Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "baseobject_shared.h"
#include <KeyValues.h>
#include "tf_shareddefs.h"
#include "engine/ivmodelinfo.h"
#ifdef GAME_DLL
#include "func_no_build.h"
#include "tf_player.h"
#include "tf_team.h"
#include "func_no_build.h"
#include "func_respawnroom.h"
#else
#include "c_tf_player.h"
#include "c_tf_team.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar tf_obj_build_rotation_speed( "tf_obj_build_rotation_speed", "250", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Degrees per second to rotate building when player alt-fires during placement." );
//-----------------------------------------------------------------------------
// Purpose: Parse our model and create the buildpoints in it
//-----------------------------------------------------------------------------
void CBaseObject::CreateBuildPoints( void )
{
// Clear out any existing build points
m_BuildPoints.RemoveAll();
KeyValues * modelKeyValues = new KeyValues("");
if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
{
return;
}
// Do we have a build point section?
KeyValues *pkvAllBuildPoints = modelKeyValues->FindKey("build_points");
if ( pkvAllBuildPoints )
{
KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey();
while ( pkvBuildPoint )
{
// Find the attachment first
const char *sAttachment = pkvBuildPoint->GetName();
int iAttachmentNumber = LookupAttachment( sAttachment );
if ( iAttachmentNumber > 0 )
{
AddAndParseBuildPoint( iAttachmentNumber, pkvBuildPoint );
}
else
{
Msg( "ERROR: Model %s specifies buildpoint %s, but has no attachment named %s.\n", STRING(GetModelName()), pkvBuildPoint->GetString(), pkvBuildPoint->GetString() );
}
pkvBuildPoint = pkvBuildPoint->GetNextKey();
}
}
// Any virtual build points (build points that aren't on an attachment)?
pkvAllBuildPoints = modelKeyValues->FindKey("virtual_build_points");
if ( pkvAllBuildPoints )
{
KeyValues *pkvBuildPoint = pkvAllBuildPoints->GetFirstSubKey();
while ( pkvBuildPoint )
{
AddAndParseBuildPoint( -1, pkvBuildPoint );
pkvBuildPoint = pkvBuildPoint->GetNextKey();
}
}
modelKeyValues->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::AddAndParseBuildPoint( int iAttachmentNumber, KeyValues *pkvBuildPoint )
{
int iPoint = AddBuildPoint( iAttachmentNumber );
m_BuildPoints[iPoint].m_bPutInAttachmentSpace = (pkvBuildPoint->GetInt( "PutInAttachmentSpace", 0 ) != 0);
// Now see if we've got a set of valid objects specified
KeyValues *pkvValidObjects = pkvBuildPoint->FindKey( "valid_objects" );
if ( pkvValidObjects )
{
KeyValues *pkvObject = pkvValidObjects->GetFirstSubKey();
while ( pkvObject )
{
const char *pSpecifiedObject = pkvObject->GetName();
int iLenObjName = Q_strlen( pSpecifiedObject );
// Find the object index for the name
for ( int i = 0; i < OBJ_LAST; i++ )
{
if ( !Q_strncasecmp( GetObjectInfo( i )->m_pClassName, pSpecifiedObject, iLenObjName) )
{
AddValidObjectToBuildPoint( iPoint, i );
break;
}
}
pkvObject = pkvObject->GetNextKey();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Add a new buildpoint to my list of buildpoints
//-----------------------------------------------------------------------------
int CBaseObject::AddBuildPoint( int iAttachmentNum )
{
// Make a new buildpoint
BuildPoint_t sNewPoint;
sNewPoint.m_hObject = NULL;
sNewPoint.m_iAttachmentNum = iAttachmentNum;
sNewPoint.m_bPutInAttachmentSpace = false;
Q_memset( sNewPoint.m_bValidObjects, 0, sizeof( sNewPoint.m_bValidObjects ) );
// Insert it into our list
return m_BuildPoints.AddToTail( sNewPoint );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::AddValidObjectToBuildPoint( int iPoint, int iObjectType )
{
Assert( iPoint <= GetNumBuildPoints() );
m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::GetNumBuildPoints( void ) const
{
return m_BuildPoints.Size();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseObject* CBaseObject::GetBuildPointObject( int iPoint )
{
Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
return m_BuildPoints[iPoint].m_hObject;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified object type can be built on this point
//-----------------------------------------------------------------------------
bool CBaseObject::CanBuildObjectOnBuildPoint( int iPoint, int iObjectType )
{
Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
// Allowed to build here?
if ( !m_BuildPoints[iPoint].m_bValidObjects[ iObjectType ] )
return false;
// Buildpoint empty?
