g_UniqueColumns.InvalidIndex() ) { g_UniqueColumns.Insert( szColumnName, false ); } }
// Dump the column names:
FileHandle_t f = filesystem->Open("damage.txt","wt+");
for( idx = g_UniqueColumns.First(); idx != g_UniqueColumns.InvalidIndex(); idx = g_UniqueColumns.Next(idx) ) { filesystem->FPrintf(f,"\t%s",g_UniqueColumns.GetElementName(idx)); }
filesystem->FPrintf(f,"\n");
CUtlDict<bool,int> g_CompletedRows;
// Dump each row:
bool bDidRow;
do { bDidRow = false;
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) ) { char szRowName[256];
// Check the Row name of each entry to see if I've done this row yet.
Q_strncpy(szRowName, g_DamageMap.GetElementName(idx), sizeof( szRowName ) ); *strchr(szRowName,',') = '\0';
char szRowNameComma[256]; Q_snprintf( szRowNameComma, sizeof( szRowNameComma ), "%s,", szRowName );
if( g_CompletedRows.Find(szRowName) == g_CompletedRows.InvalidIndex() ) { bDidRow = true; g_CompletedRows.Insert(szRowName,false);
// Output the row name:
filesystem->FPrintf(f,szRowName);
for( int ColumnIdx = g_UniqueColumns.First(); ColumnIdx != g_UniqueColumns.InvalidIndex(); ColumnIdx = g_UniqueColumns.Next( ColumnIdx ) ) { char szRowNameCommaColumn[256]; Q_strncpy( szRowNameCommaColumn, szRowNameComma, sizeof( szRowNameCommaColumn ) ); Q_strncat( szRowNameCommaColumn, g_UniqueColumns.GetElementName( ColumnIdx ), sizeof( szRowNameCommaColumn ), COPY_ALL_CHARACTERS );
int nDamageAmount = 0; // Fine to reuse idx since we are going to break anyways.
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) ) { if( !stricmp( g_DamageMap.GetElementName(idx), szRowNameCommaColumn ) ) { nDamageAmount = g_DamageMap[idx]; break; } }
filesystem->FPrintf(f,"\t%i",nDamageAmount);
}
filesystem->FPrintf(f,"\n"); break; } } // Grab the row name:
} while(bDidRow);
// close the file:
filesystem->Close(f); }
static ConCommand obj_dump_damage( "obj_dump_damage", Cmd_DamageDump_f );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ReportDamage( const char* szInflictor, const char* szVictim, float fAmount, int nCurrent, int nMax ) { int iAmount = (int)fAmount;
if( object_show_damage.GetBool() && iAmount ) { Msg( "ShowDamage: Object %s taking %0.1f damage from %s ( %i / %i )\n", szVictim, fAmount, szInflictor, nCurrent, nMax ); }
if( object_capture_damage.GetBool() ) { char szMangledKey[256];
Q_snprintf(szMangledKey,sizeof(szMangledKey)/sizeof(szMangledKey[0]),"%s,%s",szInflictor,szVictim); int idx = g_DamageMap.Find( szMangledKey );
if( idx == g_DamageMap.InvalidIndex() ) { g_DamageMap.Insert( szMangledKey, iAmount );
} else { g_DamageMap[idx] += iAmount; } } }
//-----------------------------------------------------------------------------
// Purpose: Return the first non-hostile object build on this object
//-----------------------------------------------------------------------------
CBaseEntity *CBaseObject::GetFirstFriendlyObjectOnMe( void ) { CBaseObject *pFirstObject = NULL;
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this); int iNumObjects = pBPInterface->GetNumObjectsOnMe(); for ( int iPoint=0;iPoint<iNumObjects;iPoint++ ) { CBaseObject *pObject = GetBuildPointObject( iPoint );
if ( pObject && !pObject->IsHostileUpgrade() ) { pFirstObject = pObject; break; } }
return pFirstObject; }
//-----------------------------------------------------------------------------
// Purpose: Pass the specified amount of damage through to any objects I have built on me
//-----------------------------------------------------------------------------
bool CBaseObject::PassDamageOntoChildren( const CTakeDamageInfo &info, float *flDamageLeftOver ) { float flDamage = info.GetDamage();
// Double the amount of damage done (and get around the child damage modifier)
flDamage *= 2; if ( obj_child_damage_factor.GetFloat() ) { flDamage *= (1 / obj_child_damage_factor.GetFloat()); }
// Remove blast damage because child objects (well specifically upgrades)
// want to ignore direct blast damage but still take damage from parent
CTakeDamageInfo childInfo = info; childInfo.SetDamage( flDamage ); childInfo.SetDamageType( info.GetDamageType() & (~DMG_BLAST) );
CBaseEntity *pEntity = GetFirstFriendlyObjectOnMe(); while ( pEntity ) { Assert( pEntity->m_takedamage != DAMAGE_NO ); // Do damage to the next object
float flDamageTaken = pEntity->OnTakeDamage( childInfo ); // If we didn't kill it, abort
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEntity); if ( !pObject || !pObject->IsDying() ) { const char* szInflictor = "unknown"; if( info.GetInflictor() ) szInflictor = (char*)info.GetInflictor()->GetClassname();
ReportDamage( szInflictor, GetClassname(), flDamageTaken, GetHealth(), GetMaxHealth() );
*flDamageLeftOver = flDamage; return true; } // Reduce the damage and move on to the next
flDamage -= flDamageTaken; pEntity = GetFirstFriendlyObjectOnMe(); }
*flDamageLeftOver = flDamage; return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::OnTakeDamage( const CTakeDamageInfo &info ) { if ( !IsAlive() ) return info.GetDamage();
if ( m_takedamage == DAMAGE_NO ) return 0;
if ( IsPlacing() ) return 0;
// Check teams
if ( info.GetAttacker() ) { if ( InSameTeam(info.GetAttacker()) ) return 0;
if ( TFGameRules() && TFGameRules()->IsTruceActive() ) { // players cannot damage buildings while a truce is active
if ( info.GetAttacker()->IsPlayer() && info.GetAttacker()->IsTruceValidForEnt() && ( ( info.GetAttacker()->GetTeamNumber() == TF_TEAM_RED ) || ( info.GetAttacker()->GetTeamNumber() == TF_TEAM_BLUE ) ) ) return 0; } }
m_AchievementData.AddDamagerToHistory( info.GetAttacker() ); if ( info.GetAttacker()->IsPlayer() ) { ToTFPlayer( info.GetAttacker() )->m_AchievementData.AddTargetToHistory( this ); }
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
float flDamage = info.GetDamage();
// Buildings are resistant to plasma damage.
if ( info.GetDamageCustom() == TF_DMG_CUSTOM_PLASMA ) { flDamage *= 0.2f; }
// Charged plasma damage disables buildings for a short time.
