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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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