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path: root/game/server/tf2/tf_func_no_build.cpp
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Diffstat (limited to 'game/server/tf2/tf_func_no_build.cpp')
-rw-r--r--game/server/tf2/tf_func_no_build.cpp225
1 files changed, 225 insertions, 0 deletions
diff --git a/game/server/tf2/tf_func_no_build.cpp b/game/server/tf2/tf_func_no_build.cpp
new file mode 100644
index 0000000..db6f8b2
--- /dev/null
+++ b/game/server/tf2/tf_func_no_build.cpp
@@ -0,0 +1,225 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+#include "cbase.h"
+#include "tf_func_no_build.h"
+#include "tf_team.h"
+#include "NDebugOverlay.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Defines an area from which resources can be collected
+//-----------------------------------------------------------------------------
+class CFuncNoBuild : public CBaseEntity
+{
+ DECLARE_CLASS( CFuncNoBuild, CBaseEntity );
+public:
+ CFuncNoBuild();
+
+ 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 IsEmpty( void );
+ bool PointIsWithin( const Vector &vecPoint );
+
+ bool PreventsBuildOf( int iObjectType );
+
+ // 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;
+ bool m_bOnlyPreventTowers;
+};
+
+LINK_ENTITY_TO_CLASS( func_no_build, CFuncNoBuild);
+
+BEGIN_DATADESC( CFuncNoBuild )
+
+ // keys
+ DEFINE_KEYFIELD_NOT_SAVED( m_bOnlyPreventTowers, FIELD_BOOLEAN, "OnlyPreventTowers" ),
+
+ // inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
+
+END_DATADESC()
+
+
+PRECACHE_REGISTER( func_no_build );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CFuncNoBuild::CFuncNoBuild()
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Initializes the resource zone
+//-----------------------------------------------------------------------------
+void CFuncNoBuild::Spawn( void )
+{
+ SetSolid( SOLID_BSP );
+ AddSolidFlags( FSOLID_TRIGGER );
+ SetMoveType( MOVETYPE_NONE );
+ AddEffects( EF_NODRAW );
+ SetModel( STRING( GetModelName() ) );
+ m_bActive = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncNoBuild::Precache( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: See if we've got a gather point specified
+//-----------------------------------------------------------------------------
+void CFuncNoBuild::Activate( void )
+{
+ BaseClass::Activate();
+ SetActive( true );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncNoBuild::InputSetActive( inputdata_t &inputdata )
+{
+ SetActive( true );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncNoBuild::InputSetInactive( inputdata_t &inputdata )
+{
+ SetActive( false );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncNoBuild::InputToggleActive( inputdata_t &inputdata )
+{
+ if ( m_bActive )
+ {
+ SetActive( false );
+ }
+ else
+ {
+ SetActive( true );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFuncNoBuild::SetActive( bool bActive )
+{
+ m_bActive = bActive;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CFuncNoBuild::GetActive() const
+{
+ return m_bActive;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if the specified point is within this zone
+//-----------------------------------------------------------------------------
+bool CFuncNoBuild::PointIsWithin( const Vector &vecPoint )
+{
+ return CollisionProp()->IsPointInBounds( vecPoint );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if this zone prevents building of the specified type
+//-----------------------------------------------------------------------------
+bool CFuncNoBuild::PreventsBuildOf( int iObjectType )
+{
+ if ( m_bOnlyPreventTowers )
+ return ( iObjectType == OBJ_TOWER );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Transmit this to all players who are in commander mode
+//-----------------------------------------------------------------------------
+int CFuncNoBuild::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;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Does a nobuild zone prevent us from building?
+//-----------------------------------------------------------------------------
+bool PointInNoBuild( CBaseObject *pObject, const Vector &vecBuildOrigin )
+{
+ // Find out whether we're in a resource zone or not
+ CBaseEntity *pEntity = NULL;
+ while ((pEntity = gEntList.FindEntityByClassname( pEntity, "func_no_build" )) != NULL)
+ {
+ CFuncNoBuild *pNoBuild = (CFuncNoBuild *)pEntity;
+
+ // Are we within this no build?
+ if ( pNoBuild->GetActive() && pNoBuild->PointIsWithin( vecBuildOrigin ) )
+ {
+ if ( pNoBuild->PreventsBuildOf( pObject->GetType() ) )
+ return true; // prevent building.
+ }
+ }
+
+ return false; // Building should be ok.
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if a nobuild zone prevents building this object at the specified origin
+//-----------------------------------------------------------------------------
+bool NoBuildPreventsBuild( CBaseObject *pObject, const Vector &vecBuildOrigin )
+{
+ // Find out whether we're in a no build zone or not
+ if ( PointInNoBuild( pObject, vecBuildOrigin ) )
+ {
+ return true;
+ }
+
+ return false;
+}