if ( info.GetDamageCustom() == TF_DMG_CUSTOM_PLASMA_CHARGED ) { flDamage *= 0.2f; m_flPlasmaDisableTime = gpGlobals->curtime + PLASMA_DISABLE_TIME; m_bPlasmaDisable = true; UpdateDisabledState(); }
// Objects build on other objects take less damage
if ( !IsAnUpgrade() && GetParentObject() ) { flDamage *= obj_child_damage_factor.GetFloat(); }
if (obj_damage_factor.GetFloat()) { flDamage *= obj_damage_factor.GetFloat(); }
CTFWeaponBase *pWeapon = dynamic_cast<CTFWeaponBase *>(info.GetWeapon()); if ( pWeapon ) { #ifdef STAGING_ONLY
// Attacker has building disabling properties
float flDisablingAttack = 0.0f; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flDisablingAttack, disable_buildings_on_hit ); if ( flDisablingAttack ) { // do not override if existing time is longer
m_flPlasmaDisableTime = Max( gpGlobals->curtime + flDisablingAttack, m_flPlasmaDisableTime ); m_bPlasmaDisable = true; UpdateDisabledState(); } #endif // STAGING_ONLY
// Apply attributes that increase damage vs buildings
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flDamage, mult_dmg_vs_buildings ); CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() ); if ( pAttacker ) { pWeapon->ApplyOnHitAttributes( NULL, pAttacker, info ); } }
if ( TFGameRules()->IsPowerupMode() ) { CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() ); if ( pAttacker ) { if ( pAttacker->m_Shared.GetCarryingRuneType() == RUNE_STRENGTH || pAttacker->m_Shared.InCond( TF_COND_RUNE_IMBALANCE ) ) { flDamage *= 2.f; }
if ( pAttacker->m_Shared.GetCarryingRuneType() == RUNE_KNOCKOUT ) { flDamage *= 4.f; }
if ( pAttacker->m_Shared.GetCarryingRuneType() == RUNE_VAMPIRE ) { int iModHealthOnHit = flDamage;
if ( iModHealthOnHit > 0 ) { pAttacker->TakeHealth( iModHealthOnHit, DMG_GENERIC ); } } } }
bool bFriendlyObjectsAttached = false; int iNumObjects = pBPInterface->GetNumObjectsOnMe(); for ( int iPoint=0;iPoint<iNumObjects;iPoint++ ) { CBaseObject *pObject = GetBuildPointObject( iPoint );
if ( !pObject || pObject->IsHostileUpgrade() ) { continue; }
bFriendlyObjectsAttached = true; break; }
// Don't look, Tom Bui!
static struct { bool operator()( const float flHealth, const float flDamage ) const { return ( ( flHealth - flDamage ) < 1 ); } } IsDamageFatal;
// Only track actual damage - not overkill
m_AchievementData.AddDamageEventToHistory( info.GetAttacker(), ( IsDamageFatal( m_flHealth, flDamage ) ) ? m_flHealth : flDamage );
// if we cannot die
if ( m_bCannotDie && IsDamageFatal( m_flHealth, flDamage ) ) { flDamage = m_flHealth - 1; }
// If I have objects on me, I can't be destroyed until they're gone. Ditto if I can't be killed.
bool bWillDieButCant = ( bFriendlyObjectsAttached ) && IsDamageFatal( m_flHealth, flDamage ); if ( bWillDieButCant ) { // Soak up the damage it would take to drop us to 1 health
flDamage = flDamage - m_flHealth; SetHealth( 1 );
// Pass leftover damage
if ( flDamage ) { if ( PassDamageOntoChildren( info, &flDamage ) ) return flDamage; } }
if ( flDamage ) { m_iLifetimeDamage += floor( MIN( flDamage, m_flHealth ) ); if ( m_iLifetimeDamage > tf_obj_damage_tank_achievement_amount.GetInt() && GetBuilder() ) { GetBuilder()->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_TANK_DAMAGE ); }
// Recheck our death possibility, because our objects may have all been blown off us by now
bWillDieButCant = ( bFriendlyObjectsAttached ) && IsDamageFatal( m_flHealth, flDamage ); if ( !bWillDieButCant ) { // Reduce health
SetHealth( m_flHealth - flDamage ); } }
m_OnDamaged.FireOutput(info.GetAttacker(), this);
if ( GetHealth() <= 0 ) { if ( info.GetAttacker() ) { //TFStats()->IncrementTeamStat( info.GetAttacker()->GetTeamNumber(), TF_TEAM_STAT_DESTROYED_OBJECT_COUNT, 1 );
//TFStats()->IncrementPlayerStat( info.GetAttacker(), TF_PLAYER_STAT_DESTROYED_OBJECT_COUNT, 1 );
}
m_lifeState = LIFE_DEAD; m_OnDestroyed.FireOutput( info.GetAttacker(), this); Killed( info );
// Tell our builder to speak about it
if ( m_hBuilder ) { m_hBuilder->SpeakConceptIfAllowed( MP_CONCEPT_LOST_OBJECT, GetResponseRulesModifier() ); } }
const char* szInflictor = "unknown"; if( info.GetInflictor() ) szInflictor = (char*)info.GetInflictor()->GetClassname();
ReportDamage( szInflictor, GetClassname(), flDamage, GetHealth(), GetMaxHealth() );
IGameEvent *event = gameeventmanager->CreateEvent( "npc_hurt" ); if ( event ) { event->SetInt( "entindex", entindex() ); event->SetInt( "health", Max( 0, (int)GetHealth() ) ); event->SetInt( "damageamount", flDamage ); event->SetBool( "crit", ( info.GetDamageType() & DMG_CRITICAL ) ? true : false );
CTFPlayer *pTFAttacker = ToTFPlayer( info.GetAttacker() ); if ( pTFAttacker ) { event->SetInt( "attacker_player", pTFAttacker->GetUserID() );
if ( pTFAttacker->GetActiveTFWeapon() ) { event->SetInt( "weaponid", pTFAttacker->GetActiveTFWeapon()->GetWeaponID() ); } else { event->SetInt( "weaponid", 0 ); } } else { // hurt by world
event->SetInt( "attacker_player", 0 ); event->SetInt( "weaponid", 0 ); }
gameeventmanager->FireEvent( event ); }
return flDamage; }
//-----------------------------------------------------------------------------
// Purpose: Repair / Help-Construct this object the specified amount
//-----------------------------------------------------------------------------
bool CBaseObject::Construct( float flHealth ) { // Multiply it by the repair rate
flHealth *= GetConstructionMultiplier(); if ( !flHealth ) return false;
if ( IsBuilding() ) { // Reduce the construction time by the correct amount for the health passed in
float flConstructionTime = flHealth / ((GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime); if ( flConstructionTime < 0.0f ) { flConstructionTime *= -1.0f; }
m_flConstructionTimeLeft = MAX( 0, m_flConstructionTimeLeft - flConstructionTime); m_flConstructionTimeLeft = clamp( m_flConstructionTimeLeft, 0.0f, m_flTotalConstructionTime );
m_flPercentageConstructed = m_flConstructionTimeLeft / m_flTotalConstructionTime;
if ( flHealth >= 0.0f ) { // Only do this if we're not reversing construction
m_flPercentageConstructed = 1.0f - m_flPercentageConstructed; } m_flPercentageConstructed = clamp( (float) m_flPercentageConstructed, 0.0f, 1.0f );
// Increase health (unless it's a mini-building, which start at max health)
// Minibuildings build health at a reduced rate
// Staging_engy
{ SetHealth( MIN( GetMaxHealth(), m_flHealth + (IsMiniBuilding() ? (flHealth * 0.5f) : flHealth) ) ); }
// Return true if we're constructed now
if ( m_flConstructionTimeLeft <= 0.0f ) { FinishedBuilding(); return true; } } else { // Return true if we're already fully healed
if ( GetHealth() >= GetMaxHealth() ) return true;
// Increase health.
