source-engine/game/server/tf2base/func_no_build.cpp
2022-08-10 19:52:28 +03:00

178 lines
5.0 KiB
C++

//========= 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.
}