mirror of
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178 lines
5.0 KiB
C++
178 lines
5.0 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "func_no_build.h"
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#include "tf_team.h"
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#include "ndebugoverlay.h"
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#include "tf_obj.h"
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#include "triggers.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Defines an area where objects cannot be built
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//-----------------------------------------------------------------------------
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class CFuncNoBuild : public CBaseTrigger
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{
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DECLARE_CLASS( CFuncNoBuild, CBaseTrigger );
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public:
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CFuncNoBuild();
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DECLARE_DATADESC();
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void Activate( void );
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// Inputs
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void InputSetActive( inputdata_t &inputdata );
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void InputSetInactive( inputdata_t &inputdata );
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void InputToggleActive( inputdata_t &inputdata );
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void SetActive( bool bActive );
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bool GetActive() const;
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//bool IsEmpty( void );
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bool PointIsWithin( const Vector &vecPoint );
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bool PreventsBuildOf( int iObjectType );
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private:
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bool m_bActive;
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};
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LINK_ENTITY_TO_CLASS( func_nobuild, CFuncNoBuild);
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BEGIN_DATADESC( CFuncNoBuild )
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// inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
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END_DATADESC()
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PRECACHE_REGISTER( func_nobuild );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFuncNoBuild::CFuncNoBuild()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the resource zone
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::Spawn( void )
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{
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BaseClass::Spawn();
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InitTrigger();
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m_bActive = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::Precache( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::Activate( void )
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{
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BaseClass::Activate();
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SetActive( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::InputSetActive( inputdata_t &inputdata )
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{
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SetActive( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::InputSetInactive( inputdata_t &inputdata )
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{
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SetActive( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::InputToggleActive( inputdata_t &inputdata )
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{
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if ( m_bActive )
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{
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SetActive( false );
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}
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else
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{
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SetActive( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncNoBuild::SetActive( bool bActive )
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{
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m_bActive = bActive;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CFuncNoBuild::GetActive() const
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{
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return m_bActive;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the specified point is within this zone
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//-----------------------------------------------------------------------------
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bool CFuncNoBuild::PointIsWithin( const Vector &vecPoint )
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{
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Ray_t ray;
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trace_t tr;
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ICollideable *pCollide = CollisionProp();
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ray.Init( vecPoint, vecPoint );
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enginetrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &tr );
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return ( tr.startsolid );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Does a nobuild zone prevent us from building?
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//-----------------------------------------------------------------------------
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bool PointInNoBuild( const Vector &vecBuildOrigin )
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{
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// Find out whether we're in a resource zone or not
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CBaseEntity *pEntity = NULL;
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while ((pEntity = gEntList.FindEntityByClassname( pEntity, "func_nobuild" )) != NULL)
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{
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CFuncNoBuild *pNoBuild = (CFuncNoBuild *)pEntity;
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// Are we within this no build?
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if ( pNoBuild->GetActive() && pNoBuild->PointIsWithin( vecBuildOrigin ) )
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{
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return true; // prevent building.
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}
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}
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return false; // Building should be ok.
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}
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