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450 lines
9.4 KiB
450 lines
9.4 KiB
// FunctorUtils.h
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// Useful functors
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _FUNCTOR_UTILS_H_
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#define _FUNCTOR_UTILS_H_
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#ifdef NEXT_BOT
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#include "NextBotInterface.h"
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#include "NextBotManager.h"
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#endif // NEXT_BOT
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//--------------------------------------------------------------------------------------------------------
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/**
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* NOTE: The functors in this file should ideally be game-independent,
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* and work for any Source based game
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*/
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//--------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------
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/**
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* Count the number of living players on a given team (or TEAM_ANY)
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*/
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class LivePlayerCounter
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{
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public:
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static const bool EXCLUDE_BOTS = false;
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LivePlayerCounter( int team, bool includeBots = true )
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{
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m_team = team;
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m_includeBots = includeBots;
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m_count = 0;
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}
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bool operator() ( CBasePlayer *player )
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{
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if (player->IsAlive() && (m_team == TEAM_ANY || player->GetTeamNumber() == m_team))
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{
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if (m_includeBots || !player->IsBot())
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{
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++m_count;
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}
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}
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return true;
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}
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int GetCount( void ) const
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{
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return m_count;
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}
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int m_team;
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bool m_includeBots;
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int m_count;
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};
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//--------------------------------------------------------------------------------------------------------
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/**
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* Count the number of dead players on a given team (or TEAM_ANY)
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*/
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class DeadPlayerCounter
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{
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public:
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static const bool EXCLUDE_BOTS = false;
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DeadPlayerCounter( int team, bool includeBots = true )
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{
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m_team = team;
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m_includeBots = includeBots;
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m_count = 0;
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}
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bool operator() ( CBasePlayer *player )
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{
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if (!player->IsAlive() && (m_team == TEAM_ANY || player->GetTeamNumber() == m_team))
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{
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if (m_includeBots || !player->IsBot())
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{
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++m_count;
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}
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}
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return true;
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}
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int GetCount( void ) const
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{
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return m_count;
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}
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int m_team;
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bool m_includeBots;
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int m_count;
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};
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//--------------------------------------------------------------------------------------------------------
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/**
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* Count the number of players on a given team (or TEAM_ANY)
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*/
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class PlayerCounter
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{
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public:
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static const bool EXCLUDE_BOTS = false;
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PlayerCounter( int team, int lifeState = -1, bool includeBots = true )
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{
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m_team = team;
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m_includeBots = includeBots;
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m_count = 0;
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m_lifeState = lifeState;
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}
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bool operator() ( CBasePlayer *player )
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{
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if ((player->m_lifeState == m_lifeState || m_lifeState == -1) && (m_team == TEAM_ANY || player->GetTeamNumber() == m_team))
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{
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if (m_includeBots || !player->IsBot())
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{
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++m_count;
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}
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}
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return true;
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}
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int GetCount( void ) const
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{
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return m_count;
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}
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int m_lifeState;
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int m_team;
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bool m_includeBots;
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int m_count;
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};
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//--------------------------------------------------------------------------------------------------------
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/**
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* Return the closest living player on the given team (or TEAM_ANY)
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*/
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class ClosestPlayerScan
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{
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public:
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static const bool EXCLUDE_BOTS = false;
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ClosestPlayerScan( const Vector &spot, int team, float maxRange = 0.0f, CBasePlayer *ignore = NULL, bool includeBots = true )
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{
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m_spot = spot;
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m_team = team;
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m_includeBots = includeBots;
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m_close = NULL;
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if ( maxRange > 0.0f )
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{
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m_closeRangeSq = maxRange * maxRange;
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}
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else
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{
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m_closeRangeSq = 999999999.9f;
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}
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m_ignore = ignore;
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}
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bool operator() ( CBasePlayer *player )
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{
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if (player == m_ignore)
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return true;
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if (player->IsAlive() && (m_team == TEAM_ANY || player->GetTeamNumber() == m_team))
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{
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if ( !m_includeBots && player->IsBot() )
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return true;
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Vector to = player->WorldSpaceCenter() - m_spot;
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float rangeSq = to.LengthSqr();
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if (rangeSq < m_closeRangeSq)
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{
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m_closeRangeSq = rangeSq;
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m_close = player;
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}
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}
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return true;
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}
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CBasePlayer *GetPlayer( void ) const
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{
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return m_close;
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}
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bool IsCloserThan( float range )
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{
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return (m_closeRangeSq < (range * range));
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}
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bool IsFartherThan( float range )
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{
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return (m_closeRangeSq > (range * range));
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}
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Vector m_spot;
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int m_team;
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bool m_includeBots;
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CBasePlayer *m_close;
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float m_closeRangeSq;
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CBasePlayer *m_ignore;
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};
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//--------------------------------------------------------------------------------------------------------
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/**
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* Return the closest living BaseCombatCharacter on the given team (or TEAM_ANY)
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*/
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class ClosestActorScan
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{
