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-rw-r--r--game/shared/tf2/baseobject_shared.cpp583
1 files changed, 583 insertions, 0 deletions
diff --git a/game/shared/tf2/baseobject_shared.cpp b/game/shared/tf2/baseobject_shared.cpp
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+++ b/game/shared/tf2/baseobject_shared.cpp
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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"
+
+//-----------------------------------------------------------------------------
+// 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 )
+ {
+ 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_strncmp( GetObjectInfo( i )->m_pClassName, pSpecifiedObject, iLenObjName) )
+ {
+ AddValidObjectToBuildPoint( iPoint, i );
+ break;
+ }
+ }
+
+ pkvObject = pkvObject->GetNextKey();
+ }
+ }
+
+ SetBuildPointPassenger( iPoint, pkvBuildPoint->GetInt( "passenger", -1 ) );
+}
+
+//-----------------------------------------------------------------------------
+// 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_iPassenger = -1;
+ 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: Indicate which passenger position this build point is associated with
+//-----------------------------------------------------------------------------
+void CBaseObject::SetBuildPointPassenger( int iPoint, int iPassenger )
+{
+ m_BuildPoints[iPoint].m_iPassenger = iPassenger;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CBaseObject::GetBuildPointPassenger( int iPoint ) const
+{
+ return m_BuildPoints[iPoint].m_iPassenger;
+}
+
+//-----------------------------------------------------------------------------
+// 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;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CBaseObject::GetMaxSnapDistance( int iPoint )
+{
+ Assert( iPoint >= 0 && iPoint <= GetNumBuildPoints() );
+
+ if ( m_BuildPoints[iPoint].m_iAttachmentNum == -1 )
+ {
+ // Virtual build points need some more space since they represent an upgrade to the whole object.
+ return 128;
+ }
+ else
+ {
+ return 128;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// 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;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return the first object build on this object
+//-----------------------------------------------------------------------------
+CBaseEntity *CBaseObject::GetFirstObjectOnMe( void )
+{
+ for ( int i = 0; i < GetNumBuildPoints(); i++ )
+ {
+ if ( m_BuildPoints[i].m_hObject )
+ return m_BuildPoints[i].m_hObject;
+ }
+
+ return NULL;
+}
+
+
+//-----------------------------------------------------------------------------
+// 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 )
+{
+ for ( int i = 0; i < GetNumBuildPoints(); i++ )
+ {
+ if ( m_BuildPoints[i].m_hObject )
+ {
+#ifndef CLIENT_DLL
+ UTIL_Remove( m_BuildPoints[i].m_hObject );
+#endif
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CBaseObject *CBaseObject::GetParentObject( void )
+{
+ if ( GetMoveParent() )
+ return dynamic_cast<CBaseObject*>(GetMoveParent());
+
+ return NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if I ever accept this powerup type
+//-----------------------------------------------------------------------------
+bool CBaseObject::CanPowerupEver( int iPowerup )
+{
+ Assert( iPowerup >= 0 && iPowerup < MAX_POWERUPS );
+
+ // Un-repairable objects can't be boosted
+ switch( iPowerup )
+ {
+#ifndef CLIENT_DLL
+ case POWERUP_BOOST:
+ if ( !m_flRepairMultiplier )
+ return false;
+ break;
+#endif
+
+ case POWERUP_POWER:
+ // Do we use power?
+ if ( m_fObjectFlags & OF_DOESNT_NEED_POWER )
+ return false;
+
+ // Objects on vehicles never need power
+ if ( IsBuiltOnAttachment() )
+ {
+ if ( GetParentObject() && GetParentObject()->IsAVehicle() )
+ return false;
+ }
+
+ // Ok, I'll be needing some juice
+ return true;
+
+ default:
+ break;
+ }
+
+ // Don't accept any powerups if we're placing
+ if ( IsPlacing() )
+ return false;
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if I can be powered by this powerup right now
+//-----------------------------------------------------------------------------
+bool CBaseObject::CanPowerupNow( int iPowerup )
+{
+ Assert( iPowerup >= 0 && iPowerup < MAX_POWERUPS );
+
+ if ( !CanPowerupEver(iPowerup) )
+ return false;
+
+ // Un-repairable objects can't be boosted
+ switch( iPowerup )
+ {
+ case POWERUP_POWER:
+ // If I have power, I don't need it
+ if ( IsPowered() )
+ return false;
+ return true;
+
+ default:
+ break;
+ }
+
+ // Don't accept any powerups if we're placing
+ if ( IsPlacing() )
+ return false;
+
+#ifdef CLIENT_DLL
+ return true;
+#else
+ return BaseClass::CanPowerupEver( iPowerup );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if this object has power
+//-----------------------------------------------------------------------------
+bool CBaseObject::IsPowered( void )
+{
+ if ( !CanPowerupEver( POWERUP_POWER ) )
+ return true;
+
+#ifdef CLIENT_DLL
+ return ( HasPowerup(POWERUP_POWER) );
+#else
+ return ( HasPowerup(POWERUP_POWER) || m_hPowerPack );
+#endif
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CBaseObject::GetSapperAttachTime( void )
+{
+ return GetObjectInfo( GetType() )->m_flSapperAttachTime;
+}
+
+static ConVar sv_ignore_hitboxes( "sv_ignore_hitboxes", "0", FCVAR_REPLICATED, "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 )
+{
+ // Placing and/or constructing objects shouldn't be active
+ if ( IsPlacing() || IsBuilding() )
+ return false;
+
+ // Powered? Or don't need it
+ if ( CanPowerupEver(POWERUP_POWER) && !HasPowerup( POWERUP_POWER ) )
+ 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 )
+{
+ // Allow any model swapping, etc. to occur
+ OnActivityChanged( 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 );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Activity
+//-----------------------------------------------------------------------------
+Activity CBaseObject::GetActivity( ) const
+{
+ return m_Activity;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : act -
+//-----------------------------------------------------------------------------
+void CBaseObject::OnActivityChanged( Activity act )
+{
+ // Nothing
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Thin wrapper over CBaseAnimating::SetSequence to do bookkeeping.
+// Input : sequence -
+//-----------------------------------------------------------------------------
+void CBaseObject::SetObjectSequence( int sequence )
+{
+ ResetSequence( sequence );
+ SetCycle( 0 );
+
+#if !defined( CLIENT_DLL )
+ if ( IsUsingClientSideAnimation() )
+ {
+ ResetClientsideFrame();
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBaseObject::AttemptToGoActive( void )
+{
+ // Go active if we can
+ if ( ShouldBeActive() )
+ {
+ OnGoActive();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBaseObject::OnGoActive( void )
+{
+#ifndef CLIENT_DLL
+ // Play startup animation
+ PlayStartupAnimation();
+
+ // Switch to the on state
+ if ( GetModelPtr() )
+ {
+ int index = FindBodygroupByName( "powertoggle" );
+ if ( index >= 0 )
+ {
+ SetBodygroup( index, 1 );
+ }
+ }
+#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
+} \ No newline at end of file