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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/info_vehicle_bay.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf2/info_vehicle_bay.cpp')
| -rw-r--r-- | game/server/tf2/info_vehicle_bay.cpp | 270 |
1 files changed, 270 insertions, 0 deletions
diff --git a/game/server/tf2/info_vehicle_bay.cpp b/game/server/tf2/info_vehicle_bay.cpp new file mode 100644 index 0000000..30737b9 --- /dev/null +++ b/game/server/tf2/info_vehicle_bay.cpp @@ -0,0 +1,270 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "EntityOutput.h" +#include "EntityList.h" +#include "info_vehicle_bay.h" +#include "tf_obj.h" +#include "tf_player.h" +#include "info_act.h" + +extern ConVar tf_fastbuild; + +BEGIN_DATADESC( CInfoVehicleBay ) +END_DATADESC() + +LINK_ENTITY_TO_CLASS( info_vehicle_bay, CInfoVehicleBay ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CInfoVehicleBay::Spawn( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: Vehicle bays have 1 build point +//----------------------------------------------------------------------------- +int CInfoVehicleBay::GetNumBuildPoints( void ) const +{ + return 1; +} + +//----------------------------------------------------------------------------- +// Purpose: Return true if the specified object type can be built on this point +//----------------------------------------------------------------------------- +bool CInfoVehicleBay::CanBuildObjectOnBuildPoint( int iPoint, int iObjectType ) +{ + ASSERT( iPoint <= GetNumBuildPoints() ); + + // Don't allow building if there's another vehicle in the way + + + // Only vehicles can be built here + return ( iObjectType >= OBJ_BATTERING_RAM ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CInfoVehicleBay::GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles ) +{ + ASSERT( iPoint <= GetNumBuildPoints() ); + + vecOrigin = GetAbsOrigin(); + vecAngles = GetAbsAngles(); + return true; +} + +int CInfoVehicleBay::GetBuildPointAttachmentIndex( int iPoint ) const +{ + return 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CInfoVehicleBay::SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CInfoVehicleBay::GetNumObjectsOnMe( void ) +{ + return 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CBaseEntity *CInfoVehicleBay::GetFirstObjectOnMe( void ) +{ + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CBaseObject *CInfoVehicleBay::GetObjectOfTypeOnMe( int iObjectType ) +{ + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CInfoVehicleBay::FindObjectOnBuildPoint( CBaseObject *pObject ) +{ + return -1; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CInfoVehicleBay::GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles ) +{ + Assert(0); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CInfoVehicleBay::RemoveAllObjects( void ) +{ +} + +//=================================================================================================================== +// Vehicle Bay VGui Screen +//=================================================================================================================== +BEGIN_DATADESC( CVGuiScreenVehicleBay ) + // outputs + DEFINE_OUTPUT( m_OnStartedBuild, "OnStartedBuild" ), + DEFINE_OUTPUT( m_OnFinishedBuild, "OnFinishedBuild" ), + DEFINE_OUTPUT( m_OnReadyToBuildAgain, "OnReadyToBuildAgain" ), + + // functions + DEFINE_FUNCTION( BayThink ), +END_DATADESC() + +LINK_ENTITY_TO_CLASS( vgui_screen_vehicle_bay, CVGuiScreenVehicleBay ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVGuiScreenVehicleBay::Activate( void ) +{ + BaseClass::Activate(); + + // Make sure we have a buildpoint specified + CBaseEntity *pBuildPoint = gEntList.FindEntityByName( NULL, m_target ); + if ( !pBuildPoint ) + { + Msg("ERROR: vgui_screen_vehicle_bay with no buildpoint as its target.\n" ); + UTIL_Remove( this ); + return; + } + + Vector vecOrigin = pBuildPoint->GetAbsOrigin(); + QAngle vecAngles = pBuildPoint->GetAbsAngles(); + SetBuildPoint( vecOrigin, vecAngles ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVGuiScreenVehicleBay::SetBuildPoint( Vector &vecOrigin, QAngle &vecAngles ) +{ + m_vecBuildPointOrigin = vecOrigin; + m_vecBuildPointAngles = vecAngles; + m_bBayIsClear = false; + + // Start checking to see when I'm clear again + SetThink( BayThink ); + SetNextThink( gpGlobals->curtime + 0.1f ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVGuiScreenVehicleBay::BuildVehicle( CBaseTFPlayer *pPlayer, int iObjectType ) +{ + if ( !IsObjectAVehicle(iObjectType) ) + return; + Assert( m_vecBuildPointOrigin != vec3_origin ); + + // Can't build if the game hasn't started + if ( !tf_fastbuild.GetInt() && CurrentActIsAWaitingAct() ) + { + ClientPrint( pPlayer, HUD_PRINTCENTER, "Can't build until the game's started.\n" ); + return; + } + + // Try and spawn the object + CBaseEntity *pEntity = CreateEntityByName( GetObjectInfo(iObjectType)->m_pClassName ); + if ( !pEntity ) + return; + + if ( !m_bBayIsClear ) + { + ClientPrint( pPlayer, HUD_PRINTCENTER, "Vehicle bay isn't clear.\n" ); + return; + } + + pEntity->SetAbsOrigin( m_vecBuildPointOrigin ); + pEntity->SetAbsAngles( m_vecBuildPointAngles ); + + CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEntity); + if ( pObject ) + pObject->AdjustInitialBuildAngles(); + + pEntity->Spawn(); + + // If it's an object, finish setting it up + if ( !pObject ) + return; + + pObject->StartPlacement( pPlayer ); + pObject->SetVehicleBay( this ); + + // StartBuilding will return false if the player couldn't afford the vehicle + if ( !pObject->StartBuilding( pPlayer ) ) + return; + + // Fire our started-building output + m_OnStartedBuild.FireOutput( pPlayer, this ); + + m_bBayIsClear = false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVGuiScreenVehicleBay::FinishedBuildVehicle( CBaseObject *pObject ) +{ + m_OnFinishedBuild.FireOutput( pObject->GetBuilder(), this ); + + // Start checking to see when I'm clear again + SetThink( BayThink ); + SetNextThink( gpGlobals->curtime + 0.3 ); +} + +//----------------------------------------------------------------------------- +// Purpose: Check to see if we're clear enough to allow another vehicle to be built here +//----------------------------------------------------------------------------- +void CVGuiScreenVehicleBay::BayThink( void ) +{ + // Get a list of entities around our buildpoint + CBaseEntity *pListOfNearbyEntities[100]; + int iNumberOfNearbyEntities = UTIL_EntitiesInSphere( pListOfNearbyEntities, 100, m_vecBuildPointOrigin, 128, 0 ); + for ( int i = 0; i < iNumberOfNearbyEntities; i++ ) + { + CBaseEntity *pEntity = pListOfNearbyEntities[i]; + if ( pEntity->IsSolid( ) ) + { + // Ignore shields.. + if ( pEntity->GetCollisionGroup() == TFCOLLISION_GROUP_SHIELD ) + continue; + // Ignore func brushes + if ( pEntity->GetMoveType() == MOVETYPE_PUSH ) + continue; + + //NDebugOverlay::EntityBounds( pEntity, 0,255,0,8, 0.1 ); + + // Check again soon + SetNextThink( gpGlobals->curtime + 1 ); + return; + } + } + + // We're clear + m_bBayIsClear = true; + SetThink( NULL ); + + m_OnReadyToBuildAgain.FireOutput( this, this ); +}
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