SetHealth( MIN( GetMaxHealth(), MAX( 1, m_flHealth + flHealth ) ) );
m_OnRepaired.FireOutput( this, this);
// Return true if we're fully healed now
if ( GetHealth() == GetMaxHealth() ) return true; }
return false; }
//----------------------------------------------------------------------------------------------------------------------------------------
void CBaseObject::OnConstructionHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc ) { // Get the player index
int iPlayerIndex = pPlayer->entindex();
// The time the repair is going to expire
float flRepairExpireTime = gpGlobals->curtime + 1.0;
// Update or Add the expire time to the list
int index = m_ConstructorList.Find( iPlayerIndex ); if ( index == m_ConstructorList.InvalidIndex() ) { index = m_ConstructorList.Insert( iPlayerIndex ); m_ConstructorList[index].flValue = pWrench->GetConstructionValue(); }
m_ConstructorList[index].flHitTime = flRepairExpireTime;
// Play a construction hit effect.
CPVSFilter filter( hitLoc ); TE_TFParticleEffect( filter, 0.0f, "nutsnbolts_build", hitLoc, QAngle(0,0,0) ); }
//----------------------------------------------------------------------------------------------------------------------------------------
float CBaseObject::GetConstructionMultiplier( void ) { if ( IsUsingReverseBuild() ) return -1.0f;
float flMultiplier = 1.0;
// expire all the old
int i = m_ConstructorList.LastInorder(); while ( i != m_ConstructorList.InvalidIndex() ) { int iThis = i; i = m_ConstructorList.PrevInorder( i ); if ( m_ConstructorList[iThis].flHitTime < gpGlobals->curtime ) { m_ConstructorList.RemoveAt( iThis ); } else { // STAGING_ENGY
// each Player adds a fixed amount of speed boost
// Carry deploy hits add more
flMultiplier += ( m_ConstructorList[iThis].flValue ); } }
// See if we have any attributes that want to modify our build rate
CTFPlayer* pBuilder = GetOwner(); if( pBuilder ) { flMultiplier += pBuilder->GetObjectBuildSpeedMultiplier( ObjectType(), m_bCarryDeploy ); }
return flMultiplier; }
//-----------------------------------------------------------------------------
// Purpose: Object is exploding because it was killed or detonate
//-----------------------------------------------------------------------------
void CBaseObject::Explode( void ) { const char *pExplodeSound = GetObjectInfo( ObjectType() )->m_pExplodeSound;
if ( pExplodeSound && Q_strlen(pExplodeSound) > 0 ) { EmitSound( pExplodeSound ); }
const char *pExplodeEffect = GetObjectInfo( ObjectType() )->m_pExplosionParticleEffect; if ( pExplodeEffect && pExplodeEffect[0] != '\0' ) { // Send to everyone - we're inside prediction for the engy who hit this off, but we
// don't predict that the hit will kill this object.
CDisablePredictionFiltering disabler;
Vector origin = GetAbsOrigin(); QAngle up(-90,0,0);
CPVSFilter filter( origin ); TE_TFParticleEffect( filter, 0.0f, pExplodeEffect, origin, up ); }
// create some delicious, metal filled gibs
CreateObjectGibs(); }
void CBaseObject::CreateObjectGibs( void ) { if ( m_aGibs.Count() <= 0 ) { return; }
const CObjectInfo *pObjectInfo = GetObjectInfo( ObjectType() );
// grant some percentage of the cost to build if number of metal to drop is not specified
const float flMetalCostPercentage = 0.5f; const int nTotalMetal = pObjectInfo->m_iMetalToDropInGibs == 0 ? pObjectInfo->m_Cost * flMetalCostPercentage : pObjectInfo->m_iMetalToDropInGibs;
int nMetalPerGib = nTotalMetal / m_aGibs.Count(); int nLeftOver = nTotalMetal % m_aGibs.Count();
if ( IsMiniBuilding() ) { // STAGING_ENGY
nMetalPerGib = 0; nLeftOver = 0; }
int i; for ( i=0; i<m_aGibs.Count(); i++ ) { // make sure we drop all metal include left over from int math
CreateAmmoPack( m_aGibs[i].modelName, i == 0 ? nMetalPerGib + nLeftOver : nMetalPerGib ); } }
CTFAmmoPack* CBaseObject::CreateAmmoPack( const char *pchModel, int nMetal ) { CTFAmmoPack *pAmmoPack = CTFAmmoPack::Create( GetAbsOrigin(), GetAbsAngles(), this, pchModel ); Assert( pAmmoPack ); if ( pAmmoPack ) { pAmmoPack->ActivateWhenAtRest();
// Fill up the ammo pack.
pAmmoPack->GiveAmmo( nMetal, TF_AMMO_METAL );
// Calculate the initial impulse on the weapon.
Vector vecImpulse( random->RandomFloat( -0.5, 0.5 ), random->RandomFloat( -0.5, 0.5 ), random->RandomFloat( 0.75, 1.25 ) ); VectorNormalize( vecImpulse ); vecImpulse *= random->RandomFloat( tf_obj_gib_velocity_min.GetFloat(), tf_obj_gib_velocity_max.GetFloat() );
// Cap the impulse.
float flSpeed = vecImpulse.Length(); if ( flSpeed > tf_obj_gib_maxspeed.GetFloat() ) { VectorScale( vecImpulse, tf_obj_gib_maxspeed.GetFloat() / flSpeed, vecImpulse ); }
if ( pAmmoPack->VPhysicsGetObject() ) { // We can probably remove this when the mass on the weapons is correct!
//pAmmoPack->VPhysicsGetObject()->SetMass( 25.0f );
AngularImpulse angImpulse( 0, random->RandomFloat( 0, 100 ), 0 ); pAmmoPack->VPhysicsGetObject()->SetVelocityInstantaneous( &vecImpulse, &angImpulse ); }
pAmmoPack->SetInitialVelocity( vecImpulse );
pAmmoPack->m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
// Give the ammo pack some health, so that trains can destroy it.
pAmmoPack->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); pAmmoPack->m_takedamage = DAMAGE_YES; pAmmoPack->SetHealth( 900 ); pAmmoPack->m_bObjGib = true;
if ( IsMiniBuilding() ) { pAmmoPack->SetModelScale( 0.6f ); } }
return pAmmoPack; }
//-----------------------------------------------------------------------------
// Purpose: Object has been blown up. Drop resource chunks upto the value of my max health.
//-----------------------------------------------------------------------------
void CBaseObject::Killed( const CTakeDamageInfo &info ) { m_bDying = true;
// Find the killer & the scorer
CBaseEntity *pInflictor = info.GetInflictor(); CBaseEntity *pKiller = info.GetAttacker(); CTFPlayer *pScorer = ToTFPlayer( TFGameRules()->GetDeathScorer( pKiller, pInflictor, this ) ); CTFPlayer *pAssister = NULL;
// If we are being carried,
// if this object has a sapper on it, and was not killed by the sapper (killed by damage other than crush, since sapper does crushing damage),
// award an assist to the owner of the sapper since it probably contributed to destroying this object
CObjectSapper *pSapper = GetSapper(); if ( pSapper && !( DMG_CRUSH & info.GetDamageType() ) && !m_bPlasmaDisable ) { // give an assist to the sapper's owner
pAssister = pSapper->GetOwner(); if ( pAssister ) { CTF_GameStats.Event_AssistDestroyBuilding( pAssister, this );
// Also increment the SapBuildings grind achievement
pAssister->AwardAchievement( ACHIEVEMENT_TF_SPY_SAPPER_GRIND ); } } else if ( pScorer ) { // If a player is healing the scorer, give that player credit for the assist
CTFPlayer *pHealer = ToTFPlayer( static_cast<CBaseEntity *>( pScorer->m_Shared.GetFirstHealer() ) ); // Must be a medic to receive a healing assist, otherwise engineers get credit for assists from dispensers doing healing.
