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