//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef OBSTACLE_PUSHAWAY_H #define OBSTACLE_PUSHAWAY_H #ifdef _WIN32 #pragma once #endif #include "props_shared.h" #ifndef CLIENT_DLL #include "BasePropDoor.h" #include "doors.h" #include "func_breakablesurf.h" #endif // CLIENT_DLL //-------------------------------------------------------------------------------------------------------------- bool IsPushAwayEntity(CBaseEntity *pEnt); bool IsPushableEntity(CBaseEntity *pEnt); //-------------------------------------------------------------------------------------------------------------- #ifndef CLIENT_DLL bool IsBreakableEntity(CBaseEntity *pEnt); #endif // !CLIENT_DLL //-------------------------------------------------------------------------------------------------------------- class CPushAwayEnumerator : public IPartitionEnumerator { public: // Forced constructor CPushAwayEnumerator(CBaseEntity **ents, int nMaxEnts) { m_nAlreadyHit = 0; m_AlreadyHit = ents; m_nMaxHits = nMaxEnts; } // Actual work code virtual IterationRetval_t EnumElement(IHandleEntity *pHandleEntity) { #ifdef CLIENT_DLL CBaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle()); #else CBaseEntity *pEnt = gEntList.GetBaseEntity(pHandleEntity->GetRefEHandle()); #endif // CLIENT_DLL if (IsPushAwayEntity(pEnt) && m_nAlreadyHit < m_nMaxHits) { m_AlreadyHit[m_nAlreadyHit] = pEnt; m_nAlreadyHit++; } return ITERATION_CONTINUE; } public: CBaseEntity **m_AlreadyHit; int m_nAlreadyHit; int m_nMaxHits; }; #ifndef CLIENT_DLL //-------------------------------------------------------------------------------------------------------------- /** * This class will collect breakable objects in a volume. Physics props that * can be damaged, func_breakable*, etc are all collected by this class. */ class CBotBreakableEnumerator : public CPushAwayEnumerator { public: CBotBreakableEnumerator(CBaseEntity **ents, int nMaxEnts) : CPushAwayEnumerator(ents, nMaxEnts) {} virtual IterationRetval_t EnumElement(IHandleEntity *pHandleEntity) { CBaseEntity *pEnt = gEntList.GetBaseEntity(pHandleEntity->GetRefEHandle()); if (!IsBreakableEntity(pEnt)) return ITERATION_CONTINUE; // ignore breakables parented to doors if (pEnt->GetParent() && (FClassnameIs(pEnt->GetParent(), "func_door*") || FClassnameIs(pEnt, "prop_door*"))) return ITERATION_CONTINUE; if (m_nAlreadyHit < m_nMaxHits) { m_AlreadyHit[m_nAlreadyHit] = pEnt; m_nAlreadyHit++; } return ITERATION_CONTINUE; } }; //-------------------------------------------------------------------------------------------------------------- /** * This class will collect door objects in a volume. */ class CBotDoorEnumerator : public CPushAwayEnumerator { public: CBotDoorEnumerator(CBaseEntity **ents, int nMaxEnts) : CPushAwayEnumerator(ents, nMaxEnts) {} virtual IterationRetval_t EnumElement(IHandleEntity *pHandleEntity) { CBaseEntity *pEnt = gEntList.GetBaseEntity(pHandleEntity->GetRefEHandle()); if (pEnt == NULL) return ITERATION_CONTINUE; if ((pEnt->ObjectCaps() & FCAP_IMPULSE_USE) == 0) { return ITERATION_CONTINUE; } if (FClassnameIs(pEnt, "func_door*")) { CBaseDoor *door = dynamic_cast(pEnt); if (!door) { return ITERATION_CONTINUE; } if (door->m_toggle_state == TS_GOING_UP || door->m_toggle_state == TS_GOING_DOWN) { return ITERATION_CONTINUE; } } else if (FClassnameIs(pEnt, "prop_door*")) { CBasePropDoor *door = dynamic_cast(pEnt); if (!door) { return ITERATION_CONTINUE; } if (door->IsDoorOpening() || door->IsDoorClosing()) { return ITERATION_CONTINUE; } } else { return ITERATION_CONTINUE; } if (m_nAlreadyHit < m_nMaxHits) { m_AlreadyHit[m_nAlreadyHit] = pEnt; m_nAlreadyHit++; } return ITERATION_CONTINUE; } }; //-------------------------------------------------------------------------------------------------------------- /** * Returns an entity that matches the filter that is along the line segment */ CBaseEntity *CheckForEntitiesAlongSegment(const Vector &start, const Vector &end, const Vector &mins, const Vector &maxs, CPushAwayEnumerator *enumerator); #endif // CLIENT_DLL //-------------------------------------------------------------------------------------------------------------- // Retrieves physics objects near pPushingEntity void AvoidPushawayProps(CBaseCombatCharacter *pPlayer, CUserCmd *pCmd); int GetPushawayEnts(CBaseCombatCharacter *pPushingEntity, CBaseEntity **ents, int nMaxEnts, float flPlayerExpand, int PartitionMask, CPushAwayEnumerator *enumerator = NULL); //-------------------------------------------------------------------------------------------------------------- // Pushes physics objects away from the entity void PerformObstaclePushaway(CBaseCombatCharacter *pPushingEntity); #endif // OBSTACLE_PUSHAWAY_H