// Also don't give an assist for healing if the inflictor was a sentry gun, otherwise medics healing engineers get assists for the engineer's sentry kills.
if ( pHealer && ( pHealer->GetPlayerClass()->GetClassIndex() == TF_CLASS_MEDIC ) ) { pAssister = pHealer; } }
// Don't do anything if we were detonated or dismantled
if ( pScorer && pInflictor != this ) { IGameEvent * event = gameeventmanager->CreateEvent( "object_destroyed" );
// Work out what killed the player, and send a message to all clients about it
int iWeaponID; const char *killer_weapon_name = TFGameRules()->GetKillingWeaponName( info, NULL, &iWeaponID ); const char *killer_weapon_log_name = killer_weapon_name;
CTFPlayer *pTFPlayer = GetOwner();
CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase * >( pScorer->Weapon_OwnsThisID( iWeaponID ) ); if ( pWeapon ) { CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem();
if ( pItem ) { if ( pItem->GetStaticData()->GetIconClassname() ) { killer_weapon_name = pItem->GetStaticData()->GetIconClassname(); }
if ( pItem->GetStaticData()->GetLogClassname() ) { killer_weapon_log_name = pItem->GetStaticData()->GetLogClassname(); } } }
if ( event ) { if ( pTFPlayer ) { event->SetInt( "userid", pTFPlayer->GetUserID() ); } if ( pAssister && ( pAssister != pScorer ) ) { event->SetInt( "assister", pAssister->GetUserID() ); } event->SetInt( "attacker", pScorer->GetUserID() ); // attacker
event->SetString( "weapon", killer_weapon_name ); event->SetString( "weapon_logclassname", killer_weapon_log_name ); event->SetInt( "weaponid", iWeaponID ); event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
event->SetInt( "objecttype", GetType() ); event->SetInt( "index", entindex() ); // object entity index
event->SetBool( "was_building", m_bBuilding );
gameeventmanager->FireEvent( event ); }
CTF_GameStats.Event_PlayerDestroyedBuilding( pScorer, this ); pScorer->Event_KilledOther(this, info);
// Also track stats for strange sappers.
if ( pSapper ) { CTFPlayer *pSapperOwner = pSapper->GetOwner(); Assert( pSapperOwner );
if ( pSapperOwner ) { EconEntity_OnOwnerKillEaterEvent( dynamic_cast<CEconEntity *>( pSapperOwner->GetEntityForLoadoutSlot( LOADOUT_POSITION_BUILDING ) ), pSapperOwner, GetOwner(), kKillEaterEvent_BuildingSapped ); } }
// Check for Demo achievement:
// Kill an Engineer building that you can't see with a direct hit from a Grenade Launcher
if ( pScorer && pScorer->IsPlayerClass( TF_CLASS_DEMOMAN) ) { if ( pScorer->GetActiveTFWeapon() && ( pScorer->GetActiveTFWeapon()->GetWeaponID() == TF_WEAPON_GRENADELAUNCHER) ) { if ( pInflictor && pInflictor->IsPlayer() == false ) { CTFGrenadePipebombProjectile *pBaseGrenade = dynamic_cast< CTFGrenadePipebombProjectile* >( pInflictor ); if ( pBaseGrenade && pBaseGrenade->m_bTouched == false ) { if ( pScorer->FVisible( this ) == false ) { pScorer->AwardAchievement( ACHIEVEMENT_TF_DEMOMAN_KILL_BUILDING_DIRECT_HIT ); } } } } } } else { IGameEvent * event = gameeventmanager->CreateEvent( "object_detonated" );
if ( event ) { CTFPlayer *pTFPlayer = GetOwner(); if ( pTFPlayer ) { event->SetInt( "userid", pTFPlayer->GetUserID() ); } event->SetInt( "objecttype", GetType() ); // object type
event->SetInt( "index", entindex() ); // object entity index
gameeventmanager->FireEvent( event ); } }
// Don't create gibs if it reversed back to a toolbox
if ( IsUsingReverseBuild() && ( DMG_CRUSH & info.GetDamageType() ) != 0 ) { CTFAmmoPack *pAmmoPack = CreateAmmoPack( "models/weapons/w_models/w_toolbox.mdl", GetObjectInfo( ObjectType() )->m_iMetalToDropInGibs ); if ( pAmmoPack ) { pAmmoPack->SetBodygroup( 1, 1 ); }
CObjectSapper *pSapper = GetSapper(); if ( pSapper ) { pSapper->Explode(); } } else { // Do an explosion.
Explode(); }
// Stats tracking for strange items.
EconEntity_OnOwnerKillEaterEvent( dynamic_cast<CEconEntity *>( info.GetWeapon() ), pScorer, GetOwner(), kKillEaterEvent_BuildingDestroyed );
UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Purpose: Indicates this NPC's place in the relationship table.
//-----------------------------------------------------------------------------
Class_T CBaseObject::Classify( void ) { return CLASS_NONE; }
//-----------------------------------------------------------------------------
// Purpose: Get the type of this object
//-----------------------------------------------------------------------------
int CBaseObject::GetType() const { return m_iObjectType; }
//-----------------------------------------------------------------------------
// Purpose: Get the builder of this object
//-----------------------------------------------------------------------------
CTFPlayer *CBaseObject::GetBuilder( void ) const { return m_hBuilder; }
//-----------------------------------------------------------------------------
// Purpose: Return true if the Owning CTeam should clean this object up automatically
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldAutoRemove( void ) { return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : iTeamNum -
//-----------------------------------------------------------------------------
void CBaseObject::ChangeTeam( int iTeamNum ) { CTFTeam *pTeam = ( CTFTeam * )GetGlobalTeam( iTeamNum ); CTFTeam *pExisting = ( CTFTeam * )GetTeam();
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::ChangeTeam old %s new %s\n", gpGlobals->curtime, pExisting ? pExisting->GetName() : "NULL", pTeam ? pTeam->GetName() : "NULL" ) );
// Already on this team
if ( GetTeamNumber() == iTeamNum ) return;
if ( pExisting ) { // Remove it from current team ( if it's in one ) and give it to new team
pExisting->RemoveObject( this ); } // Change to new team
BaseClass::ChangeTeam( iTeamNum ); // Add this object to the team's list
// But only if we're not placing it
if ( pTeam && (!m_bPlacing) ) { pTeam->AddObject( this ); }
// Setup for our new team's model
