source-engine/game/server/tf2/tf_obj.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

3244 lines
96 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base Object built by players
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_team.h"
#include "tf_obj.h"
#include "tf_basecombatweapon.h"
#include "rope.h"
#include "rope_shared.h"
#include "bone_setup.h"
#include "tf_func_resource.h"
#include "ndebugoverlay.h"
#include "rope_helpers.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "tier1/strtools.h"
#include "basegrenade_shared.h"
#include "grenade_objectsapper.h"
#include "tf_stats.h"
#include "tf_gamerules.h"
#include "engine/IEngineSound.h"
#include "tf_obj_sentrygun.h"
#include "tf_obj_powerpack.h"
#include "tf_shareddefs.h"
#include "VGuiScreen.h"
#include "resource_chunk.h"
#include "hierarchy.h"
#include "tf_func_construction_yard.h"
#include "tf_func_no_build.h"
#include <KeyValues.h>
#include "team_messages.h"
#include "info_act.h"
#include "info_vehicle_bay.h"
#include "ihasbuildpoints.h"
#include "tf_obj_buff_station.h"
#include "info_buildpoint.h"
#include "utldict.h"
#include "filesystem.h"
#include "npcevent.h"
#include "tf_shareddefs.h"
#include "animation.h"
// Control panels
#define SCREEN_OVERLAY_MATERIAL "vgui/screens/vgui_overlay"
#define ROPE_HANG_DIST 150
ConVar object_verbose( "object_verbose", "0", 0, "Debug object system." );
ConVar obj_damage_factor( "obj_damage_factor","0", FCVAR_NONE, "Factor applied to all damage done to objects" );
ConVar obj_child_damage_factor( "obj_child_damage_factor","0.25", FCVAR_NONE, "Factor applied to damage done to objects that are built on a buildpoint" );
ConVar tf_fastbuild("tf_fastbuild", "0", FCVAR_CHEAT);
ConVar tf_obj_ground_clearance( "tf_obj_ground_clearance", "60", 0, "Object corners can be this high above the ground" );
extern short g_sModelIndexFireball;
// Minimum distance between 2 objects to ensure player movement between them
#define MINIMUM_OBJECT_SAFE_DISTANCE 100
// Maximum number of a type of objects on a single resource zone
#define MAX_OBJECTS_PER_ZONE 1
// Time it takes a fully healed object to deteriorate
ConVar object_deterioration_time( "object_deterioration_time", "30", 0, "Time it takes for a fully-healed object to deteriorate." );
// Time after taking damage that an object will still drop resources on death
#define MAX_DROP_TIME_AFTER_DAMAGE 5
#define OBJ_BASE_THINK_CONTEXT "BaseObjectThink"
#define OBJ_LOSTPOWER_THINK_CONTEXT "LostPowerThink"
BEGIN_DATADESC( CBaseObject )
// keys
DEFINE_KEYFIELD_NOT_SAVED( m_bInvulnerable, FIELD_BOOLEAN, "Invulnerable" ),
DEFINE_KEYFIELD_NOT_SAVED( m_flRepairMultiplier, FIELD_FLOAT, "RepairMult" ),
DEFINE_KEYFIELD_NOT_SAVED( m_iszUnderAttackSound, FIELD_STRING, "AttackNotify" ),
DEFINE_KEYFIELD_NOT_SAVED( m_flMinDisableHealth, FIELD_FLOAT, "MinDisabledHealth" ),
DEFINE_KEYFIELD_NOT_SAVED( m_SolidToPlayers, FIELD_INTEGER, "SolidToPlayer" ),
DEFINE_KEYFIELD_NOT_SAVED( m_iszDisabledModel, FIELD_STRING, "DisabledModel" ),
DEFINE_KEYFIELD_NOT_SAVED( m_bCantDie, FIELD_BOOLEAN, "CantDie" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetHealth", InputSetHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "AddHealth", InputAddHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "RemoveHealth", InputRemoveHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMinDisabledHealth", InputSetMinDisabledHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSolidToPlayer", InputSetSolidToPlayer ),
// Outputs
DEFINE_OUTPUT( m_OnDestroyed, "OnDestroyed" ),
DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ),
DEFINE_OUTPUT( m_OnRepaired, "OnRepaired" ),
DEFINE_OUTPUT( m_OnBecomingDisabled, "OnDisabled" ),
DEFINE_OUTPUT( m_OnBecomingReenabled, "OnReenabled" ),
DEFINE_OUTPUT( m_OnObjectHealthChanged, "OnObjectHealthChanged" )
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CBaseObject, DT_BaseObject)
SendPropInt(SENDINFO(m_iHealth), 13 ),
SendPropInt(SENDINFO(m_iMaxHealth), 13 ),
SendPropInt(SENDINFO(m_bHasSapper), 1, SPROP_UNSIGNED ),
SendPropInt(SENDINFO(m_iObjectType), 6, SPROP_UNSIGNED ),
SendPropInt(SENDINFO(m_bBuilding), 1, SPROP_UNSIGNED ),
SendPropInt(SENDINFO(m_bPlacing), 1, SPROP_UNSIGNED ),
SendPropFloat(SENDINFO(m_flPercentageConstructed), 8, 0, 0.0, 1.0f ),
SendPropInt(SENDINFO(m_fObjectFlags), OF_BIT_COUNT, SPROP_UNSIGNED ),
SendPropInt(SENDINFO(m_bDeteriorating), 1, SPROP_UNSIGNED ),
SendPropEHandle(SENDINFO(m_hBuiltOnEntity)),
SendPropInt( SENDINFO( m_takedamage ), 2, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_bDisabled ), 1, SPROP_UNSIGNED ),
SendPropEHandle( SENDINFO( m_hBuilder ) ),
END_SEND_TABLE();
// This controls whether ropes attached to objects are transmitted or not. It's important that
// ropes aren't transmitted to guys who don't own them.
class CObjectRopeTransmitProxy : public CBaseTransmitProxy
{
public:
CObjectRopeTransmitProxy( CBaseEntity *pRope ) : CBaseTransmitProxy( pRope )
{
}
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo, int nPrevShouldTransmitResult )
{
// Don't transmit the rope if it's not even visible.
if ( !nPrevShouldTransmitResult )
return FL_EDICT_DONTSEND;
// This proxy only wants to be active while one of the two objects is being placed.
// When they're done being placed, the proxy goes away and the rope draws like normal.
bool bAnyObjectPlacing = (m_hObj1 && m_hObj1->IsPlacing()) || (m_hObj2 && m_hObj2->IsPlacing());
if ( !bAnyObjectPlacing )
{
Release();
return nPrevShouldTransmitResult;
}
// Give control to whichever object is being placed.
if ( m_hObj1 && m_hObj1->IsPlacing() )
return m_hObj1->ShouldTransmit( pInfo );
else if ( m_hObj2 && m_hObj2->IsPlacing() )
return m_hObj2->ShouldTransmit( pInfo );
else
return FL_EDICT_ALWAYS;
}
CHandle<CBaseObject> m_hObj1;
CHandle<CBaseObject> m_hObj2;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseObject::CBaseObject()
{
m_hPowerPack = NULL;
m_iHealth = m_iMaxHealth = m_flHealth = 0;
m_aRopes.Purge();
m_flPercentageConstructed = 0;
m_bPlacing = false;
m_bBuilding = false;
m_bInvulnerable = false;
m_bCantDie = false;
m_bDeteriorating = false;
m_flRepairMultiplier = 1;
m_hBuffStation = NULL;
m_bBuffActivated = false;
m_Activity = ACT_OBJ_IDLE;
m_bDisabled = false;
m_hVehicleBay = NULL;
m_flLastRepairTime = 0;
m_flNextRepairMultiplier = 0;
m_flRepairedSinceLastTime = 0;
m_iszUnderAttackSound = NULL_STRING;
m_SolidToPlayers = SOLID_TO_PLAYER_USE_DEFAULT;
m_iszDisabledModel = NULL_STRING;
m_iszEnabledModel = NULL_STRING;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::UpdateOnRemove( void )
{
m_bDying = true;
// Remove anything left on me
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
if ( pBPInterface && pBPInterface->GetNumObjectsOnMe() )
{
pBPInterface->RemoveAllObjects();
}
DestroyObject();
if ( GetTeam() )
{
((CTFTeam*)GetTeam())->RemoveObject( this );
}
// Make sure the object isn't in either team's list of objects...
Assert( !GetGlobalTFTeam(1)->IsObjectOnTeam( this ) );
Assert( !GetGlobalTFTeam(2)->IsObjectOnTeam( this ) );
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
// Always transmit to owner
if ( GetBuilder() && pInfo->m_pClientEnt == GetBuilder()->edict() )
return FL_EDICT_ALWAYS;
// Placement models only transmit to owners
if ( IsPlacing() )
return FL_EDICT_DONTSEND;
return BaseClass::ShouldTransmit( pInfo );
}
void CBaseObject::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
{
// Are we already marked for transmission?
if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
return;
BaseClass::SetTransmit( pInfo, bAlways );
// Force our screens to be sent too.
int nTeam = CBaseEntity::Instance( pInfo->m_pClientEnt )->GetTeamNumber();
for ( int i=0; i < m_hScreens.Count(); i++ )
{
CVGuiScreen *pScreen = m_hScreens[i].Get();
if ( pScreen && pScreen->IsVisibleToTeam( nTeam ) )
pScreen->SetTransmit( pInfo, bAlways );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::Precache()
{
PrecacheVGuiScreen( "screen_basic_with_disable" );
if ( m_iszUnderAttackSound != NULL_STRING )
{
PrecacheScriptSound( STRING(m_iszUnderAttackSound) );
}
PrecacheMaterial( SCREEN_OVERLAY_MATERIAL );
if ( m_iszDisabledModel != NULL_STRING )
{
PrecacheModel( STRING( m_iszDisabledModel ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::Spawn( void )
{
Precache();
CollisionProp()->SetSurroundingBoundsType( USE_BEST_COLLISION_BOUNDS );
SetSolidToPlayers( m_SolidToPlayers, true );
m_bWasMapPlaced = false;
m_bHasSapper = false;
m_takedamage = DAMAGE_YES;
m_flHealth = m_iMaxHealth = m_iHealth;
m_iAmountPlayerPaidForMe = CalculateObjectCost( GetType(), 0, GetTeamNumber() );
SetContextThink( BaseObjectThink, gpGlobals->curtime + 0.1, OBJ_BASE_THINK_CONTEXT );
m_szAmmoName = NULL;
AddFlag( FL_OBJECT ); // So NPCs will notice it
SetViewOffset( WorldSpaceCenter() - GetAbsOrigin() );
// Don't take damage if we're invulnerable, and don't require power either
if ( m_bInvulnerable )
{
m_takedamage = DAMAGE_NO;
m_fObjectFlags |= OF_DOESNT_NEED_POWER;
AddFlag( FL_NOTARGET );
}
// Cache off the normal model name
m_iszEnabledModel = GetModelName();
}
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseObject::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
pPanelName = NULL;
}
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseObject::GetControlPanelClassName( int nPanelIndex, const char *&pPanelName )
{
pPanelName = "vgui_screen";
}
//-----------------------------------------------------------------------------
// This is called by the base object when it's time to spawn the control panels
//-----------------------------------------------------------------------------
void CBaseObject::SpawnControlPanels()
{
char buf[64];
// FIXME: Deal with dynamically resizing control panels?