return ( m_BuildPoints[iPoint].m_hObject == NULL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles )
{
Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
int iAttachmentNum = m_BuildPoints[iPoint].m_iAttachmentNum;
if ( iAttachmentNum == -1 )
{
vecOrigin = GetAbsOrigin();
vecAngles = GetAbsAngles();
return true;
}
else
{
return GetAttachment( m_BuildPoints[iPoint].m_iAttachmentNum, vecOrigin, vecAngles );
}
}
int CBaseObject::GetBuildPointAttachmentIndex( int iPoint ) const
{
Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
if ( m_BuildPoints[iPoint].m_bPutInAttachmentSpace )
{
return m_BuildPoints[iPoint].m_iAttachmentNum;
}
else
{
return 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject )
{
Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
m_BuildPoints[iPoint].m_hObject = pObject;
}
ConVar tf_obj_max_attach_dist( "tf_obj_max_attach_dist", "160", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CBaseObject::GetMaxSnapDistance( int iPoint )
{
return tf_obj_max_attach_dist.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose: Return the number of objects on my build points
//-----------------------------------------------------------------------------
int CBaseObject::GetNumObjectsOnMe( void )
{
int iObjects = 0;
for ( int i = 0; i < GetNumBuildPoints(); i++ )
{
if ( m_BuildPoints[i].m_hObject )
{
iObjects++;
}
}
return iObjects;
}
//-----------------------------------------------------------------------------
// I've finished building the specified object on the specified build point
//-----------------------------------------------------------------------------
int CBaseObject::FindObjectOnBuildPoint( CBaseObject *pObject )
{
for (int i = m_BuildPoints.Count(); --i >= 0; )
{
if (m_BuildPoints[i].m_hObject == pObject)
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseObject *CBaseObject::GetObjectOfTypeOnMe( int iObjectType )
{
for ( int iObject = 0; iObject < GetNumObjectsOnMe(); ++iObject )
{
CBaseObject *pObject = dynamic_cast<CBaseObject*>( m_BuildPoints[iObject].m_hObject.Get() );
if ( pObject )
{
if ( pObject->GetType() == iObjectType )
return pObject;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::RemoveAllObjects( void )
{
#ifndef CLIENT_DLL
for ( int i = 0; i < GetNumBuildPoints(); i++ )
{
if ( m_BuildPoints[i].m_hObject )
{
UTIL_Remove( m_BuildPoints[i].m_hObject );
}
}
#endif // !CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseObject *CBaseObject::GetParentObject( void )
{
if ( GetMoveParent() )
return dynamic_cast<CBaseObject*>(GetMoveParent());
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CBaseObject::GetParentEntity( void )
{
if ( GetMoveParent() )
return GetMoveParent();
return NULL;
}
static ConVar sv_ignore_hitboxes( "sv_ignore_hitboxes", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Disable hitboxes" );
bool CBaseObject::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
bool bReturn = BaseClass::TestHitboxes( ray, fContentsMask, tr );
if( !sv_ignore_hitboxes.GetBool() )
return bReturn;
if( !bReturn )
{
return false;
}
if( tr.fraction == 1.f && !tr.allsolid && !tr.startsolid )
{
return false;
}
return bReturn;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this object should be active
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldBeActive( void )
{
if ( IsDisabled() )
return false;
// Placing and/or constructing objects shouldn't be active
if ( IsPlacing() || IsBuilding() || IsCarried() )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Set the object's type
//-----------------------------------------------------------------------------
void CBaseObject::SetType( int iObjectType )
{
m_iObjectType = iObjectType;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : act -
//-----------------------------------------------------------------------------
void CBaseObject::SetActivity( Activity act )
{
// Hrm, it's not actually a studio model...
if ( !GetModelPtr() )
return;
int sequence = SelectWeightedSequence( act );
if ( sequence != ACTIVITY_NOT_AVAILABLE )
{
m_Activity = act;
SetObjectSequence( sequence );
}
else
{
m_Activity = ACT_INVALID;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CBaseObject::GetActivity( ) const
{
return m_Activity;
}
//-----------------------------------------------------------------------------
// Purpose: Thin wrapper over CBaseAnimating::SetSequence to do bookkeeping.
