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