// If we're attached to an entity, spawn control panels on it instead of use
CBaseAnimating *pEntityToSpawnOn = this;
char *pOrgLL = "controlpanel%d_ll";
char *pOrgUR = "controlpanel%d_ur";
char *pAttachmentNameLL = pOrgLL;
char *pAttachmentNameUR = pOrgUR;
if ( IsBuiltOnAttachment() )
{
pEntityToSpawnOn = dynamic_cast<CBaseAnimating*>((CBaseEntity*)m_hBuiltOnEntity.Get());
if ( pEntityToSpawnOn )
{
char sBuildPointLL[64];
char sBuildPointUR[64];
Q_snprintf( sBuildPointLL, sizeof( sBuildPointLL ), "bp%d_controlpanel%%d_ll", m_iBuiltOnPoint );
Q_snprintf( sBuildPointUR, sizeof( sBuildPointUR ), "bp%d_controlpanel%%d_ur", m_iBuiltOnPoint );
pAttachmentNameLL = sBuildPointLL;
pAttachmentNameUR = sBuildPointUR;
}
else
{
pEntityToSpawnOn = this;
}
}
Assert( pEntityToSpawnOn );
// Lookup the attachment point...
int nPanel;
for ( nPanel = 0; true; ++nPanel )
{
Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel );
int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
{
// Try and use my panels then
pEntityToSpawnOn = this;
Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel );
nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
return;
}
Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel );
int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
{
// Try and use my panels then
Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel );
nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
return;
}
const char *pScreenName;
GetControlPanelInfo( nPanel, pScreenName );
if (!pScreenName)
continue;
const char *pScreenClassname;
GetControlPanelClassName( nPanel, pScreenClassname );
if ( !pScreenClassname )
continue;
// Compute the screen size from the attachment points...
matrix3x4_t panelToWorld;
pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
matrix3x4_t worldToPanel;
MatrixInvert( panelToWorld, worldToPanel );
// Now get the lower right position + transform into panel space
Vector lr, lrlocal;
pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
MatrixGetColumn( panelToWorld, 3, lr );
VectorTransform( lr, worldToPanel, lrlocal );
float flWidth = lrlocal.x;
float flHeight = lrlocal.y;
CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex );
pScreen->ChangeTeam( GetTeamNumber() );
pScreen->SetActualSize( flWidth, flHeight );
pScreen->SetActive( false );
pScreen->MakeVisibleOnlyToTeammates( true );
pScreen->SetOverlayMaterial( SCREEN_OVERLAY_MATERIAL );
int nScreen = m_hScreens.AddToTail( );
m_hScreens[nScreen].Set( pScreen );
}
}
//-----------------------------------------------------------------------------
// Various commands sent by control panels
//-----------------------------------------------------------------------------
void CBaseObject::DismantleCommand( CBaseTFPlayer *pSender )
{
if (CanBeRemovedBy( pSender ))
{
PickupObject();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::YawCommand( CBaseTFPlayer *pSender, float flYaw )
{
if ( CanBeRotatedBy(pSender) )
{
QAngle angles = GetAbsAngles();
angles.y = anglemod( flYaw );
SetLocalAngles( ConvertAbsAnglesToLocal( angles ) );
Teleport( NULL, &GetLocalAngles(), NULL );
// Notify the object that it moved
ObjectMoved();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::TakeControlCommand( CBaseTFPlayer *pSender )
{
// Deteriorating objects can be bought
if ( InSameTeam( pSender ) && IsDeteriorating() )
{
if ( ClassCanBuild( pSender->PlayerClass(), GetType() ) )
{
// Make sure he has the resources
int iCost = CalculateObjectCost( GetType(), pSender->GetNumObjects( GetType() ), GetTeamNumber() );
if ( pSender->GetBankResources() >= iCost )
{
pSender->RemoveBankResources( iCost );
SetBuilder( pSender );
pSender->AddObject( this );
}
}
}
}
//-----------------------------------------------------------------------------
// Handle commands sent from vgui panels on the client
//-----------------------------------------------------------------------------
bool CBaseObject::ClientCommand( CBaseTFPlayer *pSender, const char *pCmd, ICommandArguments *pArg )
{
if ( FStrEq( pCmd, "dismantle" ) )
{
DismantleCommand( pSender );
return true;
}
if ( FStrEq( pCmd, "yaw" ) )
{
if ( pArg->Argc() == 2 )
{
float flYaw = atof( pArg->Argv(1) );
YawCommand( pSender, flYaw );
}
return true;
}
if ( FStrEq( pCmd, "takecontrol" ) )
{
TakeControlCommand( pSender );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::BaseObjectThink( void )
{
SetNextThink( gpGlobals->curtime + 0.1, OBJ_BASE_THINK_CONTEXT );
// Make sure animation is up to date
DetermineAnimation();
// Can't animate without a model
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
{
StudioFrameAdvance();
}
/*
ROBIN: Hierarchy should do this for us
// If we were built on an attachment that's moved, update our position
if ( !IsPlacing() && IsBuiltOnAttachment() )
{
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>((CBaseEntity*)m_hBuiltOnEntity);
Assert( pBPInterface );
if ( pBPInterface->ShouldCheckForMovement() )
{
Vector vecOrigin;
QAngle vecAngles;
pBPInterface->GetBuildPoint( m_iBuiltOnPoint, vecOrigin, vecAngles );
EntityMatrix vehicleToWorld, childMatrix;
vehicleToWorld.InitFromEntity( GetMoveParent() ); // parent->world
vecOrigin = vehicleToWorld.WorldToLocal( vecOrigin );
if ( vecOrigin != GetLocalOrigin() )
{
Teleport( &vecOrigin, NULL, NULL );
}
}
}
*/
// Do nothing while we're being placed
if ( IsPlacing() )
{
for ( int i=0; i < m_aRopes.Count(); i++ )
{
if ( m_aRopes[i].Get() )
m_aRopes[i]->SetupHangDistance( ROPE_HANG_DIST );
}
return;
}
// If we're deteriorating, keep going
if ( IsDeteriorating() )
{
DeterioratingThink();
}
// If we're building, keep going
if ( IsBuilding() )
{
BuildingThink();
return;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseTFPlayer *CBaseObject::GetOwner()
{
return m_hBuilder;
}
//-----------------------------------------------------------------------------
// Do we have to be built in a resource zone?
//-----------------------------------------------------------------------------
bool CBaseObject::MustBeBuiltInResourceZone( void ) const
{
return (m_fObjectFlags & OF_MUST_BE_BUILT_IN_RESOURCE_ZONE) != 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::MustBeBuiltInConstructionYard( ) const
{
return (m_fObjectFlags & OF_MUST_BE_BUILT_IN_CONSTRUCTION_YARD) != 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::MustNotBeBuiltInConstructionYard( void ) const
{
return !MustBeBuiltInConstructionYard();
}
//-----------------------------------------------------------------------------
// Do we have to be built on an attachment point
//-----------------------------------------------------------------------------
bool CBaseObject::MustBeBuiltOnAttachmentPoint( void ) const
{
return (m_fObjectFlags & OF_MUST_BE_BUILT_ON_ATTACHMENT) != 0;
}
//-----------------------------------------------------------------------------
// Purpose: Map placed objects need to setup here.
//-----------------------------------------------------------------------------
void CBaseObject::InitializeMapPlacedObject( void )
{
m_bWasMapPlaced = true;
m_fObjectFlags |= OF_CANNOT_BE_DISMANTLED;
// If a map-placed object spawns child objects with their own control
// panels, all of this lovely code will already have been run
if (m_hBuiltOnEntity.Get())
return;
SetBuilder( NULL );
// NOTE: We must spawn the control panels now, instead of during
// Spawn, because until placement is started, we don't actually know
// the position of the control panel because we don't know what it's
// been attached to (could be a vehicle which supplies a different
// place for the control panel)
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
{
SpawnControlPanels();
}
SetHealth( GetMaxHealth() );
AlignToGround( GetAbsOrigin() );
FinishedBuilding();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::Activate( void )
{
BaseClass::Activate();
// Add myself to the team
InitializeMapPlacedObject();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::SetBuilder( CBaseTFPlayer *pBuilder, bool moveobjects )
{
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::SetBuilder builder %s, moveobjects == %s\n", gpGlobals->curtime,
pBuilder ? pBuilder->GetPlayerName() : "NULL",
moveobjects ? "true" : "false" ) );
ChangeBuilder( pBuilder, moveobjects );
}
//-----------------------------------------------------------------------------
// Called when the builder rotates this object...
//-----------------------------------------------------------------------------
void CBaseObject::ObjectMoved( )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::ObjectType( ) const
{
return m_iObjectType;
}
//-----------------------------------------------------------------------------
// Purpose: Remove this object from it's team and mark for deletion
//-----------------------------------------------------------------------------
void CBaseObject::DestroyObject( void )
{
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::DestroyObject %p:%s\n", gpGlobals->curtime, this, GetClassname() ) );
COrderEvent_ObjectDestroyed order( this );
GlobalOrderEvent( &order );
if ( GetBuilder() )
{
GetBuilder()->OwnedObjectDestroyed( this );
}
// Tell my powerpack that I'm gone
if ( m_hPowerPack != NULL )
{
m_hPowerPack->UnPowerObject( this );
}
// Tell my power up source that I have been destroyed.
if ( GetBuffStation() )
{
GetBuffStation()->DeBuffObject( this );
}
// Detach all my ropes
int i;
for ( i = 0; i < m_aRopes.Size(); i++ )
{
if ( m_aRopes[i] )
{
m_aRopes[i]->DieAtNextRest();
}
}
UTIL_Remove( this );
// Kill the control panels
for ( i = m_hScreens.Count(); --i >= 0; )
{
DestroyVGuiScreen( m_hScreens[i].Get() );
}
m_hScreens.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: My builder's switched class/team, so start deteriorating.
//-----------------------------------------------------------------------------
void CBaseObject::StartDeteriorating( void )
{
if ( tf_fastbuild.GetInt() )
return;
m_bDeteriorating = true;
m_flStartedDeterioratingAt = gpGlobals->curtime;
SetBuilder( NULL, true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::StopDeteriorating( void )
{
m_bDeteriorating = false;
}
//-----------------------------------------------------------------------------
// Purpose: Continue deterioration of this object
//-----------------------------------------------------------------------------
void CBaseObject::DeterioratingThink( void )
{
// Calculate damage. The longer we've lasted, the faster we should go.
float flDamage;
float flDeteriorationTime = (gpGlobals->curtime - m_flStartedDeterioratingAt);
// If we've lasted less than the base time, we want to take the base time to die
flDamage = 0.1 * ( GetMaxHealth() / object_deterioration_time.GetFloat() ) * ceil(flDeteriorationTime / object_deterioration_time.GetFloat());
// Hax0r the damage to get around the object damage reduction
if ( obj_damage_factor.GetFloat() )
{
flDamage *= 1 / obj_damage_factor.GetFloat();
}
// Apply the damage
OnTakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), flDamage, DMG_GENERIC ) );
}
//-----------------------------------------------------------------------------
// Purpose: Get the total time it will take to build this object
//-----------------------------------------------------------------------------
float CBaseObject::GetTotalTime( void )
{
if (tf_fastbuild.GetInt())
return 2.f;
// If it's in a construction yard, don't take more than 5 seconds to build
if ( PointInConstructionYard( GetAbsOrigin() ) )
{
if ( GetObjectInfo( ObjectType() )->m_flBuildTime > 5.0 )
return 5.0;
}
return GetObjectInfo( ObjectType() )->m_flBuildTime;
}
//-----------------------------------------------------------------------------
// Purpose: Start placing the object
//-----------------------------------------------------------------------------
void CBaseObject::StartPlacement( CBaseTFPlayer *pPlayer )
{
AddSolidFlags( FSOLID_NOT_SOLID );
m_bPlacing = true;
m_bBuilding = false;
if ( pPlayer )
{
SetBuilder( pPlayer );
ChangeTeam( pPlayer->GetTeamNumber() );
}
// Make it semi-transparent
m_nRenderMode = kRenderTransAlpha;
SetRenderColorA( 128 );
// Set my build size
CollisionProp()->WorldSpaceAABB( &m_vecBuildMins, &m_vecBuildMaxs );
m_vecBuildMins -= Vector( 4,4,0 );
m_vecBuildMaxs += Vector( 4,4,0 );
m_vecBuildMins -= GetAbsOrigin();
m_vecBuildMaxs -= GetAbsOrigin();
}
//-----------------------------------------------------------------------------
// Purpose: Stop placing the object
//-----------------------------------------------------------------------------
void CBaseObject::StopPlacement( void )
{
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Find the nearest buildpoint on the specified entity
//-----------------------------------------------------------------------------
bool CBaseObject::FindNearestBuildPoint( CBaseEntity *pEntity, Vector vecBuildOrigin, float &flNearestPoint, Vector &vecNearestBuildPoint )
{
bool bFoundPoint = false;
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(pEntity);
Assert( pBPInterface );
// Any empty buildpoints?
for ( int i = 0; i < pBPInterface->GetNumBuildPoints(); i++ )
{
// Can this object build on this point?
if ( pBPInterface->CanBuildObjectOnBuildPoint( i, GetType() ) )
{
// Close to this point?