// Input : sequence -
//-----------------------------------------------------------------------------
void CBaseObject::SetObjectSequence( int sequence )
{
ResetSequence( sequence );
SetCycle( GetReversesBuildingConstructionSpeed() != 0.0f ? 1.0f : 0.0f );
#if !defined( CLIENT_DLL )
if ( IsUsingClientSideAnimation() )
{
ResetClientsideFrame();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::OnGoActive( void )
{
#ifndef CLIENT_DLL
while ( m_nDefaultUpgradeLevel + 1 > m_iUpgradeLevel )
{
StartUpgrading();
}
// Play startup animation
PlayStartupAnimation();
// Switch to the on state
if ( GetModelPtr() )
{
int index = FindBodygroupByName( "powertoggle" );
if ( index >= 0 )
{
SetBodygroup( index, 1 );
}
}
UpdateDisabledState();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::OnGoInactive( void )
{
#ifndef CLIENT_DLL
if ( GetModelPtr() )
{
// Switch to the off state
int index = FindBodygroupByName( "powertoggle" );
if ( index >= 0 )
{
SetBodygroup( index, 0 );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : collisionGroup -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldCollide( int collisionGroup, int contentsMask ) const
{
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
{
if ( GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT )
{
return true;
}
switch( GetTeamNumber() )
{
case TF_TEAM_RED:
if ( !( contentsMask & CONTENTS_REDTEAM ) )
return false;
break;
case TF_TEAM_BLUE:
if ( !( contentsMask & CONTENTS_BLUETEAM ) )
return false;
break;
}
}
return BaseClass::ShouldCollide( collisionGroup, contentsMask );
}
//-----------------------------------------------------------------------------
// Purpose: Should objects repel players on the same team
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldPlayersAvoid( void )
{
return ( GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT );
}
//-----------------------------------------------------------------------------
// Do we have to be built on an attachment point
//-----------------------------------------------------------------------------
bool CBaseObject::MustBeBuiltOnAttachmentPoint( void ) const
{
return (m_fObjectFlags & OF_MUST_BE_BUILT_ON_ATTACHMENT) != 0;
}
//-----------------------------------------------------------------------------
// Purpose: Find a place in the world where we should try to build this object
//-----------------------------------------------------------------------------
bool CBaseObject::CalculatePlacementPos( void )
{
CTFPlayer *pPlayer = GetOwner();
if ( !pPlayer )
return false;
// Calculate build angles
QAngle vecAngles = vec3_angle;
vecAngles.y = pPlayer->EyeAngles().y;
QAngle objAngles = vecAngles;
SetAbsAngles( objAngles );
UpdateDesiredBuildRotation( gpGlobals->frametime );
objAngles.y = objAngles.y + m_flCurrentBuildRotation;
SetLocalAngles( objAngles );
AngleVectors( vecAngles, &m_vecBuildForward );
// Adjust build distance based upon object size
Vector2D vecObjectRadius;
vecObjectRadius.x = MAX( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) );
vecObjectRadius.y = MAX( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) );
Vector2D vecPlayerRadius;
Vector vecPlayerMins = pPlayer->WorldAlignMins();
Vector vecPlayerMaxs = pPlayer->WorldAlignMaxs();
vecPlayerRadius.x = MAX( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) );
vecPlayerRadius.y = MAX( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) );
m_flBuildDistance = vecObjectRadius.Length() + vecPlayerRadius.Length() + 4; // small safety buffer
Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + m_vecBuildForward * m_flBuildDistance;
m_vecBuildOrigin = vecBuildOrigin;
Vector vErrorOrigin = vecBuildOrigin - (m_vecBuildMaxs - m_vecBuildMins) * 0.5f - m_vecBuildMins;
Vector vBuildDims = m_vecBuildMaxs - m_vecBuildMins;
Vector vHalfBuildDims = vBuildDims * 0.5;
Vector vHalfBuildDimsXY( vHalfBuildDims.x, vHalfBuildDims.y, 0 );
// Here, we start at the highest Z we'll allow for the top of the object. Then
// we sweep an XY cross section downwards until it hits the ground.
//
// The rule is that the top of to box can't go lower than the player's feet, and the bottom of the
// box can't go higher than the player's head.
//
// To simplify things in here, we treat the box as though it's symmetrical about all axes
// (so mins = -maxs), then reoffset the box at the very end.
Vector vHalfPlayerDims = (pPlayer->WorldAlignMaxs() - pPlayer->WorldAlignMins()) * 0.5f;
float flBoxTopZ = pPlayer->WorldSpaceCenter().z + vHalfPlayerDims.z + vBuildDims.z;
float flBoxBottomZ = pPlayer->WorldSpaceCenter().z - vHalfPlayerDims.z - vBuildDims.z;
// First, find the ground (ie: where the bottom of the box goes).
trace_t tr;
float bottomZ = 0;
int nIterations = 8;
float topZ = flBoxTopZ;
float topZInc = (flBoxBottomZ - flBoxTopZ) / (nIterations-1);
int iIteration;
for ( iIteration = 0; iIteration < nIterations; iIteration++ )
{
UTIL_TraceHull(
Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, topZ ),
Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, flBoxBottomZ ),
-vHalfBuildDimsXY, vHalfBuildDimsXY, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
bottomZ = tr.endpos.z;
// If there is no ground, then we can't place here.
