You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
129 lines
3.5 KiB
129 lines
3.5 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef ORDER_HELPERS_H
|
||
|
#define ORDER_HELPERS_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "orders.h"
|
||
|
|
||
|
|
||
|
class CTFTeam;
|
||
|
|
||
|
|
||
|
class CSortBase
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
CSortBase();
|
||
|
|
||
|
// Returns m_pTeam, and if that doesn't exist, returns m_pPlayer->GetTFTeam().
|
||
|
CTFTeam* GetTeam();
|
||
|
|
||
|
|
||
|
public:
|
||
|
|
||
|
CBaseTFPlayer *m_pPlayer;
|
||
|
|
||
|
// If this is left at null, then GetTeam() returns m_pPlayer->GetTFTeam().
|
||
|
CTFTeam *m_pTeam;
|
||
|
|
||
|
// One of the OBJ_ defines telling what type of object it's thinking of building.
|
||
|
int m_ObjectType;
|
||
|
|
||
|
// If the object is further from m_vPlayerOrigin than this, then an order
|
||
|
// won't be generated to cover it.
|
||
|
float m_flMaxDist;
|
||
|
};
|
||
|
|
||
|
|
||
|
// Return positive if iItem1 > iItem2.
|
||
|
// Return negative if iItem1 < iItem2.
|
||
|
// Return zero if they're equal.
|
||
|
typedef int (*sortFn)( void *pUserData, int iItem1, int iItem2 );
|
||
|
typedef bool (*isValidFn)( void *pUserData, int iItem );
|
||
|
|
||
|
|
||
|
|
||
|
// Index engine->PEntityOfIndex(a+1) and b+1.
|
||
|
int SortFn_PlayerEntitiesByDistance( void *pUserData, int a, int b );
|
||
|
|
||
|
// Helper sort function. Sorts CSortBase::m_pPlayer's objects by distance.
|
||
|
// pUserData must be a CSortBase.
|
||
|
int SortFn_PlayerObjectsByDistance( void *pUserData, int a, int b );
|
||
|
|
||
|
// Helper sort function. Sorts CSortBase::m_pPlayer->GetTeam()'s objects by distance.
|
||
|
// pUserData must be a CSortBase.
|
||
|
int SortFn_TeamObjectsByDistance( void *pUserData, int a, int b );
|
||
|
|
||
|
// Sort by distance and concentation. pUserData must point at something
|
||
|
// derived from CSortBase.
|
||
|
int SortFn_DistanceAndConcentration( void *pUserData, int a, int b );
|
||
|
|
||
|
// pUserData is a CSortBase
|
||
|
// a and b index CSortBase::m_pPlayer->GetTeam()->GetPlayer()
|
||
|
// Sort players on distance.
|
||
|
int SortFn_TeamPlayersByDistance( void *pUserData, int a, int b );
|
||
|
|
||
|
|
||
|
// pUserdata is a CSortBase.
|
||
|
//
|
||
|
// Rejects the object if:
|
||
|
// - it's already covered by CSortBase::m_ObjectType
|
||
|
// - it's being ferried
|
||
|
// - it's further from the player than CSortBase::m_flMaxDist;
|
||
|
//
|
||
|
// This function currently supports:
|
||
|
// - OBJ_SENTRYGUN_PLASMA
|
||
|
// - OBJ_SANDBAG
|
||
|
// - OBJ_AUTOREPAIR
|
||
|
// - OBJ_SHIELDWALL
|
||
|
// - OBJ_RESUPPLY
|
||
|
bool IsValidFn_NearAndNotCovered( void *pUserData, int a );
|
||
|
|
||
|
|
||
|
|
||
|
// This is a generic function that takes a number of items and builds a sorted
|
||
|
// list of the valid items.
|
||
|
int BuildSortedActiveList(
|
||
|
int *pList, // This is the list where the final data is placed.
|
||
|
int nMaxItems,
|
||
|
sortFn pSortFn, // Callbacks.
|
||
|
isValidFn pIsValidFn, // This can be null, in which case all items are valid.
|
||
|
void *pUserData, // Passed into the function pointers.
|
||
|
int nItems // Number of items in the list to sort.
|
||
|
);
|
||
|
|
||
|
// Finds the closest resource zone without the specified object on it and
|
||
|
// gives an order to the player to build the object.
|
||
|
// This function supports OBJ_RESOURCEBOX, OBJ_RESOURCEPUMP, and OBJ_ZONE_INCREASER.
|
||
|
bool OrderCreator_ResourceZoneObject(
|
||
|
CBaseTFPlayer *pPlayer,
|
||
|
int objType,
|
||
|
COrder *pOrder
|
||
|
);
|
||
|
|
||
|
// This function is shared by lots of the order creation functions.
|
||
|
// It makes an order to create a specific type of object by looking for nearby
|
||
|
// concentrations of team objects that aren't "covered" by objectType.
|
||
|
//
|
||
|
// It uses IsValidFn_NearAndNotCovered, so any object type you specify in here
|
||
|
// must be supported in IsValidFn_NearAndNotCovered.
|
||
|
bool OrderCreator_GenericObject(
|
||
|
CPlayerClass *pClass,
|
||
|
int objectType,
|
||
|
float flMaxDist,
|
||
|
COrder *pOrder
|
||
|
);
|
||
|
|
||
|
|
||
|
|
||
|
#endif // ORDER_HELPERS_H
|