Vector vecBPOrigin;
QAngle vecBPAngles;
if ( pBPInterface->GetBuildPoint(i, vecBPOrigin, vecBPAngles) )
{
float flDist = (vecBPOrigin - vecBuildOrigin).Length();
if ( flDist < MIN(flNearestPoint, pBPInterface->GetMaxSnapDistance( i )) )
{
flNearestPoint = flDist;
vecNearestBuildPoint = vecBPOrigin;
m_hBuiltOnEntity = pEntity;
m_iBuiltOnPoint = i;
// Set our angles to the buildpoint's angles
SetAbsAngles( vecBPAngles );
bFoundPoint = true;
}
}
}
}
return bFoundPoint;
}
//-----------------------------------------------------------------------------
// Purpose: Calculate the placement model's position
//-----------------------------------------------------------------------------
bool CBaseObject::CalculatePlacement( CBaseTFPlayer *pPlayer )
{
// Calculate build position
Vector forward;
QAngle vecAngles = vec3_angle;
vecAngles.y = pPlayer->EyeAngles().y;
SetLocalAngles( vecAngles );
AngleVectors(vecAngles, &forward );
// Adjust build distance based upon object size
Vector2D xyDims;
xyDims.x = MAX( fabs( m_vecBuildMins.x ), fabs( m_vecBuildMaxs.x ) );
xyDims.y = MAX( fabs( m_vecBuildMins.y ), fabs( m_vecBuildMaxs.y ) );
float flDistance = xyDims.Length() + 16; // small safety buffer
Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + forward * flDistance;
bool bSnappedToPoint = false;
bool bShouldAttachToParent = false;
// See if there are any nearby build positions to snap to
Vector vecNearestBuildPoint = vec3_origin;
float flNearestPoint = 9999;
// First, look for nearby buildpoints on other objects
for ( int i = 0; i < GetTFTeam()->GetNumObjects(); i++ )
{
CBaseObject *pObject = GetTFTeam()->GetObject(i);
if ( pObject && !pObject->IsPlacing() )
{
if ( FindNearestBuildPoint( pObject, vecBuildOrigin, flNearestPoint, vecNearestBuildPoint ) )
{
bSnappedToPoint = true;
// If I'm a vehicle, I'm being built on an MCV. Don't attach to the parent.
if ( ShouldAttachToParent() )
{
bShouldAttachToParent = true;
}
}
}
}
// If we're a vehicle, look for vehicle build points
if ( IsAVehicle() )
{
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "info_vehicle_bay" )) != NULL)
{
if ( FindNearestBuildPoint( pEntity, vecBuildOrigin, flNearestPoint, vecNearestBuildPoint ) )
{
bSnappedToPoint = true;
}
}
}
// Check for resource zones for resource pumps
if ( GetType() == OBJ_RESOURCEPUMP )
{
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "trigger_resourcezone" )) != NULL)
{
if ( FindNearestBuildPoint( pEntity, vecBuildOrigin, flNearestPoint, vecNearestBuildPoint ) )
{
bSnappedToPoint = true;
}
}
}
// See if there's any mapdefined build points near me
int iCount = g_MapDefinedBuildPoints.Count();
for ( i = 0; i < iCount; i++ )
{
if ( !InSameTeam(g_MapDefinedBuildPoints[i]) )
continue;
if ( FindNearestBuildPoint( g_MapDefinedBuildPoints[i], vecBuildOrigin, flNearestPoint, vecNearestBuildPoint ) )
{
bSnappedToPoint = true;
}
}
// Upgrades become invisible if the player's not attaching them to a snap pint
if ( IsAnUpgrade() )
{
if ( MustBeBuiltOnAttachmentPoint() && !bSnappedToPoint )
{
AddEffects( EF_NODRAW );
return false;
}
else
{
RemoveEffects( EF_NODRAW );
}
}
// Did we find a snap point?
if ( bSnappedToPoint )
{
if ( bShouldAttachToParent )
{
AttachObjectToObject( m_hBuiltOnEntity.Get(), m_iBuiltOnPoint, vecNearestBuildPoint );
}
return CheckBuildOrigin( pPlayer, vecNearestBuildPoint, true );
}
// Clear out previous parent
if ( m_hBuiltOnEntity.Get() )
{
m_hBuiltOnEntity = NULL;
m_iBuiltOnPoint = 0;
SetParent( NULL );
SetupUnattachedVersion();
}
// Check the build position
return CheckBuildOrigin( pPlayer, vecBuildOrigin, false );
}
bool CBaseObject::VerifyCorner( const Vector &vBottomCenter, float xOffset, float yOffset )
{
Vector vStart( vBottomCenter.x + xOffset, vBottomCenter.y + yOffset, vBottomCenter.z );
trace_t tr;
UTIL_TraceLine(
vStart,
vStart - Vector( 0, 0, tf_obj_ground_clearance.GetFloat() ),
MASK_SOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
return !tr.startsolid && tr.fraction < 1;
}
//-----------------------------------------------------------------------------
// Purpose: Check under a build point to ensure it's buildable on
//-----------------------------------------------------------------------------
bool CBaseObject::CheckBuildPoint( Vector vecPoint, Vector &vecTrace, Vector *vecOutPoint )
{
trace_t tr;
bool bClear = true;
Vector vecEnd;
// Ensure that this point isn't in a no-build zone:
if( !tf_fastbuild.GetInt() && NoBuildPreventsBuild(this, vecPoint ) )
bClear = false;
// If the point isn't in solid, trace down until we find the ground
if ( enginetrace->GetPointContents( vecPoint ) == CONTENTS_EMPTY )
{
vecEnd = vecPoint - vecTrace;
UTIL_TraceLine( vecPoint, vecEnd, MASK_SOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr);
// Can't find ground to build on?
if ( tr.fraction == 1.0 )
{
bClear = false;
}
}
else
{
// If the point's solid, trace up until we find empty air
vecEnd = vecPoint + vecTrace;
UTIL_TraceLine( vecPoint, vecEnd, MASK_SOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr);
// Can't find ground to build on?
if ( tr.allsolid )
{
bClear = false;
}
}
// FIXME: HACK! This is a test to try to make mud non-buildable!!
const surfacedata_t *pSurfaceProp = physprops->GetSurfaceData( tr.surface.surfaceProps );
if (pSurfaceProp->game.maxSpeedFactor < 1.0f)
bClear = false;
if ( vecOutPoint )
{
*vecOutPoint = tr.endpos;
}
return bClear;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::CheckBuildOrigin( CBaseTFPlayer *pPlayer, const Vector &vecInitialBuildOrigin, bool bSnappedToPoint )
{
// By default, use the vecBuildOrigin..
bool bResult = true;
m_vecBuildOrigin = vecInitialBuildOrigin;
Vector vErrorOrigin = vecInitialBuildOrigin - (m_vecBuildMaxs - m_vecBuildMins) * 0.5f - m_vecBuildMins;
// If we're snapping to a build point, don't bother performing area checks
if ( !bSnappedToPoint )
{
Vector vBuildDims = m_vecBuildMaxs - m_vecBuildMins;
Vector vHalfBuildDims = vBuildDims * 0.5;
Vector vHalfBuildDimsXY( vHalfBuildDims.x, vHalfBuildDims.y, 0 );
// Here, we start at the highest Z we'll allow for the top of the object. Then
// we sweep an XY cross section downwards until it hits the ground.
//
// The rule is that the top of to box can't go lower than the player's feet, and the bottom of the
// box can't go higher than the player's head.
//
// To simplify things in here, we treat the box as though it's symmetrical about all axes
// (so mins = -maxs), then reoffset the box at the very end.
Vector vHalfPlayerDims = (pPlayer->WorldAlignMaxs() - pPlayer->WorldAlignMins()) * 0.5f;
float flBoxTopZ = pPlayer->WorldSpaceCenter().z + vHalfPlayerDims.z + vBuildDims.z;
float flBoxBottomZ = pPlayer->WorldSpaceCenter().z - vHalfPlayerDims.z - vBuildDims.z;
// First, find the ground (ie: where the bottom of the box goes).
trace_t tr;
float bottomZ = 0;
int nIterations = 6;
float topZ = flBoxTopZ;
float topZInc = (flBoxBottomZ - flBoxTopZ) / (nIterations-1);
for ( int iIteration = 0; iIteration < nIterations; iIteration++ )
{
UTIL_TraceHull(
Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, topZ ),
Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, flBoxBottomZ ),
-vHalfBuildDimsXY, vHalfBuildDimsXY, MASK_SOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
bottomZ = tr.endpos.z;
// If there is no ground, then we can't place here.
if ( tr.fraction == 1 )
{
m_vecBuildOrigin = vErrorOrigin;
return false;
}
// If it started in solid, keep moving down.
// Note that a working CGameTrace::fractionleftsolid would make this trivial, but it isn't
// working now so we must resort to rubitry.
if ( !tr.startsolid )
break;
topZ += topZInc;
}
if ( iIteration == nIterations )
{
m_vecBuildOrigin = vErrorOrigin;
return false;
}
// Now see if the range we've got leaves us room for our box.
if ( topZ - bottomZ < vBuildDims.z )
{
m_vecBuildOrigin = vErrorOrigin;
return false;
}
// Verify that it's not on too much of a slope by seeing how far the corners are from the ground.
Vector vBottomCenter( m_vecBuildOrigin.x, m_vecBuildOrigin.y, bottomZ );
if ( !VerifyCorner( vBottomCenter, -vHalfBuildDims.x, -vHalfBuildDims.y ) ||
!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, +vHalfBuildDims.y ) ||
!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, -vHalfBuildDims.y ) ||
!VerifyCorner( vBottomCenter, -vHalfBuildDims.x, +vHalfBuildDims.y ) )
{
m_vecBuildOrigin = vErrorOrigin;
return false;
}
// Ok, now we know the Z range where this box can fit.