if ( tr.fraction == 1 )
{
m_vecBuildOrigin = vErrorOrigin;
return false;
}
// if we found enough space to fit our object, place here
if ( topZ - bottomZ > vBuildDims.z && !tr.startsolid )
{
break;
}
topZ += topZInc;
}
if ( iIteration == nIterations )
{
m_vecBuildOrigin = vErrorOrigin;
return false;
}
// Now see if the range we've got leaves us room for our box.
if ( topZ - bottomZ < vBuildDims.z )
{
m_vecBuildOrigin = vErrorOrigin;
return false;
}
// Don't allow buildables on the train just yet.
if ( tr.m_pEnt && tr.m_pEnt->IsBSPModel() )
{
if ( FClassnameIs( tr.m_pEnt, "func_tracktrain" ) )
return false;
}
// Verify that it's not on too much of a slope by seeing how far the corners are from the ground.
Vector vBottomCenter( m_vecBuildOrigin.x, m_vecBuildOrigin.y, bottomZ );
if ( !VerifyCorner( vBottomCenter, -vHalfBuildDims.x, -vHalfBuildDims.y ) ||
!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, +vHalfBuildDims.y ) ||
!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, -vHalfBuildDims.y ) ||
!VerifyCorner( vBottomCenter, -vHalfBuildDims.x, +vHalfBuildDims.y ) )
{
m_vecBuildOrigin = vErrorOrigin;
return false;
}
// Ok, now we know the Z range where this box can fit.
Vector vBottomLeft = m_vecBuildOrigin - vHalfBuildDims;
vBottomLeft.z = bottomZ;
m_vecBuildOrigin = vBottomLeft - m_vecBuildMins;
m_vecBuildCenterOfMass = m_vecBuildOrigin + Vector( 0, 0, vHalfBuildDims.z );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Checks a position to make sure a corner of a building can live there
//-----------------------------------------------------------------------------
bool CBaseObject::VerifyCorner( const Vector &vBottomCenter, float xOffset, float yOffset )
{
// NOTE: I am changing the 0.1 on the bottom start to 2.0 to deal with the epsilon differnece
// between the trace hull and trace line version of collision against a rotated bsp object.
// I will probably want to change the code if we find more bugs around this, but for now as
// a test changing it hear should be fine.
// Start slightly above the surface
Vector vStart( vBottomCenter.x + xOffset, vBottomCenter.y + yOffset, vBottomCenter.z + 2.0 );
trace_t tr;
UTIL_TraceLine(
vStart,
vStart - Vector( 0, 0, TF_OBJ_GROUND_CLEARANCE ),
MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
// Cannot build on very steep slopes ( > 45 degrees )
if ( tr.fraction < 1.0f )
{
Vector vecUp(0,0,1);
tr.plane.normal.NormalizeInPlace();
float flDot = DotProduct( tr.plane.normal, vecUp );
if ( flDot < 0.65 )
{
// Too steep
return false;
}
}
return !tr.startsolid && tr.fraction < 1;
}
//-----------------------------------------------------------------------------
// Purpose: Check that the selected position is buildable
//-----------------------------------------------------------------------------
bool CBaseObject::IsPlacementPosValid( void )
{
bool bValid = CalculatePlacementPos();
if ( !bValid )
{
return false;
}
CTFPlayer *pPlayer = GetOwner();
if ( !pPlayer )
{
return false;
}
#ifndef CLIENT_DLL
if ( !EstimateValidBuildPos() )
return false;
#endif
// Verify that the entire object can fit here
// Important! here we want to collide with players and other buildings, but not dropped weapons
trace_t tr;
UTIL_TraceEntity( this, m_vecBuildOrigin, m_vecBuildOrigin, MASK_SOLID, NULL, COLLISION_GROUP_PLAYER, &tr );
if ( tr.fraction < 1.0f )
return false;
// Make sure we can see the final position
UTIL_TraceLine( pPlayer->EyePosition(), m_vecBuildOrigin + Vector(0,0,m_vecBuildMaxs[2] * 0.5), MASK_PLAYERSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0 )
{
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Shared, update the build rotation
//-----------------------------------------------------------------------------
void CBaseObject::UpdateDesiredBuildRotation( float flFrameTime )
{
// approach desired build rotation
float flBuildRotation = 90.0f * m_iDesiredBuildRotations;
m_flCurrentBuildRotation = ApproachAngle( flBuildRotation, m_flCurrentBuildRotation, tf_obj_build_rotation_speed.GetFloat() * flFrameTime );
}