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2025-02-19 18:36:16 -05:00

235 lines
6.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "func_no_build.h"
#include "tf_team.h"
#include "ndebugoverlay.h"
#include "tf_obj.h"
#include "triggers.h"
#include "tf_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DECLARE_AUTO_LIST( IFuncNoBuildAutoList );
//-----------------------------------------------------------------------------
// Purpose: Defines an area where objects cannot be built
//-----------------------------------------------------------------------------
class CFuncNoBuild : public CBaseTrigger, public IFuncNoBuildAutoList
{
DECLARE_CLASS( CFuncNoBuild, CBaseTrigger );
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 PreventsBuildOf( int iObjectType );
private:
bool m_bAllowSentry;
bool m_bAllowDispenser;
bool m_bAllowTeleporters;
bool m_bDestroyBuildingsOnActive = false;
};
LINK_ENTITY_TO_CLASS( func_nobuild, CFuncNoBuild);
BEGIN_DATADESC( CFuncNoBuild )
// inputs
DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
DEFINE_KEYFIELD( m_bAllowSentry, FIELD_BOOLEAN, "AllowSentry" ),
DEFINE_KEYFIELD( m_bAllowDispenser, FIELD_BOOLEAN, "AllowDispenser" ),
DEFINE_KEYFIELD( m_bAllowTeleporters, FIELD_BOOLEAN, "AllowTeleporters" ),
DEFINE_KEYFIELD( m_bDestroyBuildingsOnActive, FIELD_BOOLEAN, "DestroyBuildings" ),
END_DATADESC()
PRECACHE_REGISTER( func_nobuild );
IMPLEMENT_AUTO_LIST( IFuncNoBuildAutoList );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncNoBuild::CFuncNoBuild()
: m_bAllowSentry( false )
, m_bAllowDispenser( false )
, m_bAllowTeleporters( false )
{
}
//-----------------------------------------------------------------------------
// Purpose: Initializes the resource zone
//-----------------------------------------------------------------------------
void CFuncNoBuild::Spawn( void )
{
BaseClass::Spawn();
InitTrigger();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::Precache( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::Activate( void )
{
BaseClass::Activate();
if ( !m_bDisabled )
{
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_bDisabled )
{
SetActive( true );
}
else
{
SetActive( false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNoBuild::SetActive( bool bActive )
{
m_bDisabled = !bActive;
if ( bActive && m_bDestroyBuildingsOnActive )
{
int nDenyTeam = GetTeamNumber();
// destroy any objects touching when activated
for ( int i = 0; i < IBaseObjectAutoList::AutoList().Count(); ++i )
{
CBaseObject *pObj = static_cast<CBaseObject*>( IBaseObjectAutoList::AutoList()[ i ] );
if ( !nDenyTeam || ( nDenyTeam == pObj->GetTeamNumber() ) )
{
if ( !pObj->IsMapPlaced() && ( PointIsWithin( pObj->GetBuildOrigin() ) || PointIsWithin( pObj->GetBuildCenterOfMass() ) ) )
{
// this is separate from the object_destroyed event, which does
// not get sent when we remove the objects from the world
IGameEvent *event = gameeventmanager->CreateEvent( "object_removed" );
if ( event )
{
CTFPlayer *pOwner = pObj->GetOwner();
event->SetInt( "userid", pOwner ? pOwner->GetUserID() : -1 ); // user ID of the object owner
event->SetInt( "objecttype", pObj->GetType() ); // type of object removed
event->SetInt( "index", pObj->entindex() ); // index of the object removed
gameeventmanager->FireEvent( event );
}
pObj->DetonateObject();
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncNoBuild::GetActive() const
{
return !m_bDisabled;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncNoBuild::PreventsBuildOf( int iObjectType )
{
if ( iObjectType == OBJ_SENTRYGUN && m_bAllowSentry )
return false;
if ( iObjectType == OBJ_DISPENSER && m_bAllowDispenser )
return false;
if ( iObjectType == OBJ_TELEPORTER && m_bAllowTeleporters )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Does a nobuild zone prevent us from building?
//-----------------------------------------------------------------------------
bool PointInNoBuild( const Vector &vecBuildOrigin, const CBaseObject* pObj )
{
Assert( pObj );
if ( !pObj )
return false;
for ( int i = 0; i < IFuncNoBuildAutoList::AutoList().Count(); ++i )
{
CFuncNoBuild *pNoBuild = static_cast< CFuncNoBuild* >( IFuncNoBuildAutoList::AutoList()[i] );
// Are we within this no build?
if ( pNoBuild->GetActive()
&& pNoBuild->PointIsWithin( vecBuildOrigin )
&& pNoBuild->PreventsBuildOf( pObj->GetType() ) )
{
// See if this ent's on the team we're set to deny
int nDenyTeam = pNoBuild->GetTeamNumber();
if ( !nDenyTeam || nDenyTeam == pObj->GetTeamNumber() )
return true;
}
}
return false; // Building should be ok.
}