CreateBuildPoints(); }
CObjectSapper* CBaseObject::GetSapper( void ) { if ( !HasSapper() ) return NULL;
return dynamic_cast< CObjectSapper* >( FirstMoveChild() ); }
//-----------------------------------------------------------------------------
// Purpose: Return true if I have at least 1 sapper on me
//-----------------------------------------------------------------------------
bool CBaseObject::HasSapper( void ) { return m_bHasSapper; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::IsPlasmaDisabled( void ) { return m_bPlasmaDisable; }
//-----------------------------------------------------------------------------
void CBaseObject::OnAddSapper( void ) { // Assume we can only build 1 sapper per object
Assert( m_bHasSapper == false );
m_bHasSapper = true;
CTFPlayer *pPlayer = GetBuilder();
if ( pPlayer ) { //pPlayer->HintMessage( HINT_OBJECT_YOUR_OBJECT_SAPPED, true );
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_SPY_SAPPER, GetResponseRulesModifier() ); }
UpdateDisabledState(); }
//-----------------------------------------------------------------------------
void CBaseObject::OnRemoveSapper( void ) { m_bHasSapper = false; UpdateDisabledState(); }
//-----------------------------------------------------------------------------
int CBaseObject::GetUpgradeMetalRequired() { return GetObjectInfo( GetType() )->m_UpgradeCost; }
//-----------------------------------------------------------------------------
bool CBaseObject::ShowVGUIScreen( int panelIndex, bool bShow ) { Assert( panelIndex >= 0 && panelIndex < m_hScreens.Count() ); if ( m_hScreens[panelIndex].Get() ) { m_hScreens[panelIndex]->SetActive( bShow ); return true; } else { return false; } }
//-----------------------------------------------------------------------------
// Purpose: Set the health of the object
//-----------------------------------------------------------------------------
void CBaseObject::InputSetHealth( inputdata_t &inputdata ) { m_iMaxHealth = inputdata.value.Int(); SetHealth( m_iMaxHealth ); }
//-----------------------------------------------------------------------------
// Purpose: Add health to the object
//-----------------------------------------------------------------------------
void CBaseObject::InputAddHealth( inputdata_t &inputdata ) { int iHealth = inputdata.value.Int(); SetHealth( MIN( GetMaxHealth(), m_flHealth + iHealth ) ); }
//-----------------------------------------------------------------------------
// Purpose: Remove health from the object
//-----------------------------------------------------------------------------
void CBaseObject::InputRemoveHealth( inputdata_t &inputdata ) { int iDamage = inputdata.value.Int();
SetHealth( m_flHealth - iDamage ); if ( GetHealth() <= 0 ) { m_lifeState = LIFE_DEAD; m_OnDestroyed.FireOutput(this, this);
CTakeDamageInfo info( inputdata.pCaller, inputdata.pActivator, vec3_origin, GetAbsOrigin(), iDamage, DMG_GENERIC ); Killed( info ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputSetSolidToPlayer( inputdata_t &inputdata ) { int ival = inputdata.value.Int(); ival = clamp( ival, (int)SOLID_TO_PLAYER_USE_DEFAULT, (int)SOLID_TO_PLAYER_NO ); OBJSOLIDTYPE stp = (OBJSOLIDTYPE)ival; SetSolidToPlayers( stp ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputSetBuilder( inputdata_t &inputdata ) { CTFPlayer *pPlayer = ToTFPlayer( inputdata.pActivator ); if ( GetBuilder() == NULL && pPlayer != NULL ) { SetBuilder( pPlayer ); ChangeTeam( pPlayer->GetTeamNumber() ); pPlayer->AddObject( this ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputShow( inputdata_t &inputdata ) { RemoveEffects( EF_NODRAW ); UpdateDisabledState(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputHide( inputdata_t &inputdata ) { AddEffects( EF_NODRAW ); SetDisabled( true ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : did this wrench hit do any work on the object?
//-----------------------------------------------------------------------------
bool CBaseObject::InputWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc ) { Assert( pPlayer ); if ( !pPlayer ) return false;
bool bDidWork = false;
if ( HasSapper() ) { // do damage to any attached buildings
CTakeDamageInfo info( pPlayer, pPlayer, pWrench, WRENCH_DMG_VS_SAPPER, DMG_CLUB, TF_DMG_WRENCH_FIX );
IHasBuildPoints *pBPInterface = dynamic_cast< IHasBuildPoints * >( this ); int iNumObjects = pBPInterface->GetNumObjectsOnMe(); for ( int iPoint=0;iPoint<iNumObjects;iPoint++ ) { CBaseObject *pObject = GetBuildPointObject( iPoint );
if ( pObject && pObject->IsHostileUpgrade() ) { int iBeforeHealth = pObject->GetHealth();
pObject->TakeDamage( info );
// This should always be true
if ( iBeforeHealth != pObject->GetHealth() ) { bDidWork = true; Assert( bDidWork ); } } } } else if ( IsUpgrading() ) { bDidWork = OnWrenchHit( pPlayer, pWrench, hitLoc ); // bDidWork = false;
} else if ( IsBuilding() ) { OnConstructionHit( pPlayer, pWrench, hitLoc ); bDidWork = true; } else { // upgrade, refill, repair damage
bDidWork = OnWrenchHit( pPlayer, pWrench, hitLoc ); }
if ( bDidWork ) { pPlayer->m_AchievementData.AddTargetToHistory( this ); }
return bDidWork; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::OnWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc ) { bool bRepairHit = false; bool bUpgradeHit = false;
bRepairHit = Command_Repair( pPlayer, pWrench->GetRepairValue() );
if ( !bRepairHit ) { bUpgradeHit = CheckUpgradeOnHit( pPlayer ); }
DoWrenchHitEffect( hitLoc, bRepairHit, bUpgradeHit );
return bUpgradeHit || bRepairHit; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::DoWrenchHitEffect( Vector hitLoc, bool bRepairHit, bool bUpgradeHit ) { if ( bRepairHit ) { // Play a repair hit effect.
CPVSFilter filter( hitLoc ); TE_TFParticleEffect( filter, 0.0f, "nutsnbolts_repair", hitLoc, QAngle(0,0,0) ); } else if ( bUpgradeHit ) { // Play an upgrade hit effect.
