📄 tf_func_construction_yard.cpp
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Place where we can build vehicles
//=============================================================================
#include "cbase.h"
#include "tf_func_construction_yard.h"
#include "tf_team.h"
//-----------------------------------------------------------------------------
// Purpose: Defines an area from which resources can be collected
//-----------------------------------------------------------------------------
class CFuncConstructionYard : public CBaseEntity
{
DECLARE_CLASS( CFuncConstructionYard, CBaseEntity );
public:
CFuncConstructionYard();
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn( void );
virtual void UpdateOnRemove( void );
virtual void Precache( void );
virtual void Activate( void );
// Inputs
void InputSetActive( inputdata_t &inputdata );
void InputSetInactive( inputdata_t &inputdata );
void InputToggleActive( inputdata_t &inputdata );
void SetActive( bool bActive );
bool GetActive() const;
bool IsEmpty( void );
bool PointIsWithin( const Vector &vecPoint );
// need to transmit to players who are in commander mode
bool ShouldTransmit( const edict_t *recipient, const void *pvs, int clientArea );
private:
bool m_bActive;
};
LINK_ENTITY_TO_CLASS( func_construction_yard, CFuncConstructionYard);
BEGIN_DATADESC( CFuncConstructionYard )
DEFINE_INPUTFUNC( CFuncConstructionYard, FIELD_VOID, "SetActive", InputSetActive ),
DEFINE_INPUTFUNC( CFuncConstructionYard, FIELD_VOID, "SetInactive", InputSetInactive ),
DEFINE_INPUTFUNC( CFuncConstructionYard, FIELD_VOID, "ToggleActive", InputToggleActive ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CFuncConstructionYard, DT_FuncConstructionYard)
END_SEND_TABLE();
PRECACHE_REGISTER( func_construction_yard );
// List of construction yards for fast lookup
typedef CHandle<CFuncConstructionYard> YardHandle;
CUtlVector< YardHandle > g_hConstructionYards;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncConstructionYard::CFuncConstructionYard()
{
NetworkStateManualMode( true );
}
//-----------------------------------------------------------------------------
// Purpose: Initializes the resource zone
//-----------------------------------------------------------------------------
void CFuncConstructionYard::Spawn( void )
{
SetSolid( SOLID_BSP );
AddSolidFlags( FSOLID_TRIGGER );
SetMoveType( MOVETYPE_NONE );
m_fEffects |= EF_NODRAW;
SetModel( STRING( GetModelName() ) );
m_bActive = false;
YardHandle hYard;
hYard = this;
g_hConstructionYards.AddToTail( hYard );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncConstructionYard::UpdateOnRemove( void )
{
YardHandle hYard;
hYard = this;
g_hConstructionYards.FindAndRemove( hYard );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncConstructionYard::Precache( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: See if we've got a gather point specified
//-----------------------------------------------------------------------------
void CFuncConstructionYard::Activate( void )
{
BaseClass::Activate();
SetActive( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncConstructionYard::InputSetActive( inputdata_t &inputdata )
{
SetActive( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncConstructionYard::InputSetInactive( inputdata_t &inputdata )
{
SetActive( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncConstructionYard::InputToggleActive( inputdata_t &inputdata )
{
if ( m_bActive )
{
SetActive( false );
}
else
{
SetActive( true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncConstructionYard::SetActive( bool bActive )
{
m_bActive = bActive;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncConstructionYard::GetActive() const
{
return m_bActive;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified point is within this zone
//-----------------------------------------------------------------------------
bool CFuncConstructionYard::PointIsWithin( const Vector &vecPoint )
{
return ( ( vecPoint.x > GetAbsMins().x && vecPoint.x < GetAbsMaxs().x ) &&
( vecPoint.y > GetAbsMins().y && vecPoint.y < GetAbsMaxs().y ) &&
( vecPoint.z > GetAbsMins().z && vecPoint.z < GetAbsMaxs().z ) );
}
//-----------------------------------------------------------------------------
// Purpose: Transmit this to all players who are in commander mode
//-----------------------------------------------------------------------------
bool CFuncConstructionYard::ShouldTransmit( const edict_t *recipient, const void *pvs, int clientArea )
{
// Team rules may tell us that we should
CBaseEntity* pRecipientEntity = CBaseEntity::Instance( recipient );
if ( pRecipientEntity->IsPlayer() )
{
CBasePlayer *pPlayer = (CBasePlayer*)pRecipientEntity;
if ( pPlayer->GetTeam() )
{
if (pPlayer->GetTeam()->ShouldTransmitToPlayer( pPlayer, this ))
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Does a construction yard (or lack of one) prevent us from building?
//-----------------------------------------------------------------------------
bool PointInConstructionYard( const Vector &vecBuildOrigin )
{
// Find out whether we're in a construction yard or not
for ( int i = 0; i < g_hConstructionYards.Count(); i++ )
{
CFuncConstructionYard *pYard = g_hConstructionYards[i];
if ( pYard && pYard->PointIsWithin( vecBuildOrigin ) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool ConstructionYardPreventsBuild( CBaseObject *pObject, const Vector &vecBuildOrigin )
{
bool bMustBuildInYard = pObject->MustBeBuiltInConstructionYard();
// Find out whether we're in a resource zone or not
if( PointInConstructionYard( vecBuildOrigin ) )
{
if( !pObject->MustNotBeBuiltInConstructionYard() )
return false; // An object that must be built in a yard is in a yard.
else
return true; // An object that can't be built in a yard is in a yard.
}
// If we have to be built in a construction yard, we're not in one
if ( bMustBuildInYard )
return true;
return false;
}
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