//========= Copyright © 1996-2005, 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" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: Defines an area where objects cannot be built //----------------------------------------------------------------------------- class CFuncNoBuild : public CBaseTrigger { 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 PointIsWithin( const Vector &vecPoint ); bool PreventsBuildOf( int iObjectType ); private: bool m_bActive; }; 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 ), END_DATADESC() PRECACHE_REGISTER( func_nobuild ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CFuncNoBuild::CFuncNoBuild() { } //----------------------------------------------------------------------------- // Purpose: Initializes the resource zone //----------------------------------------------------------------------------- void CFuncNoBuild::Spawn( void ) { BaseClass::Spawn(); InitTrigger(); m_bActive = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CFuncNoBuild::Precache( void ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- 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 ) { Ray_t ray; trace_t tr; ICollideable *pCollide = CollisionProp(); ray.Init( vecPoint, vecPoint ); enginetrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &tr ); return ( tr.startsolid ); } //----------------------------------------------------------------------------- // Purpose: Does a nobuild zone prevent us from building? //----------------------------------------------------------------------------- bool PointInNoBuild( const Vector &vecBuildOrigin ) { // Find out whether we're in a resource zone or not CBaseEntity *pEntity = NULL; while ((pEntity = gEntList.FindEntityByClassname( pEntity, "func_nobuild" )) != NULL) { CFuncNoBuild *pNoBuild = (CFuncNoBuild *)pEntity; // Are we within this no build? if ( pNoBuild->GetActive() && pNoBuild->PointIsWithin( vecBuildOrigin ) ) { return true; // prevent building. } } return false; // Building should be ok. }