Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

340 lines
10 KiB

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