157 lines
4.0 KiB
C++
157 lines
4.0 KiB
C++
// SharedFunctorUtils.h
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// Useful functors for client and server
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// Author: Graham Smallwood, August 2006, Copyright 2006 Turtle Rock Studios, Inc.
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//--------------------------------------------------------------------------------------------------------
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/**
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* NOTE: The functors in this file should ideally be game-independant,
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* and work for any Source based game
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*/
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//--------------------------------------------------------------------------------------------------------
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#ifndef _SHARED_FUNCTOR_UTILS_H_
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#define _SHARED_FUNCTOR_UTILS_H_
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#include "debugoverlay_shared.h"
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#include "vprof.h"
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//--------------------------------------------------------------------------------------------------------
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/**
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* Finds visible player on given team that we are pointing at.
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* "team" can be TEAM_ANY
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* Use with ForEachPlayer()
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*/
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template < class PlayerType >
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class TargetScan
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{
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public:
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TargetScan( PlayerType *me, int team, float aimTolerance = 0.01f, float maxRange = 2000.0f, float closestPointTestDistance = 50.0f, bool debug = false )
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{
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m_me = me;
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AngleVectors( m_me->EyeAngles(), &m_viewForward );
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m_team = team;
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m_closeDot = 1.0f - aimTolerance;
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m_bestDot = m_closeDot;
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m_maxRange = maxRange;
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m_target = NULL;
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m_closestPointTestDistance = closestPointTestDistance;
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m_debug = debug;
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}
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virtual bool operator() ( PlayerType *them )
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{
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VPROF( "TargetScan()" );
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if ( them != m_me &&
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them->IsAlive() &&
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(m_team == TEAM_ANY || them->GetTeamNumber() == m_team) &&
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IsPotentialTarget( them ) )
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{
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// move the start point out for determining closestPos, to help with close-in checks (healing, etc)
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Vector closestPos;
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Vector start = m_me->EyePosition();
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Vector end = start + m_viewForward * m_closestPointTestDistance;
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Vector testPos;
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CalcClosestPointOnLineSegment( them->WorldSpaceCenter(), start, end, testPos );
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start = them->GetAbsOrigin();
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end = start;
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end.z += them->CollisionProp()->OBBMaxs().z;
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CalcClosestPointOnLineSegment( testPos, start, end, closestPos );
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if ( m_debug )
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{
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NDebugOverlay::Cross3D( closestPos, 1, 255, 255, 255, true, -1.0f );
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NDebugOverlay::Line( end, start, 255, 0, 0, true, -1.0f );
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}
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Vector to = closestPos - m_me->EyePosition();
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to.NormalizeInPlace();
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Vector meRangePoint, themRangePoint;
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m_me->CollisionProp()->CalcNearestPoint( closestPos, &meRangePoint );
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them->CollisionProp()->CalcNearestPoint( meRangePoint, &themRangePoint );
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float range = meRangePoint.DistTo( themRangePoint );
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if ( range > m_maxRange )
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{
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// too far away
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return true;
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}
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float dot = ViewDot( to );
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if ( dot > m_closeDot )
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{
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// target is within angle cone, check visibility
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if ( IsTargetVisible( them ) )
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{
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if ( dot >= m_bestDot )
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{
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m_target = them;
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m_bestDot = dot;
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}
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m_allTargets.AddToTail( them );
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}
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}
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}
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return true;
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}
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PlayerType *GetTarget( void ) const
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{
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return m_target;
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}
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const CUtlVector< PlayerType * > &GetAllTargets( void ) const
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{
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return m_allTargets;
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}
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float GetTargetDot( void ) const
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{
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return m_bestDot;
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}
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protected:
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/**
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* Is the point in our FOV?
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*/
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virtual float ViewDot( const Vector &dir ) const
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{
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return DotProduct( m_viewForward, dir );
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}
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/**
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* Is the given actor a visible target?
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*/
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virtual bool IsTargetVisible( PlayerType *them ) const
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{
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// The default check is a straight-up IsAbleToSee
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return m_me->IsAbleToSee( them, CBaseCombatCharacter::DISREGARD_FOV ); // already have a dot product checking FOV
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}
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/**
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* Is the given player a possible target at all?
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*/
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virtual bool IsPotentialTarget( PlayerType *them ) const
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{
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return true;
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}
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PlayerType *m_me;
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Vector m_viewForward;
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int m_team;
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float m_closeDot;
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float m_bestDot;
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float m_maxRange;
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float m_closestPointTestDistance;
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bool m_debug;
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PlayerType *m_target;
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CUtlVector< PlayerType * > m_allTargets;
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};
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#endif
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