Vector vBottomLeft = m_vecBuildOrigin - vHalfBuildDims;
vBottomLeft.z = bottomZ;
m_vecBuildOrigin = vBottomLeft - m_vecBuildMins;
}
Vector vecForward, vecRight, vecUp;
AngleVectors( GetLocalAngles(), &vecForward, &vecRight, &vecUp );
AttemptToFindPower();
AttemptToFindBuffStation();
// Make sure construction yards don't screw us up (tf_fastbuild allows builds anywhere)
if ( !tf_fastbuild.GetInt() && ConstructionYardPreventsBuild( this, m_vecBuildOrigin ))
return false;
// If we have to be attached to something, and we're not, abort
if ( !tf_fastbuild.GetInt() && MustBeBuiltOnAttachmentPoint() && !bSnappedToPoint )
return false;
// Make sure there aren't any solid objects in the area
if ( !bSnappedToPoint || IsAVehicle() )
{
if ( !(m_fObjectFlags & OF_DONT_PREVENT_BUILD_NEAR_OBJ) )
{
// Get a list of nearby entities
CBaseEntity *pListOfNearbyEntities[100];
int iNumberOfNearbyEntities = UTIL_EntitiesInSphere( pListOfNearbyEntities, 100, m_vecBuildOrigin, GetNearbyObjectCheckRadius(), 0 );
for ( int i = 0; i < iNumberOfNearbyEntities; i++ )
{
CBaseEntity *pEntity = pListOfNearbyEntities[i];
if ( pEntity->IsSolid( ) )
{
// Ignore shields..
if ( pEntity->GetCollisionGroup() == TFCOLLISION_GROUP_SHIELD )
continue;
// Ignore func brushes
// BUGBUG: Shouldn't this test against MOVETYPE_PUSH instead of SOLID_BSP?
if ( pEntity->GetSolid() == SOLID_BSP )
continue;
// Ignore the player who's building
if ( pEntity == GetBuilder() )
continue;
// YWB: Ignore other players
if ( pEntity->IsPlayer() )
continue;
// Ignore map placed objects
if ( pEntity->GetTeamNumber() == 0 )
continue;
//NDebugOverlay::EntityBounds( pEntity, 0,255,0,8, 0.1 );
return false;
}
// Sentryguns may be turtled, and non-solid
if ( pEntity->Classify() == CLASS_MILITARY )
{
CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>(pEntity);
if ( pSentry && pSentry->IsTurtled() )
return false;
}
}
}
}
if ( !bSnappedToPoint )
{
AlignToGround( m_vecBuildOrigin );
}
return bResult;
}
//-----------------------------------------------------------------------------
// Purpose: Align myself to the ground below the specified point
//-----------------------------------------------------------------------------
void CBaseObject::AlignToGround( Vector vecOrigin )
{
if ( !(m_fObjectFlags & OF_ALIGN_TO_GROUND) )
return;
trace_t tr;
Vector vecWorldMins, vecWorldMaxs;
CollisionProp()->WorldSpaceAABB( &vecWorldMins, &vecWorldMaxs );
float flHeight = MAX( vecWorldMaxs.z - vecWorldMins.z, 60 );
UTIL_TraceLine( vecOrigin, vecOrigin + Vector(0,0,-flHeight), MASK_SOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
if ( tr.fraction != 1.0 )
{
// Orient the *up* axis to be along the plane normal
Vector perp( 1, 0, 0 );
Vector forward, right;
CrossProduct( perp, tr.plane.normal, forward );
if (forward.LengthSqr() < 0.1f)
{
perp.Init( 0, 1, 0 );
CrossProduct( perp, tr.plane.normal, forward );
}
VectorNormalize( forward );
CrossProduct( tr.plane.normal, forward, right );
VMatrix orientation( forward, right, tr.plane.normal );
QAngle angles;
MatrixToAngles( orientation, angles );
SetAbsAngles( angles );
}
}
//-----------------------------------------------------------------------------
// Exit points for mounted vehicles....
//-----------------------------------------------------------------------------
void CBaseObject::GetExitPoint( CBaseEntity *pPlayer, int nBuildPoint, Vector *pAbsPosition, QAngle *pAbsAngles )
{
// Deal with hierarchy...
IHasBuildPoints *pMount = dynamic_cast<IHasBuildPoints*>(GetMoveParent());
if (pMount)
{
int nBuildPoint = pMount->FindObjectOnBuildPoint( this );
if (nBuildPoint >= 0)
{
pMount->GetExitPoint( pPlayer, nBuildPoint, pAbsPosition, pAbsAngles );
return;
}
}
// FIXME: In future, we may well want to use specific exit attachments here...
GetBuildPoint( nBuildPoint, *pAbsPosition, *pAbsAngles );
// Move back along the forward direction a bit...
Vector vecForward, vecUp;
AngleVectors( *pAbsAngles, &vecForward, NULL, &vecUp );
*pAbsPosition -= vecForward * 60;
*pAbsPosition += vecUp * 30;
// Now select a good spot to drop onto
Vector vNewPos;
if ( !EntityPlacementTest(pPlayer, *pAbsPosition, vNewPos, true) )
{
Warning("Can't find valid place to exit object.\n");
return;
}
*pAbsPosition = vNewPos;
}
void CBaseObject::AdjustInitialBuildAngles()
{
}
//-----------------------------------------------------------------------------
// Purpose: Try and find power for this object during placement
//-----------------------------------------------------------------------------
void CBaseObject::AttemptToFindPower( void )
{
// Human objects need power, so show the player if the current position will have power, but don't prevent building.
if ( !CanPowerupEver( POWERUP_POWER ) )
return;
// If I have a powerpack, see if I'm unable to keep power, or not needed.
// This is done before checking to see if the object needs power, because it may
// have once needed power, but doesn't anymore (i.e. snapped to an attachment point)
if ( m_hPowerPack )
{
m_hPowerPack->EnsureObjectPower( this );
}
// If I don't have a powerpack, or I just moved too far from it, look for a powerpack
if ( !m_hPowerPack )
{
GetTFTeam()->UpdatePowerpacks( NULL, this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::AttemptToFindBuffStation( void )
{
// Check to see if this object can be connected to a buff station.
if ( !CanBeHookedToBuffStation() )
return;
// We have already found a buff station, we want to use - check distances.
if ( GetBuffStation() )
{
GetBuffStation()->CheckBuffConnection( this );
}
// Look for a buff station to use.
else
{
GetTFTeam()->UpdateBuffStations( NULL, this, true );
}
}
//-----------------------------------------------------------------------------
// Purpose: Move the placement model to the current position. Return false if it's an invalid position
//-----------------------------------------------------------------------------
bool CBaseObject::UpdatePlacement( CBaseTFPlayer *pPlayer )
{
bool placementOk = CalculatePlacement( pPlayer );
if ( placementOk )
{
SetRenderColor( 255, 255, 255, GetRenderColor().a );
}
else
{
SetRenderColor( 255, 0, 0, GetRenderColor().a );
}
Teleport( &m_vecBuildOrigin, &GetLocalAngles(), NULL );
return placementOk;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::PreStartBuilding()
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Start building the object
//-----------------------------------------------------------------------------
bool CBaseObject::StartBuilding( CBaseEntity *pBuilder )
{
// Need to add the object to the team now...
CTFTeam *pTFTeam = ( CTFTeam * )GetGlobalTeam( GetTeamNumber() );
// Deduct the cost from the player
if ( pBuilder && pBuilder->IsPlayer() )
{
m_iAmountPlayerPaidForMe = ((CBaseTFPlayer*)pBuilder)->StartedBuildingObject( m_iObjectType );
if ( !m_iAmountPlayerPaidForMe )
{
// Player couldn't afford to pay for me, so abort
ClientPrint( (CBasePlayer*)pBuilder, HUD_PRINTCENTER, "Not enough resources.\n" );
StopPlacement();
return false;
}
}
// Add this object to the team's list (because we couldn't add it during
// placement mode)
if ( pTFTeam && !pTFTeam->IsObjectOnTeam( this ) )
{
pTFTeam->AddObject( this );
}
m_bPlacing = false;
m_bBuilding = true;
SetHealth( OBJECT_CONSTRUCTION_STARTINGHEALTH );
m_flPercentageConstructed = 0;
// Compute a good fitting AABB since we know where this thing belongs
if ( VPhysicsGetObject() && !IsBuiltOnAttachment() )
{
Vector absmins, absmaxs;
physcollision->CollideGetAABB( &absmins, &absmaxs, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles() );
// This is required to get the client + server looking the same
// since the client uses the mins to compute absmins + absmaxs
SetCollisionBounds( absmins - GetAbsOrigin(), absmaxs - GetAbsOrigin() );
}
m_nRenderMode = kRenderNormal;
RemoveSolidFlags( FSOLID_NOT_SOLID );
// NOTE: We must spawn the control panels now, instead of during
// Spawn, because until placement is started, we don't actually know
// the position of the control panel because we don't know what it's
// been attached to (could be a vehicle which supplies a different
// place for the control panel)
// NOTE: We must also spawn it before FinishedBuilding can be called
SpawnControlPanels();
// Tell the object we've been built on that we exist
if ( IsBuiltOnAttachment() && ShouldAttachToParent() )
{
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>((CBaseEntity*)m_hBuiltOnEntity.Get());
Assert( pBPInterface );
pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, this );
}
// Start the build animations
m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime();
if ( pBuilder && pBuilder->IsPlayer() )
{
((CBaseTFPlayer*)pBuilder)->FinishedObject( this );
}
m_vecBuildOrigin = GetAbsOrigin();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Continue construction of this object
//-----------------------------------------------------------------------------
void CBaseObject::BuildingThink( void )
{
// Continue construction
Repair( (GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime * OBJECT_CONSTRUCTION_INTERVAL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::AttemptToActivateBuffStation( void )
{
if ( !GetBuffStation() )
return;
if ( GetBuffStation()->IsPlacing() || GetBuffStation()->IsBuilding() ||
!GetBuffStation()->IsPowered() )
return;
if ( m_bBuffActivated )
return;
BuffStationActivate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::SetControlPanelsActive( bool bState )
{
// Activate control panel screens
for ( int i = m_hScreens.Count(); --i >= 0; )
{
if (m_hScreens[i].Get())
{
m_hScreens[i]->SetActive( bState );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::FinishedBuilding( void )
{
SetControlPanelsActive( true );
// Only make a shadow if the object doesn't use vphysics
if (!VPhysicsGetObject())
{
VPhysicsInitStatic();
}
m_bBuilding = false;
AttemptToGoActive();
AttemptToActivateBuffStation();
// We're done building, add in the stat...