CPVSFilter filter( hitLoc ); TE_TFParticleEffect( filter, 0.0f, "nutsnbolts_upgrade", hitLoc, QAngle(0,0,0) ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::CheckUpgradeOnHit( CTFPlayer *pPlayer ) { if ( !CanBeUpgraded() ) return false;
if ( m_bCarryDeploy ) return false;
if ( CanBeUpgraded( pPlayer ) ) { int iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL ); int nMaxToAdd = tf_obj_upgrade_per_hit.GetInt(); if ( TFGameRules() && TFGameRules()->IsPowerupMode() ) { nMaxToAdd *= 2; } CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, nMaxToAdd, upgrade_rate_mod ); int iAmountToAdd = MIN( nMaxToAdd, iPlayerMetal );
if ( iAmountToAdd > ( m_iUpgradeMetalRequired - m_iUpgradeMetal ) ) iAmountToAdd = ( m_iUpgradeMetalRequired - m_iUpgradeMetal );
if ( tf_cheapobjects.GetBool() == false && !ShouldQuickBuild() ) { pPlayer->RemoveAmmo( iAmountToAdd, TF_AMMO_METAL ); }
// testing quick builds for engineers in Raid mode
if ( TFGameRules() && !TFGameRules()->IsPVEModeControlled( pPlayer ) ) { #ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() ) { iAmountToAdd = 200; } #endif
if ( TFGameRules()->GameModeUsesUpgrades() && TFGameRules()->IsQuickBuildTime() ) { iAmountToAdd = 200; } }
m_iUpgradeMetal += iAmountToAdd;
bool bDidWork = false; if ( iAmountToAdd > 0 ) { bDidWork = true; }
if ( m_iUpgradeMetal >= m_iUpgradeMetalRequired ) { IGameEvent * event = gameeventmanager->CreateEvent( "player_upgradedobject" ); if ( event ) { event->SetInt( "userid", pPlayer->GetUserID() ); event->SetInt( "object", ObjectType() ); event->SetInt( "index", entindex() ); event->SetBool( "isbuilder", pPlayer == GetBuilder() );
gameeventmanager->FireEvent( event ); }
StartUpgrading(); m_iUpgradeMetal = 0; }
return bDidWork; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::CanBeUpgraded( CTFPlayer *pPlayer ) { // Already upgrading
if ( IsUpgrading() ) return false;
if ( IsMiniBuilding() || IsDisposableBuilding() ) return false;
// only engineers
if ( !ClassCanBuild( pPlayer->GetPlayerClass()->GetClassIndex(), GetType() ) ) return false;
// max upgraded
if ( m_iUpgradeLevel >= OBJ_MAX_UPGRADE_LEVEL ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose: Separated so it can be triggered by wrench hit or by vgui screen
//-----------------------------------------------------------------------------
bool CBaseObject::Command_Repair( CTFPlayer *pActivator, float flRepairMod ) { if ( !CanBeRepaired() ) return false;
const float flRepairToMetalRatio = 3.0f; // Amount Repaired per metal
float flTargetHeal = 100.0f * flRepairMod; int iAmountToHeal = MIN( flTargetHeal, GetMaxHealth() - RoundFloatToInt( GetHealth() ) );
// repair the building
int iRepairCost = ceil( (float)( iAmountToHeal ) / flRepairToMetalRatio );
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::Command_Repair ( %f / %d ) - cost = %d\n", gpGlobals->curtime, GetHealth(), GetMaxHealth(), iRepairCost ) );
if ( iRepairCost > 0 ) { if ( iRepairCost > pActivator->GetBuildResources() ) { iRepairCost = pActivator->GetBuildResources(); }
pActivator->RemoveBuildResources( iRepairCost );
float flNewHealth = MIN( GetMaxHealth(), m_flHealth + ( iRepairCost * flRepairToMetalRatio ) );
if ( pActivator != GetBuilder() ) { float flAmountRepaired = flNewHealth - m_flHealth; pActivator->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_REPAIR_TEAM_GRIND, floor( flAmountRepaired ) ); }
SetHealth( flNewHealth );
return ( iRepairCost > 0 ); }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Upgrade this object a single level
//-----------------------------------------------------------------------------
void CBaseObject::StartUpgrading( void ) { // Increase level
m_iUpgradeLevel++;
if ( GetHighestUpgradeLevel() < m_iUpgradeLevel ) { m_iHighestUpgradeLevel = m_iUpgradeLevel; }
// more health
if ( !m_bCarryDeploy && !IsUsingReverseBuild() ) { int iMaxHealth = GetMaxHealthForCurrentLevel(); SetMaxHealth( iMaxHealth ); SetHealth( iMaxHealth ); }
const char *pUpgradeSound = GetObjectInfo( ObjectType() )->m_pUpgradeSound; if ( pUpgradeSound && *pUpgradeSound ) { EmitSound( pUpgradeSound ); }
if ( ( !m_bWasMapPlaced || ( m_iUpgradeLevel > (m_nDefaultUpgradeLevel+1) ) ) ) { SetActivity( ACT_OBJ_UPGRADING );
float flConstructionTime = ( ShouldQuickBuild() ? 0 : GetObjectInfo( ObjectType() )->m_flUpgradeDuration ); float flReverseBuildingConstructionSpeed = GetReversesBuildingConstructionSpeed(); flConstructionTime /= ( flReverseBuildingConstructionSpeed == 0.0f ? 1.0f : flReverseBuildingConstructionSpeed );
m_flUpgradeCompleteTime = gpGlobals->curtime + flConstructionTime; } else { m_flUpgradeCompleteTime = gpGlobals->curtime; //asap
}
RemoveAllGestures();
if ( TFGameRules() && TFGameRules()->IsInTraining() && TFGameRules()->GetTrainingModeLogic() && GetOwner() && GetOwner()->IsFakeClient() == false ) { TFGameRules()->GetTrainingModeLogic()->OnPlayerUpgradedBuilding( GetOwner(), this ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::FinishUpgrading( void ) { const char *pUpgradeSound = GetObjectInfo( ObjectType() )->m_pUpgradeSound; if ( pUpgradeSound && *pUpgradeSound ) { EmitSound( pUpgradeSound ); }
if ( IsUsingReverseBuild() ) { m_iUpgradeLevel--; DoReverseBuild(); } }
//-----------------------------------------------------------------------------
// Playing the upgrade animation
//-----------------------------------------------------------------------------
void CBaseObject::UpgradeThink( void ) { if ( gpGlobals->curtime > m_flUpgradeCompleteTime ) { FinishUpgrading(); } }
//-----------------------------------------------------------------------------
// Purpose: Handles health upgrade for objects we've already built
//-----------------------------------------------------------------------------
void CBaseObject::ApplyHealthUpgrade( void ) { CTFPlayer *pTFPlayer = GetOwner(); if ( !pTFPlayer ) return;
int iHealth = GetMaxHealthForCurrentLevel(); SetMaxHealth( iHealth ); SetHealth( iHealth );
//DevMsg( "%i\n", GetMaxHealth() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::PlayStartupAnimation( void ) { SetActivity( ACT_OBJ_STARTUP ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::DetermineAnimation( void ) { Activity desiredActivity = m_Activity;
switch ( m_Activity ) { default: { if ( IsUpgrading() ) { desiredActivity = ACT_OBJ_UPGRADING; } else if ( IsPlacing() ) { /*
if (1 || m_bPlacementOK ) { desiredActivity = ACT_OBJ_PLACING; } else { desiredActivity = ACT_OBJ_IDLE; } */ } else if ( IsBuilding() ) { desiredActivity = ACT_OBJ_ASSEMBLING; } else { desiredActivity = ACT_OBJ_RUNNING; } } break; case ACT_OBJ_STARTUP: { if ( IsActivityFinished() ) { desiredActivity = ACT_OBJ_RUNNING; } } break; }
if ( desiredActivity == m_Activity ) return;
SetActivity( desiredActivity ); }
//-----------------------------------------------------------------------------
// Purpose: Attach this object to the specified object
//-----------------------------------------------------------------------------
void CBaseObject::AttachObjectToObject( CBaseEntity *pEntity, int iPoint, Vector &vecOrigin ) { m_hBuiltOnEntity = pEntity; m_iBuiltOnPoint = iPoint;
int iAttachment = 0;
if ( m_hBuiltOnEntity.Get() ) { CTFPlayer *pTFPlayer = ToTFPlayer( pEntity ); if ( pTFPlayer ) { iAttachment = pTFPlayer->LookupAttachment( "head" ); } else { CBaseAnimating *pAnimate = dynamic_cast<CBaseAnimating*>( pEntity ); if ( pAnimate ) { iAttachment = pAnimate->LookupBone( "weapon_bone" ); if ( iAttachment >= 1 ) { FollowEntity( m_hBuiltOnEntity.Get() ); } } // Parent ourselves to the object
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>( pEntity ); Assert( pBPInterface ); if ( pBPInterface ) { iAttachment = pBPInterface->GetBuildPointAttachmentIndex( iPoint );
// re-link to the build points if the sapper is already built
if ( !( IsPlacing() || IsBuilding() ) ) { pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, this ); } } }
SetParent( m_hBuiltOnEntity.Get(), iAttachment );
if ( iAttachment >= 1 ) { // Stick right onto the attachment point.
