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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/tf_func_construction_yard.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/tf_func_construction_yard.cpp')
| -rw-r--r-- | game/server/tf2/tf_func_construction_yard.cpp | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/game/server/tf2/tf_func_construction_yard.cpp b/game/server/tf2/tf_func_construction_yard.cpp new file mode 100644 index 0000000..c2312e2 --- /dev/null +++ b/game/server/tf2/tf_func_construction_yard.cpp @@ -0,0 +1,235 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#include "cbase.h" +#include "tf_func_construction_yard.h" +#include "tf_team.h" + +//----------------------------------------------------------------------------- +// Purpose: Defines an area from which resources can be collected +//----------------------------------------------------------------------------- +class CFuncConstructionYard : public CBaseEntity +{ + DECLARE_CLASS( CFuncConstructionYard, CBaseEntity ); +public: + CFuncConstructionYard(); + + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + virtual void Spawn( void ); + virtual void UpdateOnRemove( 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 IsEmpty( void ); + bool PointIsWithin( const Vector &vecPoint ); + + // need to transmit to players who are in commander mode + int UpdateTransmitState() { return SetTransmitState( FL_EDICT_FULLCHECK); } + int ShouldTransmit( const CCheckTransmitInfo *pInfo ); + +private: + bool m_bActive; +}; + +LINK_ENTITY_TO_CLASS( func_construction_yard, CFuncConstructionYard); + +BEGIN_DATADESC( CFuncConstructionYard ) + + DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ), + DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ), + DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ), + +END_DATADESC() + + +IMPLEMENT_SERVERCLASS_ST(CFuncConstructionYard, DT_FuncConstructionYard) +END_SEND_TABLE(); + +PRECACHE_REGISTER( func_construction_yard ); + +// List of construction yards for fast lookup +typedef CHandle<CFuncConstructionYard> YardHandle; +CUtlVector< YardHandle > g_hConstructionYards; + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CFuncConstructionYard::CFuncConstructionYard() +{ +} + +//----------------------------------------------------------------------------- +// Purpose: Initializes the resource zone +//----------------------------------------------------------------------------- +void CFuncConstructionYard::Spawn( void ) +{ + SetSolid( SOLID_BSP ); + AddSolidFlags( FSOLID_TRIGGER ); + SetMoveType( MOVETYPE_NONE ); + AddEffects( EF_NODRAW ); + SetModel( STRING( GetModelName() ) ); + m_bActive = false; + + YardHandle hYard; + hYard = this; + g_hConstructionYards.AddToTail( hYard ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncConstructionYard::UpdateOnRemove( void ) +{ + YardHandle hYard; + hYard = this; + g_hConstructionYards.FindAndRemove( hYard ); + + BaseClass::UpdateOnRemove(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncConstructionYard::Precache( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: See if we've got a gather point specified +//----------------------------------------------------------------------------- +void CFuncConstructionYard::Activate( void ) +{ + BaseClass::Activate(); + SetActive( true ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncConstructionYard::InputSetActive( inputdata_t &inputdata ) +{ + SetActive( true ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncConstructionYard::InputSetInactive( inputdata_t &inputdata ) +{ + SetActive( false ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncConstructionYard::InputToggleActive( inputdata_t &inputdata ) +{ + if ( m_bActive ) + { + SetActive( false ); + } + else + { + SetActive( true ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncConstructionYard::SetActive( bool bActive ) +{ + m_bActive = bActive; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CFuncConstructionYard::GetActive() const +{ + return m_bActive; +} + + +//----------------------------------------------------------------------------- +// Purpose: Return true if the specified point is within this zone +//----------------------------------------------------------------------------- +bool CFuncConstructionYard::PointIsWithin( const Vector &vecPoint ) +{ + return CollisionProp()->IsPointInBounds( vecPoint ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Transmit this to all players who are in commander mode +//----------------------------------------------------------------------------- +int CFuncConstructionYard::ShouldTransmit( const CCheckTransmitInfo *pInfo ) +{ + // Team rules may tell us that we should + CBaseEntity* pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt ); + Assert( pRecipientEntity->IsPlayer() ); + + CBasePlayer *pPlayer = (CBasePlayer*)pRecipientEntity; + if ( pPlayer->GetTeam() ) + { + if (pPlayer->GetTeam()->ShouldTransmitToPlayer( pPlayer, this )) + return FL_EDICT_ALWAYS; + } + + return FL_EDICT_DONTSEND; +} + + +//----------------------------------------------------------------------------- +// Does a construction yard (or lack of one) prevent us from building? +//----------------------------------------------------------------------------- +bool PointInConstructionYard( const Vector &vecBuildOrigin ) +{ + // Find out whether we're in a construction yard or not + for ( int i = 0; i < g_hConstructionYards.Count(); i++ ) + { + CFuncConstructionYard *pYard = g_hConstructionYards[i]; + if ( pYard && pYard->PointIsWithin( vecBuildOrigin ) ) + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool ConstructionYardPreventsBuild( CBaseObject *pObject, const Vector &vecBuildOrigin ) +{ + bool bMustBuildInYard = pObject->MustBeBuiltInConstructionYard(); + + // Find out whether we're in a resource zone or not + if( PointInConstructionYard( vecBuildOrigin ) ) + { + if( !pObject->MustNotBeBuiltInConstructionYard() ) + return false; // An object that must be built in a yard is in a yard. + else + return true; // An object that can't be built in a yard is in a yard. + } + + // If we have to be built in a construction yard, we're not in one + if ( bMustBuildInYard ) + return true; + + return false; +} |