TFStats()->IncrementStat( (TFStatId_t)(TF_STAT_FIRST_OBJECT_BUILT + ObjectType()), 1 );
// Spawn any objects on this one
SpawnObjectPoints();
// Let our vehicle bay know, if we have one
if ( m_hVehicleBay )
{
m_hVehicleBay->FinishedBuildVehicle( this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Objects store health in hacky ways
//-----------------------------------------------------------------------------
void CBaseObject::SetHealth( float flHealth )
{
if ( IsDisabled() )
{
if ( ( m_flMinDisableHealth != 0.0f && flHealth > m_flMinDisableHealth ) ||
( flHealth > 1 ) )
{
// Reenable and fire output
SetDisabled( false );
m_OnBecomingReenabled.FireOutput( this, this );
}
}
bool changed = m_flHealth != flHealth;
m_flHealth = flHealth;
m_iHealth = ceil(m_flHealth);
// If we have a model, and a pose parameter, set the pose parameter to reflect our health
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
{
if (LookupPoseParameter( "object_health") >= 0 && GetMaxHealth() > 0 )
{
SetPoseParameter( "object_health", 100 * ( GetHealth() / (float)GetMaxHealth() ) );
}
}
if ( changed )
{
// Set value and fire output
m_OnObjectHealthChanged.Set( m_flHealth, this, this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Powerup has just started
//-----------------------------------------------------------------------------
void CBaseObject::PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier )
{
switch( iPowerup )
{
case POWERUP_BOOST:
{
// Can we boost health further?
if ( GetHealth() < GetMaxHealth() )
{
/*
if ( (gpGlobals->curtime - m_flLastRepairTime) > 0.01 )
{
Msg("TOTAL REPAIR: %.2f in %.2f\n\n", m_flRepairedSinceLastTime, (gpGlobals->curtime - m_flLastRepairTime) );
}
if ( pAttacker->IsPlayer() )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pAttacker;
Msg("(%.2f) %s repaired %s for %.2f health.\n", gpGlobals->curtime, pPlayer->GetPlayerName(), GetClassname(), flAmount );
}
*/
// Is this repair happening at the same time as other repairing on me?
if ( (gpGlobals->curtime - m_flLastRepairTime) < 0.01 )
{
//Msg(" ->Reducing repair by %.2f\n", m_flNextRepairMultiplier );
flAmount *= m_flNextRepairMultiplier;
m_flNextRepairMultiplier *= 0.5;
}
else
{
m_flLastRepairTime = gpGlobals->curtime;
m_flNextRepairMultiplier = 0.5;
m_flRepairedSinceLastTime = 0;
}
//Msg(" REPAIRED: %.2f\n", flAmount );
Repair( flAmount );
m_flRepairedSinceLastTime += flAmount;
}
// Prevent callback to base class, since we handled it here
return;
}
break;
case POWERUP_POWER:
{
Assert( m_hPowerPack );
AttemptToGoActive();
}
break;
default:
break;
}
BaseClass::PowerupStart( iPowerup, flAmount, pAttacker, pDamageModifier );
}
//-----------------------------------------------------------------------------
// Purpose: Powerup has just started
//-----------------------------------------------------------------------------
void CBaseObject::PowerupEnd( int iPowerup )
{
switch( iPowerup )
{
case POWERUP_POWER:
{
OnGoInactive();
m_hPowerPack = NULL;
}
break;
default:
break;
}
BaseClass::PowerupEnd( iPowerup );
}
//-----------------------------------------------------------------------------
// Purpose: Override base traceattack to prevent visible effects from team members shooting me
//-----------------------------------------------------------------------------
void CBaseObject::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr )
{
// Prevent team damage here so blood doesn't appear
if ( inputInfo.GetAttacker() )
{
if ( InSameTeam(inputInfo.GetAttacker()) )
return;
}
float fVulnerableMultiplier = FindVulnerablePointMultiplier( ptr->hitgroup, ptr->hitbox );
CTakeDamageInfo info = inputInfo;
info.ScaleDamage( fVulnerableMultiplier );
SpawnBlood( ptr->endpos, vecDir, BloodColor(), info.GetDamage() );
AddMultiDamage( info, this );
}
//-----------------------------------------------------------------------------
// Purpose: Prevent Team Damage
//-----------------------------------------------------------------------------
ConVar object_show_damage( "obj_show_damage", "0", 0, "Show all damage taken by objects." );
ConVar object_capture_damage( "obj_capture_damage", "0", 0, "Captures all damage taken by objects for dumping later." );
CUtlDict<int,int> g_DamageMap;
void Cmd_DamageDump_f(void)
{
CUtlDict<bool,int> g_UniqueColumns;
// Build the unique columns:
for( int idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) )
{
char* szColumnName = strchr(g_DamageMap.GetElementName(idx),',') + 1;
int ColumnIdx = g_UniqueColumns.Find( szColumnName );
if( ColumnIdx == g_UniqueColumns.InvalidIndex() )
{
g_UniqueColumns.Insert( szColumnName, false );
}
}
// Dump the column names:
FileHandle_t f = filesystem->Open("damage.txt","wt+");
for( idx = g_UniqueColumns.First(); idx != g_UniqueColumns.InvalidIndex(); idx = g_UniqueColumns.Next(idx) )
{
filesystem->FPrintf(f,"\t%s",g_UniqueColumns.GetElementName(idx));
}
filesystem->FPrintf(f,"\n");
CUtlDict<bool,int> g_CompletedRows;
// Dump each row:
bool bDidRow;
do
{
bDidRow = false;
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) )
{
char szRowName[256];
// Check the Row name of each entry to see if I've done this row yet.
Q_strncpy(szRowName, g_DamageMap.GetElementName(idx), sizeof( szRowName ) );
*strchr(szRowName,',') = '\0';
char szRowNameComma[256];
Q_snprintf( szRowNameComma, sizeof( szRowNameComma ), "%s,", szRowName );
if( g_CompletedRows.Find(szRowName) == g_CompletedRows.InvalidIndex() )
{
bDidRow = true;
g_CompletedRows.Insert(szRowName,false);
// Output the row name:
filesystem->FPrintf(f,szRowName);
for( int ColumnIdx = g_UniqueColumns.First(); ColumnIdx != g_UniqueColumns.InvalidIndex(); ColumnIdx = g_UniqueColumns.Next( ColumnIdx ) )
{
char szRowNameCommaColumn[256];
Q_strncpy( szRowNameCommaColumn, szRowNameComma, sizeof( szRowNameCommaColumn ) );
Q_strncat( szRowNameCommaColumn, g_UniqueColumns.GetElementName( ColumnIdx ), sizeof( szRowNameCommaColumn ), COPY_ALL_CHARACTERS );
int nDamageAmount = 0;
// Fine to reuse idx since we are going to break anyways.
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) )
{
if( !stricmp( g_DamageMap.GetElementName(idx), szRowNameCommaColumn ) )
{
nDamageAmount = g_DamageMap[idx];
break;
}
}
filesystem->FPrintf(f,"\t%i",nDamageAmount);
}
filesystem->FPrintf(f,"\n");
break;
}
}
// Grab the row name:
} while(bDidRow);
// close the file:
filesystem->Close(f);
}
static ConCommand obj_dump_damage( "obj_dump_damage", Cmd_DamageDump_f );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ReportDamage( const char* szInflictor, const char* szVictim, float fAmount, int nCurrent, int nMax )
{
int iAmount = (int)fAmount;
if( object_show_damage.GetBool() && iAmount )
{
Msg( "ShowDamage: Object %s taking %0.1f damage from %s ( %i / %i )\n", szVictim, fAmount, szInflictor, nCurrent, nMax );
}
if( object_capture_damage.GetBool() )
{
char szMangledKey[256];
Q_snprintf(szMangledKey,sizeof(szMangledKey)/sizeof(szMangledKey[0]),"%s,%s",szInflictor,szVictim);
int idx = g_DamageMap.Find( szMangledKey );
if( idx == g_DamageMap.InvalidIndex() )
{
g_DamageMap.Insert( szMangledKey, iAmount );
} else
{
g_DamageMap[idx] += iAmount;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Pass the specified amount of damage through to any objects I have built on me
//-----------------------------------------------------------------------------
bool CBaseObject::PassDamageOntoChildren( const CTakeDamageInfo &info, float *flDamageLeftOver )
{
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
Assert( pBPInterface );
float flDamage = info.GetDamage();
// Double the amount of damage done (and get around the child damage modifier)
flDamage *= 2;
if ( obj_child_damage_factor.GetFloat() )
{
flDamage *= (1 / obj_child_damage_factor.GetFloat());
}
// Remove blast damage because child objects (well specifically upgrades)
// want to ignore direct blast damage but still take damage from parent
CTakeDamageInfo childInfo = info;
childInfo.SetDamage( flDamage );
childInfo.SetDamageType( info.GetDamageType() & (~DMG_BLAST) );
CBaseEntity *pEntity = pBPInterface->GetFirstObjectOnMe();
while ( pEntity )
{
Assert( pEntity->m_takedamage != DAMAGE_NO );
// Do damage to the next object
float flDamageTaken = pEntity->OnTakeDamage( childInfo );
// If we didn't kill it, abort
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEntity);
if ( !pObject || !pObject->IsDying() )
{
char* szInflictor = "unknown";
if( info.GetInflictor() )
szInflictor = (char*)info.GetInflictor()->GetClassname();
ReportDamage( szInflictor, GetClassname(), flDamageTaken, GetHealth(), GetMaxHealth() );
*flDamageLeftOver = flDamage;
return true;
}
// Reduce the damage and move on to the next
flDamage -= flDamageTaken;
pEntity = pBPInterface->GetFirstObjectOnMe();
}
*flDamageLeftOver = flDamage;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseObject::OnTakeDamage( const CTakeDamageInfo &info )
{
// Prevent damage if the game hasn't started yet
if ( CurrentActIsAWaitingAct() )
return 0;
if ( !IsAlive() )
return info.GetDamage();
if (m_bInvulnerable)
return 0;
if ( m_takedamage == DAMAGE_NO )
return 0;
if ( IsPlacing() )
return 0;
// Check teams
if ( info.GetAttacker() )
{
if ( InSameTeam(info.GetAttacker()) )
return 0;
}
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
float flDamage = info.GetDamage();
// Objects take half damage from bullets
if ( info.GetDamageType() & DMG_BULLET )
{
flDamage *= 0.5;
}
// Objects build on other objects take less damage
if ( !IsAnUpgrade() && GetParentObject() )
{
flDamage *= obj_child_damage_factor.GetFloat();
}
if (obj_damage_factor.GetFloat())
{
flDamage *= obj_damage_factor.GetFloat();
}
// Constructing objects take extra damage
if ( IsBuilding() )
{
flDamage *= 3;
}
// If has min health, and damage would put it below min health disable it if not already disabled
bool bShouldBeDisabled = false;
if ( m_flMinDisableHealth != 0 && ( m_flHealth - flDamage ) < m_flMinDisableHealth )
{
bShouldBeDisabled = true;
}
else if ( pBPInterface && pBPInterface->GetNumObjectsOnMe() && (( m_flHealth - flDamage ) < 1) )
{
bShouldBeDisabled = true;
}
// Make sure we're disabled if we're supposed to be
if ( bShouldBeDisabled )
{
// Remove any sappers on me
if ( m_bCantDie )
{
RemoveAllSappers( this );
}
// Make sure this only fires first time we cross the threshold and go disabled
if ( !IsDisabled() )
{
SetDisabled( true );
m_OnBecomingDisabled.FireOutput( info.GetAttacker(), this );
// Special case: If we have a min disabled health, and we're set to not die, immediately fall to 1 health
if ( m_bCantDie )
{
SetHealth( 1 );
}
}
}
// If I have objects on me, I can't be destroyed until they're gone. Ditto if I can't be killed.
bool bWillDieButCant = (m_bCantDie || pBPInterface->GetNumObjectsOnMe()) && (( m_flHealth - flDamage ) < 1);
if ( bWillDieButCant )
{
// Soak up the damage it would take to drop us to 1 health
flDamage = flDamage - m_flHealth;
SetHealth( 1 );
// Pass leftover damage
if ( flDamage )
{
if ( PassDamageOntoChildren( info, &flDamage ) )
return flDamage;
}
}
if ( flDamage )
{
// Recheck our death possibility, because our objects may have all been blown off us by now
bWillDieButCant = (m_bCantDie || pBPInterface->GetNumObjectsOnMe()) && (( m_flHealth - flDamage ) < 1);
if ( !bWillDieButCant )
{
// Reduce health
SetHealth( m_flHealth - flDamage );
}
}
m_OnDamaged.FireOutput(info.GetAttacker(), this);
// Hurt by an enemy?