vecOrigin.Init(); SetLocalOrigin( vecOrigin ); SetLocalAngles( QAngle(0,0,0) ); } else { SetAbsOrigin( vecOrigin ); vecOrigin = GetLocalOrigin(); }
SetupAttachedVersion(); }
Assert( m_hBuiltOnEntity.Get() == GetMoveParent() ); }
//-----------------------------------------------------------------------------
// Purpose: Detach this object from its parent, if it has one
//-----------------------------------------------------------------------------
void CBaseObject::DetachObjectFromObject( void ) { if ( !GetParentObject() ) return;
// Clear the build point
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(GetParentObject() ); Assert( pBPInterface ); pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, NULL );
SetParent( NULL ); m_hBuiltOnEntity = NULL; m_iBuiltOnPoint = 0; }
//-----------------------------------------------------------------------------
// Purpose: Spawn any objects specified inside the mdl
//-----------------------------------------------------------------------------
void CBaseObject::SpawnEntityOnBuildPoint( const char *pEntityName, int iAttachmentNumber ) { // Try and spawn the object
CBaseEntity *pEntity = CreateEntityByName( pEntityName ); if ( !pEntity ) return;
Vector vecOrigin; QAngle vecAngles; GetAttachment( iAttachmentNumber, vecOrigin, vecAngles ); pEntity->SetAbsOrigin( vecOrigin ); pEntity->SetAbsAngles( vecAngles ); pEntity->Spawn(); // If it's an object, finish setting it up
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEntity); if ( !pObject ) return;
// Add a buildpoint here
int iPoint = AddBuildPoint( iAttachmentNumber ); AddValidObjectToBuildPoint( iPoint, pObject->GetType() ); pObject->SetBuilder( GetBuilder() ); pObject->ChangeTeam( GetTeamNumber() ); if ( !(pObject->m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) ) { pObject->SpawnControlPanels(); } pObject->SetHealth( pObject->GetMaxHealth() ); pObject->FinishedBuilding(); pObject->AttachObjectToObject( this, iPoint, vecOrigin ); //pObject->m_fObjectFlags |= OF_CANNOT_BE_DISMANTLED;
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this); Assert( pBPInterface ); pBPInterface->SetObjectOnBuildPoint( iPoint, pObject ); }
//-----------------------------------------------------------------------------
// Purpose: Spawn any objects specified inside the mdl
//-----------------------------------------------------------------------------
void CBaseObject::SpawnObjectPoints( void ) { KeyValues *modelKeyValues = new KeyValues(""); if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) ) { modelKeyValues->deleteThis(); return; }
// Do we have a build point section?
KeyValues *pkvAllObjectPoints = modelKeyValues->FindKey("object_points"); if ( !pkvAllObjectPoints ) { modelKeyValues->deleteThis(); return; }
// Start grabbing the sounds and slotting them in
KeyValues *pkvObjectPoint; for ( pkvObjectPoint = pkvAllObjectPoints->GetFirstSubKey(); pkvObjectPoint; pkvObjectPoint = pkvObjectPoint->GetNextKey() ) { // Find the attachment first
const char *sAttachment = pkvObjectPoint->GetName(); int iAttachmentNumber = LookupAttachment( sAttachment ); if ( iAttachmentNumber <= 0 ) { Msg( "ERROR: Model %s specifies object point %s, but has no attachment named %s.\n", STRING(GetModelName()), pkvObjectPoint->GetString(), pkvObjectPoint->GetString() ); continue; }
// Now see what we're supposed to spawn there
// The count check is because it seems wrong to emit multiple entities on the same point
int nCount = 0; KeyValues *pkvObject; for ( pkvObject = pkvObjectPoint->GetFirstSubKey(); pkvObject; pkvObject = pkvObject->GetNextKey() ) { SpawnEntityOnBuildPoint( pkvObject->GetName(), iAttachmentNumber ); ++nCount; Assert( nCount <= 1 ); } }
modelKeyValues->deleteThis(); }
bool CBaseObject::IsSolidToPlayers( void ) const { switch ( m_SolidToPlayers ) { default: break; case SOLID_TO_PLAYER_USE_DEFAULT: { if ( GetObjectInfo( ObjectType() ) ) { return GetObjectInfo( ObjectType() )->m_bSolidToPlayerMovement; } } break; case SOLID_TO_PLAYER_YES: return true; case SOLID_TO_PLAYER_NO: return false; }
return false; }
void CBaseObject::SetSolidToPlayers( OBJSOLIDTYPE stp, bool force ) { bool changed = stp != m_SolidToPlayers; m_SolidToPlayers = stp;
if ( changed || force ) { SetCollisionGroup( IsSolidToPlayers() ? TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT : TFCOLLISION_GROUP_OBJECT ); } }
int CBaseObject::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512];
Q_snprintf( tempstr, sizeof( tempstr ),"Health: %f / %d ( %.1f )", GetHealth(), GetMaxHealth(), (float)GetHealth() / (float)GetMaxHealth() ); EntityText(text_offset,tempstr,0); text_offset++;
CTFPlayer *pBuilder = GetBuilder();
Q_snprintf( tempstr, sizeof( tempstr ),"Built by: (%d) %s", pBuilder ? pBuilder->entindex() : -1, pBuilder ? pBuilder->GetPlayerName() : "invalid builder" ); EntityText(text_offset,tempstr,0); text_offset++;
if ( IsBuilding() ) { Q_snprintf( tempstr, sizeof( tempstr ),"Build Rate: %.1f", GetConstructionMultiplier() ); EntityText(text_offset,tempstr,0); text_offset++; } } return text_offset;
}
//-----------------------------------------------------------------------------
// Purpose: Change build orientation
//-----------------------------------------------------------------------------
void CBaseObject::RotateBuildAngles( void ) { // rotate the build angles by 90 degrees ( final angle calculated after we network this )
m_iDesiredBuildRotations++; m_iDesiredBuildRotations = m_iDesiredBuildRotations % 4; }
//-----------------------------------------------------------------------------
// Purpose: called on edge cases to see if we need to change our disabled state
//-----------------------------------------------------------------------------
void CBaseObject::UpdateDisabledState( void ) { const bool bShouldBeEnabled = !m_bHasSapper && !m_bPlasmaDisable && (!TFGameRules()->RoundHasBeenWon() || TFGameRules()->GetWinningTeam() == GetTeamNumber());
SetDisabled( !bShouldBeEnabled ); }
//-----------------------------------------------------------------------------
// Purpose: called when our disabled state changes
//-----------------------------------------------------------------------------
void CBaseObject::SetDisabled( bool bDisabled ) { if ( bDisabled && !m_bDisabled ) { OnStartDisabled(); } else if ( !bDisabled && m_bDisabled ) { OnEndDisabled(); }
m_bDisabled = bDisabled; }
//-----------------------------------------------------------------------------
void CBaseObject::SetPlasmaDisabled( float flDuration ) { m_bPlasmaDisable = true; m_flPlasmaDisableTime = gpGlobals->curtime + flDuration; UpdateDisabledState(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::OnStartDisabled( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::OnEndDisabled( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Called when the model changes, find new attachments for the children
//-----------------------------------------------------------------------------
void CBaseObject::ReattachChildren( void ) { // Go through and store the children one by one, then reattach them. We need
// to store them like this because if we didnt and instead went through and
// reattached them as we iterated over them we could get into a state where we have
// children A and B and A has B as a sibling and B has NULL has a sibling,
// but we reattach B first which set's B's sibling to A creating a infinite loop
CUtlVector<CBaseEntity*> vecChildren; for (CBaseEntity *pChild = FirstMoveChild(); pChild; pChild = pChild->NextMovePeer()) { if( vecChildren.Find( pChild ) != vecChildren.InvalidIndex() ) { AssertMsg( 0, "Cyclic siblings found when reattaching children!" ); break; }
vecChildren.AddToTail( pChild ); }
int iNumBuildPoints = GetNumBuildPoints(); FOR_EACH_VEC( vecChildren, i ) { CBaseObject *pObject = dynamic_cast<CBaseObject *>( vecChildren[i] );
if ( !pObject ) { continue; }
Assert( pObject->GetParent() == this );
// get the type
int iObjectType = pObject->GetType();
bool bReattached = false;
Vector vecDummy;
for ( int j = 0; j < iNumBuildPoints && bReattached == false; j++ ) { // Can this object build on this point?