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public:
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ClosestActorScan( const Vector &spot, int team, float maxRange = 0.0f, CBaseCombatCharacter *ignore = NULL )
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{
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m_spot = spot;
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m_team = team;
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m_close = NULL;
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if ( maxRange > 0.0f )
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{
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m_closeRangeSq = maxRange * maxRange;
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}
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else
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{
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m_closeRangeSq = 999999999.9f;
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}
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m_ignore = ignore;
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}
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bool operator() ( CBaseCombatCharacter *actor )
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{
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if (actor == m_ignore)
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return true;
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if (actor->IsAlive() && (m_team == TEAM_ANY || actor->GetTeamNumber() == m_team))
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{
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Vector to = actor->WorldSpaceCenter() - m_spot;
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float rangeSq = to.LengthSqr();
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if (rangeSq < m_closeRangeSq)
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{
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m_closeRangeSq = rangeSq;
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m_close = actor;
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}
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}
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return true;
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}
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CBaseCombatCharacter *GetClosestActor( void ) const
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{
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return m_close;
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}
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bool IsClosestActorCloserThan( float range )
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{
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return (m_closeRangeSq < (range * range));
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}
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bool IsClosestActorFartherThan( float range )
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{
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return (m_closeRangeSq > (range * range));
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}
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Vector m_spot;
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int m_team;
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CBaseCombatCharacter *m_close;
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float m_closeRangeSq;
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CBaseCombatCharacter *m_ignore;
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};
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//--------------------------------------------------------------------------------------------------------
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class CShowViewportPanel
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{
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int m_team;
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const char *m_panelName;
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bool m_show;
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KeyValues *m_data;
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public:
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CShowViewportPanel( int team, const char *panelName, bool show, KeyValues *data = NULL )
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{
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m_team = team;
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m_panelName = panelName;
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m_show = show;
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m_data = data;
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}
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bool operator() ( CBasePlayer *player )
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{
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if ( m_team != TEAM_ANY && m_team != player->GetTeamNumber() )
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return true;
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player->ShowViewPortPanel( m_panelName, m_show, m_data );
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return true;
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}
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Iterate each "actor" in the game, where an actor is a Player or NextBot
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*/
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template < typename Functor >
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inline bool ForEachActor( Functor &func )
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{
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// iterate all non-bot players
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for( int i=1; i<=gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = UTIL_PlayerByIndex( i );
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if ( player == NULL )
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continue;
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if ( FNullEnt( player->edict() ) )
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continue;
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if ( !player->IsPlayer() )
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continue;
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if ( !player->IsConnected() )
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continue;
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#ifdef NEXT_BOT
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// skip bots - ForEachCombatCharacter will catch them
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INextBot *bot = player->MyNextBotPointer();
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if ( bot )
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{
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continue;
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}
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#endif // NEXT_BOT
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if ( func( player ) == false )
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{
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return false;
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}
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}
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#ifdef NEXT_BOT
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// iterate all NextBots
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return TheNextBots().ForEachCombatCharacter( func );
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#else
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return true;
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#endif // NEXT_BOT
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* The interface for functors for use with ForEachActor() that
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* want notification before iteration starts and after interation
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* is complete (successful or not).
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*/
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class IActorFunctor
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{
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public:
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virtual void OnBeginIteration( void ) { } // invoked once before iteration begins
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virtual bool operator() ( CBaseCombatCharacter *them ) = 0;
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virtual void OnEndIteration( bool allElementsIterated ) { } // invoked once after iteration is complete whether successful or not
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Iterate each "actor" in the game, where an actor is a Player or NextBot
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* Template specialization for IActorFunctors.
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*/
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template <>
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inline bool ForEachActor( IActorFunctor &func )
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{
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func.OnBeginIteration();
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bool isComplete = true;
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// iterate all non-bot players
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for( int i=1; i<=gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = UTIL_PlayerByIndex( i );
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if ( player == NULL )
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continue;
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if ( FNullEnt( player->edict() ) )
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continue;
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if ( !player->IsPlayer() )
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continue;
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if ( !player->IsConnected() )
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continue;
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#ifdef NEXT_BOT
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// skip bots - ForEachCombatCharacter will catch them
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INextBot *bot = dynamic_cast< INextBot * >( player );
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if ( bot )
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{
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continue;
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}
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#endif // NEXT_BOT
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if ( func( player ) == false )
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{
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isComplete = false;
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break;
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}
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}
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#ifdef NEXT_BOT
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if ( !isComplete )
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{
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// iterate all NextBots
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isComplete = TheNextBots().ForEachCombatCharacter( func );
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}
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#endif // NEXT_BOT
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func.OnEndIteration( isComplete );
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return isComplete;
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}
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//--------------------------------------------------------------------------------------------------------
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class CTraceFilterOnlyClassname : public CTraceFilterSimple
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{
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public:
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CTraceFilterOnlyClassname( const IHandleEntity *passentity, const char *pchClassname, int collisionGroup ) :
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CTraceFilterSimple( passentity, collisionGroup ), m_pchClassname( pchClassname )
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{
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}
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( !pEntity )
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return false;
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return FClassnameIs( pEntity, m_pchClassname ) && CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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private:
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const char *m_pchClassname;
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};
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#endif // _FUNCTOR_UTILS_H_
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