if ( info.GetAttacker() && info.GetAttacker()->entindex() > 0 )
{
m_flLastRealDamage = gpGlobals->curtime;
}
if ( GetHealth() <= 0 )
{
if ( info.GetAttacker() )
{
TFStats()->IncrementTeamStat( info.GetAttacker()->GetTeamNumber(), TF_TEAM_STAT_DESTROYED_OBJECT_COUNT, 1 );
TFStats()->IncrementPlayerStat( info.GetAttacker(), TF_PLAYER_STAT_DESTROYED_OBJECT_COUNT, 1 );
}
m_lifeState = LIFE_DEAD;
m_OnDestroyed.FireOutput( info.GetAttacker(), this);
Killed();
}
else
{
// Notify team about interesting stuff going on with this object
if ( !(m_fObjectFlags & OF_SUPPRESS_NOTIFY_UNDER_ATTACK) && ( m_iszUnderAttackSound != NULL_STRING ) )
{
CTFTeam *pTeam = GetTFTeam();
if ( pTeam )
{
Vector vecPosition = GetAbsOrigin();
// Tell everyone on the team that this object's underattack
CRecipientFilter myteam;
myteam.MakeReliable();
myteam.AddRecipientsByTeam( pTeam );
UserMessageBegin( myteam, "MinimapPulse" );
WRITE_VEC3COORD( vecPosition );
MessageEnd();
GetTFTeam()->PostMessage( TEAMMSG_CUSTOM_SOUND, NULL, (char*)STRING(m_iszUnderAttackSound) );
}
}
}
{
char* szInflictor = "unknown";
if( info.GetInflictor() )
szInflictor = (char*)info.GetInflictor()->GetClassname();
ReportDamage( szInflictor, GetClassname(), flDamage, GetHealth(), GetMaxHealth() );
}
return flDamage;
}
//-----------------------------------------------------------------------------
// Purpose: Get the time it will take to repair this object
//-----------------------------------------------------------------------------
float CBaseObject::GetRepairTime( void )
{
// Can't be repaired while being constructed
if ( IsBuilding() )
return 0;
int iRepairHealth = GetMaxHealth() - GetHealth();
if ( iRepairHealth )
{
return ((float)iRepairHealth / OBJECT_REPAIR_RATE);
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Repair myself for the time period passed in. Return true if I'm fully repaired.
//-----------------------------------------------------------------------------
bool CBaseObject::UpdateRepair( float flRepairTime )
{
return Repair( (flRepairTime * OBJECT_REPAIR_RATE) );
}
//-----------------------------------------------------------------------------
// Purpose: Repair / Help-Construct this object the specified amount
//-----------------------------------------------------------------------------
bool CBaseObject::Repair( float flHealth )
{
// Multiply it by the repair rate
flHealth *= m_flRepairMultiplier;
if ( !flHealth )
return false;
if ( IsBuilding() )
{
if ( HasPowerup(POWERUP_EMP) )
return false;
// Reduce the construction time by the correct amount for the health passed in
float flConstructionTime = flHealth / ((GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime);
m_flConstructionTimeLeft = MAX( 0, m_flConstructionTimeLeft - flConstructionTime);
m_flConstructionTimeLeft = clamp( m_flConstructionTimeLeft, 0.0f, m_flTotalConstructionTime );
m_flPercentageConstructed = 1 - (m_flConstructionTimeLeft / m_flTotalConstructionTime);
m_flPercentageConstructed = clamp( m_flPercentageConstructed, 0.0f, 1.0f );
// Increase health.
SetHealth( MIN( GetMaxHealth(), m_flHealth + flHealth ) );
// Return true if we're constructed now
if ( m_flConstructionTimeLeft <= 0.0f )
{
FinishedBuilding();
return true;
}
}
else
{
// Return true if we're already fully healed
if ( GetHealth() >= GetMaxHealth() )
return true;
// Increase health.
SetHealth( MIN( GetMaxHealth(), m_flHealth + flHealth ) );
m_OnRepaired.FireOutput( this, this);
// Return true if we're fully healed now
if ( GetHealth() == GetMaxHealth() )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Object has been blown up. Drop resource chunks upto the value of my max health.
//-----------------------------------------------------------------------------
void CBaseObject::Killed( void )
{
m_bDying = true;
// Do an explosion.
CPASFilter filter( GetAbsOrigin() );
te->Explosion(
filter,
0.0,
&GetAbsOrigin(),
g_sModelIndexFireball,
5.4, // radius
15,
TE_EXPLFLAG_NODLIGHTS,
256,
200);
Vector vecOrigin = WorldSpaceCenter() + Vector(0,0,32);
bool bDropResources = true;
// Don't drop resources if I'm built out of brushes, or I'm an upgrade
if ( m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL || IsAnUpgrade() )
{
bDropResources = false;
}
// Don't drop resources if I haven't taken damage from an enemy for a while (i.e. I've deteriorated instead)
if ( gpGlobals->curtime > (m_flLastRealDamage + MAX_DROP_TIME_AFTER_DAMAGE) )
{
bDropResources = false;
}
// Drop resources based upon our base cost
int iCost = CalculateObjectCost( GetType(), 0, GetTeamNumber() );
iCost *= 0.5;
if ( bDropResources && iCost )
{
// Convert value to chunks.
int nProcessedChunks = 0;
int nNormalChunks = 0;
ConvertResourceValueToChunks( iCost, &nProcessedChunks, &nNormalChunks );
// Make everything drop at least 1 chunk
if ( !nProcessedChunks && !nNormalChunks )
{
nNormalChunks++;
}
// Drop processed chunks.
int iChunk;
for ( iChunk = 0; iChunk < nProcessedChunks; iChunk++ )
{
// Generate a random velocity vector.
Vector vecVelocity = Vector( random->RandomFloat( -250,250 ), random->RandomFloat( -250,250 ), random->RandomFloat( 200,450 ) );
// Create a processed chunk.
CResourceChunk *pChunk = CResourceChunk::Create( true, vecOrigin, vecVelocity );
pChunk->ChangeTeam( GetTeamNumber() );
}
// Drop normal chunks
for ( iChunk = 0; iChunk < nNormalChunks; iChunk++ )
{
// Generate a random velocity vector.
Vector vecVelocity = Vector( random->RandomFloat( -250,250 ), random->RandomFloat( -250,250 ), random->RandomFloat( 200,450 ) );
// Create a processed chunk.
CResourceChunk *pChunk = CResourceChunk::Create( false, vecOrigin, vecVelocity );
pChunk->ChangeTeam( GetTeamNumber() );
}
TFStats()->IncrementTeamStat( GetTeamNumber(), TF_TEAM_STAT_RESOURCE_CHUNKS_DROPPED, (resource_chunk_processed_value.GetFloat() * nProcessedChunks) + (resource_chunk_value.GetFloat() * nNormalChunks) );
}
DetachObjectFromObject();
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Indicates this NPC's place in the relationship table.
//-----------------------------------------------------------------------------
Class_T CBaseObject::Classify( void )
{
return (CLASS_MILITARY);
}
//-----------------------------------------------------------------------------
// Purpose: Get the type of this object
//-----------------------------------------------------------------------------
int CBaseObject::GetType()
{
return m_iObjectType;
}
//-----------------------------------------------------------------------------
// Purpose: Get the builder of this object
//-----------------------------------------------------------------------------
CBaseTFPlayer *CBaseObject::GetBuilder( void )
{
return m_hBuilder;
}
//-----------------------------------------------------------------------------
// Purpose: Get the original builder of this object
// Used to get the builder of a deteriorating object
//-----------------------------------------------------------------------------
CBaseTFPlayer *CBaseObject::GetOriginalBuilder( void )
{
return m_hOriginalBuilder;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the Owning CTeam should clean this object up automatically
//-----------------------------------------------------------------------------
bool CBaseObject::ShouldAutoRemove( void )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose: If the object's still being built, it's not usable
//-----------------------------------------------------------------------------
int CBaseObject::ObjectCaps( void )
{
if ( IsPlacing() )
return 0;
// If I'm being built, only allow +use if I don't have a sapper on me and I haven't been disabled by a plasma weapon
if ( IsBuilding() && !HasSapper() && !IsPlasmaDisabled() )
return 0;
return FCAP_ONOFF_USE;
};
//-----------------------------------------------------------------------------
// Clean off the object of offensive material...
//-----------------------------------------------------------------------------
bool CBaseObject::RemoveEnemyAttachments( CBaseEntity *pActivator )
{
bool bRemoved = false;
// Sapper removal
if ( pActivator->IsPlayer() )
{
if ( HasSapper() )
{
RemoveAllSappers( pActivator );
bRemoved = true;
}
}
return bRemoved;
}
//-----------------------------------------------------------------------------
// Object using!
//-----------------------------------------------------------------------------
void CBaseObject::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// If we're friendly, pickup / remove sappers
// If we're an enemy, plant a sapper
if ( pActivator->IsPlayer() )
{
if ( InSameTeam( pActivator ) )
{
if ( useType == USE_ON )
{
// Some combat objects can be picked up
if ( m_fObjectFlags & OF_CAN_BE_PICKED_UP )
{
if ( GetBuilder() == pActivator )
{
if ( GetBuilder()->GetPlayerClass()->ResupplyAmmoType( 1, m_szAmmoName ) )
{
PickupObject();
}
return;
}
}
// Sapper removal
if ( RemoveEnemyAttachments( pActivator ) )
return;
}
}
else
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pActivator;
// If we're already planting a sapper, abort
if ( useType == USE_OFF || pPlayer->IsAttachingSapper() )
{
// Don't abort if we just started placing it. This is to catch people who'd like to +use toggle instead of hold down
if ( pPlayer->GetSapperAttachmentTime() > 0.2 && pPlayer->IsAttachingSapper() )
{
pPlayer->StopAttaching();
}
}
else if ( useType == USE_ON )
{
// Don't allow sappers to be planted on invulnerable objects
if ( m_bInvulnerable )
return;
// If the object's already got a sapper from me on it, I can't put another
if ( HasSapperFromPlayer( ((CBaseTFPlayer*)pActivator ) ) )
return;
Vector vecAiming;
pPlayer->EyeVectors( &vecAiming );
// Trace from the player to the object to find an attachment position
trace_t tr;
Vector vecStart = pPlayer->EyePosition();
UTIL_TraceLine( vecStart, vecStart + (vecAiming * 256), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0 && tr.m_pEnt == this )
{
CGrenadeObjectSapper *sapper = CGrenadeObjectSapper::Create( tr.endpos, vecAiming, pPlayer, this );
pPlayer->StartAttachingSapper( this, sapper );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Builder has picked up the object
//-----------------------------------------------------------------------------
void CBaseObject::PickupObject( void )
{
// Tell the playerclass
if ( GetBuilder() && GetBuilder()->GetPlayerClass() )
{
GetBuilder()->GetPlayerClass()->PickupObject( this );
}
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified player's allowed to remove this object
//-----------------------------------------------------------------------------
bool CBaseObject::CanBeRemovedBy( CBaseTFPlayer *pPlayer )
{
if ( m_fObjectFlags & OF_CANNOT_BE_DISMANTLED )
return false;
// If I'm a map-defined object, I'm not removable by anyone
if ( WasMapPlaced() )
return false;
// If I have an owner, only he can remove me
if ( GetBuilder() != pPlayer )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified player's allowed to rotate this object
//-----------------------------------------------------------------------------
bool CBaseObject::CanBeRotatedBy( CBaseTFPlayer *pPlayer )
{
// If I'm a map-defined object, I'm not removable by anyone
if ( WasMapPlaced() )
return false;
// If I have an owner, only he can remove me
if ( GetBuilder() != pPlayer )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iTeamNum -
//-----------------------------------------------------------------------------
void CBaseObject::ChangeTeam( int iTeamNum )
{
CTFTeam *pTeam = ( CTFTeam * )GetGlobalTeam( iTeamNum );
CTFTeam *pExisting = ( CTFTeam * )GetTeam();
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::ChangeTeam old %s new %s\n", gpGlobals->curtime,
pExisting ? pExisting->GetName() : "NULL",
pTeam ? pTeam->GetName() : "NULL" ) );
// Already on this team
if ( GetTeamNumber() == iTeamNum )
return;
if ( pExisting )
{
// Remove it from current team ( if it's in one ) and give it to new team
pExisting->RemoveObject( this );
}
// Change to new team
BaseClass::ChangeTeam( iTeamNum );
// Add this object to the team's list
// But only if we're not placing it
if ( pTeam && (!m_bPlacing) )
{
pTeam->AddObject( this );
}
// Setup for our new team's model
SetupTeamModel();
CreateBuildPoints();
CreateVulnerablePoints();
// Alien buildings never need power
if ( GetTeamNumber() == TEAM_ALIENS )
{
m_fObjectFlags |= OF_DOESNT_NEED_POWER;
}
GainedNewTechnology( NULL );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CBaseObject::GetWeaponClassnameForObject( void )
{
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pNewOwner -
//-----------------------------------------------------------------------------
void CBaseObject::AddItemsNeededForObject( CBaseTFPlayer *pNewOwner )
{
}
//-----------------------------------------------------------------------------
// Purpose: Derived classes might want to give the new builder the appropriate
// items needed to own this object and move the objects owned over as well
// Input : *pNewOwner -
//-----------------------------------------------------------------------------
void CBaseObject::ChangeBuilder( CBaseTFPlayer *pNewBuilder, bool moveobjects )
{
CBaseTFPlayer *oldBuilder = GetOwner();
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::ChangeBuilder old %s, new %s, moveobjects %s\n", gpGlobals->curtime,
oldBuilder ? oldBuilder->GetPlayerName() : "NULL",
pNewBuilder ? pNewBuilder->GetPlayerName() : "NULL",
moveobjects ? "true" : "false" ) );
// Store off original builder
if ( GetOwner() )
{
m_hOriginalBuilder = GetOwner();
}
m_hBuilder = pNewBuilder;
if ( !moveobjects )
return;
if ( oldBuilder )
{
oldBuilder->OwnedObjectChangeTeam( this, pNewBuilder );
}
// For instance, if this is a mortar being added to a technician via subversion, then
// the "weapon_mortar" will be added to the player if the player doesn't have it.