if ( CanBuildObjectOnBuildPoint( j, iObjectType ) ) { pObject->AttachObjectToObject( this, j, vecDummy ); bReattached = true; } }
// if we can't find an attach for the child, remove it and print an error
if ( bReattached == false ) { if ( m_bCarried && ( pObject->GetType() == OBJ_ATTACHMENT_SAPPER ) ) { pObject->ResetPlacement(); } else { pObject->DestroyObject(); Assert( !"Couldn't find attachment point on upgraded object for existing child.\n" ); } } } }
void CBaseObject::SetModel( const char *pModel ) { // Skip if we're already the proper model
if ( V_strcmp( GetModelName().ToCStr(), pModel ) == 0 ) return;
BaseClass::SetModel( pModel );
// Clear out the gib list and create a new one.
m_aGibs.Purge(); BuildGibList( m_aGibs, GetModelIndex(), 1.0f, COLLISION_GROUP_NONE );
CObjectSapper *pSapper = GetSapper(); if ( pSapper ) { pSapper->OnGoActive(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::Activate( void ) { BaseClass::Activate();
InitializeMapPlacedObject(); }
//-----------------------------------------------------------------------------
// Purpose: Map placed objects need to setup here.
//-----------------------------------------------------------------------------
void CBaseObject::InitializeMapPlacedObject( void ) { m_bWasMapPlaced = true; //m_fObjectFlags |= OF_CANNOT_BE_DISMANTLED;
// If a map-placed object spawns child objects with their own control
// panels, all of this lovely code will already have been run
if ( m_hBuiltOnEntity.Get() ) return;
SetBuilder( NULL );
// NOTE: We must spawn the control panels now, instead of during
// Spawn, because until placement is started, we don't actually know
// the position of the control panel because we don't know what it's
// been attached to (could be a vehicle which supplies a different
// place for the control panel)
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) ) { SpawnControlPanels(); }
SetHealth( GetMaxHealth() );
//AlignToGround( GetAbsOrigin() );
FinishedBuilding();
// Set the skin
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1; }
//-----------------------------------------------------------------------------
// Purpose: Turns the object into one carried by someone.
//-----------------------------------------------------------------------------
void CBaseObject::MakeCarriedObject( CTFPlayer *pCarrier ) { if ( pCarrier ) { // Make the object inactive.
m_bCarried = true; m_bCarryDeploy = false; pCarrier->m_Shared.SetCarriedObject( this ); m_iHealthOnPickup = m_iHealth; // If we are damaged, we want to remember how much damage we had sustained.
// Remove screens.
DestroyScreens();
// Mount it to the player.
FollowEntity( pCarrier );
IGameEvent * event = gameeventmanager->CreateEvent( "player_carryobject" ); if ( event ) { event->SetInt( "userid", pCarrier->GetUserID() ); event->SetInt( "object", GetType() ); event->SetInt( "index", entindex() ); // object entity index
gameeventmanager->FireEvent( event, true ); // don't send to clients
} } }
//-----------------------------------------------------------------------------
// Purpose: Turns the object into one carried by someone.
//-----------------------------------------------------------------------------
void CBaseObject::DropCarriedObject( CTFPlayer* pCarrier ) { m_bCarried = false; m_bCarryDeploy = false;
if ( pCarrier ) { pCarrier->m_Shared.SetCarriedObject( NULL ); }
StopFollowingEntity(); }
//-----------------------------------------------------------------------------
// Purpose: Instantly build and upgrade this object
//-----------------------------------------------------------------------------
void CBaseObject::DoQuickBuild( bool bForceMax /* = false */ ) { if ( IsBuilding() ) { FinishedBuilding(); }
int iTargetLevel = ( ( ( TFGameRules() && TFGameRules()->IsQuickBuildTime() ) || bForceMax ) ? OBJ_MAX_UPGRADE_LEVEL : GetUpgradeLevel() );
if ( CanBeUpgraded( GetOwner() ) ) { for ( int i = GetUpgradeLevel(); i < iTargetLevel; i++ ) { StartUpgrading(); } } else { int iMaxHealth = GetMaxHealthForCurrentLevel(); SetMaxHealth( iMaxHealth ); SetHealth( iMaxHealth ); } }
//-----------------------------------------------------------------------------
// Builds instantly under certain conditions/modes
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldQuickBuild( void ) { if ( TFGameRules() ) { if ( GetType() == OBJ_ATTACHMENT_SAPPER ) return false;
#ifdef STAGING_ONLY
if ( GetType() == OBJ_SPY_TRAP ) return false; #endif
if ( TFGameRules()->IsQuickBuildTime() ) { return true; }
if ( TFGameRules()->IsMannVsMachineMode() ) { if ( GetTeamNumber() == TF_TEAM_PVE_INVADERS ) { // Engineer bots in MvM deploy pre-built sentries that build up at the normal rate
return m_bForceQuickBuild; }
if ( m_bCarryDeploy || TFGameRules()->State_Get() == GR_STATE_BETWEEN_RNDS ) { return true; } } }
return m_bForceQuickBuild; }
void CBaseObject::DoReverseBuild( void ) { m_iHighestUpgradeLevel = m_iUpgradeLevel; m_iUpgradeMetal = 0;
int iMaxHealth = GetMaxHealthForCurrentLevel(); SetMaxHealth( iMaxHealth ); if ( GetHealth() > iMaxHealth ) { SetHealth( iMaxHealth ); }
if ( m_iUpgradeLevel > 1 ) { m_iUpgradeLevel--; StartUpgrading(); } else { m_bBuilding = true; m_bCarryDeploy = false; m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime(); m_flConstructionStartTime = gpGlobals->curtime; SetStartBuildingModel(); SetControlPanelsActive( false ); } }
float CBaseObject::GetReversesBuildingConstructionSpeed( void ) { CObjectSapper *pSapper = GetSapper(); if ( !pSapper ) return 0.0f;
return pSapper->GetReversesBuildingConstructionSpeed(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::InputEnable( inputdata_t &inputdata ) { if ( IsDisabled() ) { UpdateDisabledState(); if ( !IsDisabled() ) { OnGoActive(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::InputDisable( inputdata_t &inputdata ) { if ( !IsDisabled() ) { SetDisabled( true ); OnGoInactive(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::GetMaxHealthForCurrentLevel( void ) { int iMaxHealth = IsMiniBuilding() ? GetMiniBuildingStartingHealth() : GetBaseHealth(); if ( GetOwner() && !m_bDisposableBuilding ) { CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwner(), iMaxHealth, mult_engy_building_health ); } if ( !IsMiniBuilding() && ( GetUpgradeLevel() > 1 ) ) { float flMultiplier = pow( UPGRADE_LEVEL_HEALTH_MULTIPLIER, GetUpgradeLevel() - 1 ); iMaxHealth = (int)( iMaxHealth * flMultiplier ); }
return iMaxHealth; }
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