From 3bf9df6b2785fa6d951086978a3e66f49427166a Mon Sep 17 00:00:00 2001 From: FluorescentCIAAfricanAmerican <0934gj3049fk@protonmail.com> Date: Wed, 22 Apr 2020 12:56:21 -0400 Subject: 1 --- game/shared/tf2/baseobject_shared.cpp | 583 ++++++++++++++++++++++++++++++++++ 1 file changed, 583 insertions(+) create mode 100644 game/shared/tf2/baseobject_shared.cpp (limited to 'game/shared/tf2/baseobject_shared.cpp') diff --git a/game/shared/tf2/baseobject_shared.cpp b/game/shared/tf2/baseobject_shared.cpp new file mode 100644 index 0000000..5c77335 --- /dev/null +++ b/game/shared/tf2/baseobject_shared.cpp @@ -0,0 +1,583 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "baseobject_shared.h" +#include +#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( 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(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 -- cgit v1.2.3