188 lines
5.3 KiB
C
188 lines
5.3 KiB
C
|
//========= Copyright <20> 1996-2005, 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 "func_breakablesurf.h"
|
|||
|
#include "BasePropDoor.h"
|
|||
|
#include "doors.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<CBaseDoor *>(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<CBasePropDoor *>(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
|