AddItemsNeededForObject( pNewBuilder );
const char *classname = GetWeaponClassnameForObject();
if ( !classname )
return;
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::ChangeBuilder moving associated objects %s\n", gpGlobals->curtime,
classname ) );
// Find the old player who owned a weapon that owned this object type and remove it
// Then add to current player under the approrpriate weapon ( same classname ) which
// should have been added in ChangeBuilder
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseTFPlayer *player = static_cast< CBaseTFPlayer *>( UTIL_PlayerByIndex( i ) );
if ( !player )
continue;
// Cycle through weapons
for ( int j = 0; j < player->WeaponCount(); j++ )
{
if ( !player->GetWeapon( j ) )
continue;
if ( !FClassnameIs( player->GetWeapon( j ), classname ) )
continue;
// Add to this player
if ( player == pNewBuilder )
{
( ( CBaseTFCombatWeapon * )player->GetWeapon( j ))->AddAssociatedObject( this );
}
// Remove from any other
else
{
( ( CBaseTFCombatWeapon * )player->GetWeapon( j ))->RemoveAssociatedObject( this );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return true if I have at least 1 sapper on me
//-----------------------------------------------------------------------------
bool CBaseObject::HasSapper( void )
{
return ( m_hSappers.Size() > 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified player has attached a sapper to me
//-----------------------------------------------------------------------------
bool CBaseObject::HasSapperFromPlayer( CBaseTFPlayer *pPlayer )
{
for ( int i = 0; i < m_hSappers.Size(); i++ )
{
if ( m_hSappers[i] == NULL )
continue;
if ( m_hSappers[i]->GetThrower() == pPlayer )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Add a sapper to this object
//-----------------------------------------------------------------------------
void CBaseObject::AddSapper( CGrenadeObjectSapper *pSapper )
{
SapperHandle hSapper;
hSapper = pSapper;
m_hSappers.AddToTail( hSapper );
m_bHasSapper = true;
}
//-----------------------------------------------------------------------------
// Purpose: Tell all sappers on this object to remove themselves
//-----------------------------------------------------------------------------
void CBaseObject::RemoveAllSappers( CBaseEntity *pRemovingEntity )
{
// Loop through all the sappers and fire a +use on them (backwards because list will change)
int iSize = m_hSappers.Size();
for (int i = iSize-1; i >= 0; i--)
{
m_hSappers[i]->Use( pRemovingEntity, pRemovingEntity, USE_TOGGLE, 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Remove a sapper from this object
//-----------------------------------------------------------------------------
void CBaseObject::RemoveSapper( CGrenadeObjectSapper *pSapper )
{
SapperHandle hSapper;
hSapper = pSapper;
m_hSappers.FindAndRemove( hSapper );
m_bHasSapper = HasSapper();
}
//-----------------------------------------------------------------------------
// Purpose: My owner's just received a new technology, see if it affects me
//-----------------------------------------------------------------------------
void CBaseObject::GainedNewTechnology( CBaseTechnology *pTechnology )
{
// Base object doesn't respond to tech
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pRecipient -
// *techname -
//-----------------------------------------------------------------------------
void CBaseObject::GiveNamedTechnology( CBaseTFPlayer *pRecipient, const char *techname )
{
CTFTeam *team = static_cast< CTFTeam * >( pRecipient->GetTeam() );
if ( !team )
return;
CBaseTechnology *tech = team->m_pTechnologyTree->GetTechnology( techname );
if ( tech )
{
team->EnableTechnology( tech, true );
}
}
bool CBaseObject::ShowVGUIScreen( int panelIndex, bool bShow )
{
Assert( panelIndex >= 0 && panelIndex < m_hScreens.Count() );
if ( m_hScreens[panelIndex].Get() )
{
m_hScreens[panelIndex]->SetActive( bShow );
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this object was placed in the map, not built by a player
//-----------------------------------------------------------------------------
bool CBaseObject::WasMapPlaced( void )
{
return m_bWasMapPlaced;
}
//-----------------------------------------------------------------------------
// Purpose: Find nearby objects on my team and connect to them
//-----------------------------------------------------------------------------
CRopeKeyframe *CBaseObject::ConnectCableTo( CBaseObject *pObject, int iLocalAttachment, int iTargetAttachment )
{
// Connect to it
CRopeKeyframe *pRope = CRopeKeyframe::Create( this, pObject, iLocalAttachment, iTargetAttachment );
if ( pRope )
{
pRope->m_Width = 3;
pRope->m_nSegments = ROPE_MAX_SEGMENTS;
//pRope->m_RopeFlags |= (ROPE_RESIZE | ROPE_COLLIDE);
pRope->EnableCollision();
pRope->EnableWind( false );
pRope->SetupHangDistance( ROPE_HANG_DIST );
pRope->ActivateStartDirectionConstraints( true );
pRope->ActivateEndDirectionConstraints( true );
}
// Add the rope to both Object's lists
CHandle< CRopeKeyframe > hHandle;
hHandle = pRope;
m_aRopes.AddToTail( hHandle );
pObject->m_aRopes.AddToTail( hHandle );
// During placement, the rules for whether the rope is transmitted or not are
// tricky, so we make a proxy here to control it.
if ( IsPlacing() || pObject->IsPlacing() )
{
CObjectRopeTransmitProxy *pProxy = new CObjectRopeTransmitProxy( pRope );
pProxy->m_hObj1 = this;
pProxy->m_hObj2 = pObject;
// pRope->NetworkProp()->SetTransmitProxy( pProxy ); TODO
}
return pRope;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if I have a cable to the specified object
//-----------------------------------------------------------------------------
bool CBaseObject::HasCableTo( CBaseObject *pObject )
{
for (int i = 0; i < m_aRopes.Size(); i++)
{
CHandle< CRopeKeyframe > hHandle;
hHandle = m_aRopes[i];
if ( hHandle )
{
if ( m_aRopes[i]->GetEndPoint() == pObject )
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Return an attachment point for a cable
//-----------------------------------------------------------------------------
int CBaseObject::GetCableAttachment( void )
{
Vector vecOrigin, vecAngles;
// If I already have a rope attached, try and use a different attachment point
if ( m_aRopes.Size() )
{
// First, check to see if we've lost any ropes (this can happen because
// the other object it was attached to has been destroyed.
int iSize = m_aRopes.Size();
for (int i = iSize-1; i >= 0; i--)
{
CHandle< CRopeKeyframe > hHandle;
hHandle = m_aRopes[i];
if ( hHandle == NULL )
{
m_aRopes.Remove(i);
}
}
// If I have enough connections, tell 'em I don't want no more
if ( m_aRopes.Size() >= MAX_CABLE_CONNECTIONS )
return -1;
char sAttachment[32];
Q_snprintf( sAttachment,sizeof(sAttachment), "cablepoint%d", m_aRopes.Size() + 1 );
int iPoint = LookupAttachment( sAttachment );
if ( iPoint > 0 )
return iPoint;
}
return LookupAttachment( "cablepoint1" );
}
//====================================================================================================================
// POWER PACKS
//====================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::SetPowerPack( CObjectPowerPack *pPack )
{
bool bHadPower = HasPowerup( POWERUP_POWER );
CObjectPowerPack *pOldPack = m_hPowerPack;
m_hPowerPack = pPack;
// If it's placing, I don't get power yet
if ( m_hPowerPack && !m_hPowerPack->IsPlacing() )
{
SetPowerup( POWERUP_POWER, true );
}
else
{
// Lose power in a second, to give any nearby powerpacks time to connect to me and replace the power
if ( bHadPower )
{
SetContextThink( LostPowerThink, gpGlobals->curtime + 1.0, OBJ_LOSTPOWER_THINK_CONTEXT );
if ( GetTFTeam() )
{
// Dirty hack to make powerpack think I need power
m_iPowerups &= ~(1 << POWERUP_POWER);
GetTFTeam()->UpdatePowerpacks( pOldPack, this );
}
}
else
{
SetPowerup( POWERUP_POWER, false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: We've lost power fully
//-----------------------------------------------------------------------------
void CBaseObject::LostPowerThink( void )
{
// We may have found another powerpack
if ( !m_hPowerPack )
{
// Dirty hack to get our powerup removed properly
m_iPowerups |= (1 << POWERUP_POWER);
SetPowerup( POWERUP_POWER, false );
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the health of the object
//-----------------------------------------------------------------------------
void CBaseObject::InputSetHealth( inputdata_t &inputdata )
{
m_iMaxHealth = inputdata.value.Int();
SetHealth( m_iMaxHealth );
}
//-----------------------------------------------------------------------------
// Purpose: Add health to the object
//-----------------------------------------------------------------------------
void CBaseObject::InputAddHealth( inputdata_t &inputdata )
{
int iHealth = inputdata.value.Int();
SetHealth( MIN( GetMaxHealth(), m_flHealth + iHealth ) );
}
//-----------------------------------------------------------------------------
// Purpose: Remove health from the object
//-----------------------------------------------------------------------------
void CBaseObject::InputRemoveHealth( inputdata_t &inputdata )
{
int iDamage = inputdata.value.Int();
SetHealth( m_flHealth - iDamage );
if ( GetHealth() <= 0 )
{
m_lifeState = LIFE_DEAD;
m_OnDestroyed.FireOutput(this, this);
Killed();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputSetMinDisabledHealth( inputdata_t &inputdata )
{
float minhealth = inputdata.value.Float();
bool wasdisabled = IsDisabled();
if ( m_flHealth < minhealth )
{
SetDisabled( true );
// NOTE: This could theoretically add health, sigh.
SetHealth( minhealth );
// Disable it if not already disabled
if ( !wasdisabled )
{
m_OnBecomingDisabled.FireOutput( inputdata.pActivator, this );
}
}
else if ( wasdisabled && ( m_flHealth > minhealth ) )
{
SetDisabled( false );
m_OnBecomingReenabled.FireOutput( inputdata.pActivator, this );
}
m_flMinDisableHealth = minhealth;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseObject::InputSetSolidToPlayer( inputdata_t &inputdata )
{
int ival = inputdata.value.Int();
ival = clamp( ival, (int)SOLID_TO_PLAYER_USE_DEFAULT, (int)SOLID_TO_PLAYER_NO );
OBJSOLIDTYPE stp = (OBJSOLIDTYPE)ival;
SetSolidToPlayers( stp );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::PlayStartupAnimation( void )
{
SetActivity( ACT_OBJ_STARTUP );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::DetermineAnimation( void )
{
Activity desiredActivity = m_Activity;
switch ( m_Activity )
{
default:
{
if ( IsPlacing() )
{
desiredActivity = ACT_OBJ_PLACING;
}
else if ( IsBuilding() )
{
desiredActivity = ACT_OBJ_ASSEMBLING;
}
/*
TODO:
ACT_OBJ_DISMANTLING;
ACT_OBJ_DETERIORATING;
*/
else
{
desiredActivity = ACT_OBJ_RUNNING;
}
}
break;
case ACT_OBJ_STARTUP:
{
if ( IsActivityFinished() )
{
desiredActivity = ACT_OBJ_RUNNING;
}
}
break;
}
if ( desiredActivity == m_Activity )
return;
SetActivity( desiredActivity );
}
//-----------------------------------------------------------------------------
// Purpose: Attach this object to the specified object
//-----------------------------------------------------------------------------
void CBaseObject::AttachObjectToObject( const CBaseEntity *pEntity, int iPoint, Vector &vecOrigin )
{
SetupAttachedVersion();
m_hBuiltOnEntity = pEntity;
m_iBuiltOnPoint = iPoint;
if ( m_hBuiltOnEntity.Get() )
{
// Parent ourselves to the object
int iAttachment = 0;
const IHasBuildPoints *pBPInterface = dynamic_cast<const IHasBuildPoints*>( pEntity );
if ( pBPInterface )
iAttachment = pBPInterface->GetBuildPointAttachmentIndex( iPoint );
SetParent( m_hBuiltOnEntity.Get(), iAttachment );
if ( iAttachment >= 1 )
{
// Stick right onto the attachment point.
vecOrigin.Init();
SetLocalOrigin( vecOrigin );
SetLocalAngles( QAngle(0,0,0) );
}
else
{
SetAbsOrigin( vecOrigin );
vecOrigin = GetLocalOrigin();
}
}
Assert( m_hBuiltOnEntity == GetMoveParent() );
}
//-----------------------------------------------------------------------------
// Purpose: Detach this object from its parent, if it has one
//-----------------------------------------------------------------------------
void CBaseObject::DetachObjectFromObject( void )
{
if ( !GetParentObject() )
return;
// Clear the build point
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(GetParentObject() );
Assert( pBPInterface );
pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, NULL );
SetParent( NULL );
m_hBuiltOnEntity = NULL;
m_iBuiltOnPoint = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Spawn any objects specified inside the mdl
//-----------------------------------------------------------------------------
void CBaseObject::SpawnEntityOnBuildPoint( const char *pEntityName, int iAttachmentNumber )
{
// Try and spawn the object
CBaseEntity *pEntity = CreateEntityByName( pEntityName );
if ( !pEntity )
return;
Vector vecOrigin;
QAngle vecAngles;
GetAttachment( iAttachmentNumber, vecOrigin, vecAngles );
pEntity->SetAbsOrigin( vecOrigin );
pEntity->SetAbsAngles( vecAngles );
pEntity->Spawn();
// If it's an object, finish setting it up
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEntity);
if ( !pObject )
return;
// Add a buildpoint here
int iPoint = AddBuildPoint( iAttachmentNumber );
AddValidObjectToBuildPoint( iPoint, pObject->GetType() );
pObject->SetBuilder( GetBuilder() );
pObject->ChangeTeam( GetTeamNumber() );
pObject->SpawnControlPanels();
pObject->SetHealth( pObject->GetMaxHealth() );
pObject->FinishedBuilding();
pObject->AttachObjectToObject( this, iPoint, vecOrigin );
pObject->m_fObjectFlags |= OF_CANNOT_BE_DISMANTLED;
pObject->AttemptToFindPower();
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
Assert( pBPInterface );
pBPInterface->SetObjectOnBuildPoint( iPoint, pObject );
}
//-----------------------------------------------------------------------------
// Purpose: Spawn any objects specified inside the mdl
//-----------------------------------------------------------------------------
void CBaseObject::SpawnObjectPoints( void )
{
KeyValues *modelKeyValues = new KeyValues("");
if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
{
modelKeyValues->deleteThis();
return;
}
// Do we have a build point section?
KeyValues *pkvAllObjectPoints = modelKeyValues->FindKey("object_points");
if ( !pkvAllObjectPoints )
{
modelKeyValues->deleteThis();
return;
}
// Start grabbing the sounds and slotting them in
KeyValues *pkvObjectPoint;
for ( pkvObjectPoint = pkvAllObjectPoints->GetFirstSubKey(); pkvObjectPoint; pkvObjectPoint = pkvObjectPoint->GetNextKey() )
{
// Find the attachment first
const char *sAttachment = pkvObjectPoint->GetName();
int iAttachmentNumber = LookupAttachment( sAttachment );
if ( iAttachmentNumber == 0 )
{
Msg( "ERROR: Model %s specifies object point %s, but has no attachment named %s.\n", STRING(GetModelName()), pkvObjectPoint->GetString(), pkvObjectPoint->GetString() );
continue;
}
// Now see what we're supposed to spawn there
// The count check is because it seems wrong to emit multiple entities on the same point
int nCount = 0;
KeyValues *pkvObject;
for ( pkvObject = pkvObjectPoint->GetFirstSubKey(); pkvObject; pkvObject = pkvObject->GetNextKey() )
{
SpawnEntityOnBuildPoint( pkvObject->GetName(), iAttachmentNumber );
++nCount;
Assert( nCount <= 1 );
}
}
modelKeyValues->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::CreateVulnerablePoints()
{
KeyValues *modelKeyValues = new KeyValues("");
if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
return;
// Do we have a build point section?
KeyValues *pkvAllVulnerablePoints = modelKeyValues->FindKey("vulnerable_points");
if ( !pkvAllVulnerablePoints )
return;
// Start grabbing the sounds and slotting them in
KeyValues *pkvVulnerablePoint = pkvAllVulnerablePoints->GetFirstSubKey();
while ( pkvVulnerablePoint )
{
AddVulnerablePoint( pkvVulnerablePoint->GetName(), pkvVulnerablePoint->GetFloat() );
pkvVulnerablePoint = pkvVulnerablePoint->GetNextKey();
}
}
ConVar obj_debug_vulnerable( "obj_debug_vulnerable","0", FCVAR_NONE, "Show vulnerable points" );
void CBaseObject::AddVulnerablePoint( const char* szName, float fMultiplier )
{
// Make a new vulnerable point
VulnerablePoint_t v;
Q_memset(&v,0,sizeof(v));
v.m_fDamageMultiplier = fMultiplier;
int nSet, nBox;
if( !LookupHitbox(szName, nSet, nBox) )
{
Msg( "Error: Vulnerable point on model %s unable to locate hitbox %s\n", STRING(GetModelName()), szName);
return;
}
v.m_nSet = nSet;
v.m_nBox = nBox;
// Insert it into our list
if( obj_debug_vulnerable.GetBool() )
{
Msg( "Vulnerable point %s on model %s added with a damage multiplier of %f. (%i, %i)\n", szName, STRING(GetModelName()), fMultiplier, nSet, nBox);
}
m_VulnerablePoints.AddToTail( v );
}
float CBaseObject::FindVulnerablePointMultiplier( int nGroup, int nBox )
{
for( int i=0; i < m_VulnerablePoints.Count(); i++ )
{
VulnerablePoint_t& v = m_VulnerablePoints[i];
if( v.m_nBox == nBox /* && v.m_nSet == nGroup */)
{
if( obj_debug_vulnerable.GetBool() )
{
Msg("VulnerablePoint: %f\n",v.m_fDamageMultiplier);
}
return v.m_fDamageMultiplier;
}
}
if( obj_debug_vulnerable.GetBool() )
{
Msg("Couldn't find vulnerable point: %i %i\n",nGroup,nBox);
}
return 1.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
QAngle CBaseObject::ConvertAbsAnglesToLocal( QAngle vecLocalAngles )
{
if ( !GetMoveParent() )
return vecLocalAngles;
EntityMatrix vehicleToWorld, childMatrix;
vehicleToWorld.InitFromEntity( GetMoveParent() ); // parent->world
// Calculate the build point angles in vehicle space
VMatrix attachmentToWorld;
MatrixFromAngles( vecLocalAngles, attachmentToWorld );
VMatrix worldToVehicle = vehicleToWorld.Transpose();
VMatrix attachmentToVehicle;
MatrixMultiply( worldToVehicle, attachmentToWorld, attachmentToVehicle );
QAngle vecAbsAngles;
MatrixToAngles( attachmentToVehicle, vecAbsAngles );
return vecAbsAngles;
}
bool CBaseObject::IsSolidToPlayers( void ) const
{
switch ( m_SolidToPlayers )
{
default:
break;
case SOLID_TO_PLAYER_USE_DEFAULT:
{
if ( GetObjectInfo( ObjectType() ) )
{
return GetObjectInfo( ObjectType() )->m_bSolidToPlayerMovement;
}
}
break;
case SOLID_TO_PLAYER_YES:
return true;
case SOLID_TO_PLAYER_NO:
return false;
}
return false;
}
void CBaseObject::SetSolidToPlayers( OBJSOLIDTYPE stp, bool force )
{
bool changed = stp != m_SolidToPlayers;
m_SolidToPlayers = stp;
if ( changed || force )
{
SetCollisionGroup(
IsSolidToPlayers() ?
TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT :
TFCOLLISION_GROUP_OBJECT );
}
}
//-----------------------------------------------------------------------------
// Purpose: Hooks to support swapping out model if the object is damaged
// Input : bDisabled -
//-----------------------------------------------------------------------------
void CBaseObject::SetDisabled( bool bDisabled )
{
bool changed = m_bDisabled != bDisabled;
m_bDisabled = bDisabled;
// value changed and mapper specified a "disabled"/damaged model
if ( changed && NULL_STRING != m_iszDisabledModel )
{
// Change model
SetModel( STRING( m_bDisabled ? m_iszDisabledModel : m_iszEnabledModel ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseObject::SetBuffStation( CObjectBuffStation *pBuffStation, bool bPlacing )
{
// Activate
if ( pBuffStation && !GetBuffStation() && !bPlacing && !IsBuilding() && IsPowered() )
{
BuffStationActivate();
}
if ( GetBuffStation() && ( pBuffStation == GetBuffStation() ) && !m_bBuffActivated && !bPlacing && !IsBuilding() && IsPowered() )
{
BuffStationActivate();
}
// Deactivate
if ( !pBuffStation && GetBuffStation() )
{
BuffStationDeactivate();
}
m_hBuffStation = pBuffStation;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseObject::IsHookedAndBuffed( void )
{
if ( GetBuffStation() && HasPowerup( POWERUP_BOOST ) )
{
if ( GetBuffStation()->IsPowered() && !GetBuffStation()->IsPlacing() &&
!GetBuffStation()->IsBuilding() )
return true;
}
return false;
}