mirror of
https://github.com/nillerusr/source-engine.git
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605 lines
15 KiB
C++
605 lines
15 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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#include "cbase.h"
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#include "cs_shareddefs.h"
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#include "engine/IEngineSound.h"
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#include "KeyValues.h"
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#include "bot.h"
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#include "bot_util.h"
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#include "bot_profile.h"
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#include "cs_bot.h"
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#include <ctype.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static int s_iBeamSprite = 0;
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if given name is already in use by another player
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*/
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bool UTIL_IsNameTaken( const char *name, bool ignoreHumans )
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{
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for ( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
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if (player == NULL)
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continue;
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if (player->IsPlayer() && player->IsBot())
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{
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// bots can have prefixes so we need to check the name
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// against the profile name instead.
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CCSBot *bot = dynamic_cast<CCSBot *>(player);
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if ( bot && bot->GetProfile()->GetName() && FStrEq(name, bot->GetProfile()->GetName()))
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{
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return true;
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}
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}
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else
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{
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if (!ignoreHumans)
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{
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if (FStrEq( name, player->GetPlayerName() ))
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return true;
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}
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}
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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int UTIL_ClientsInGame( void )
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{
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int count = 0;
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for ( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBaseEntity *player = UTIL_PlayerByIndex( i );
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if (player == NULL)
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continue;
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count++;
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}
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return count;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return the number of non-bots on the given team
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*/
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int UTIL_HumansOnTeam( int teamID, bool isAlive )
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{
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int count = 0;
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for ( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBaseEntity *entity = UTIL_PlayerByIndex( i );
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if ( entity == NULL )
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continue;
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CBasePlayer *player = static_cast<CBasePlayer *>( entity );
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if (player->IsBot())
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continue;
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if (player->GetTeamNumber() != teamID)
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continue;
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if (isAlive && !player->IsAlive())
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continue;
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count++;
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}
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return count;
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}
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//--------------------------------------------------------------------------------------------------------------
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int UTIL_BotsInGame( void )
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{
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int count = 0;
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for (int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>(UTIL_PlayerByIndex( i ));
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if ( player == NULL )
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continue;
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if ( !player->IsBot() )
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continue;
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count++;
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}
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return count;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Kick a bot from the given team. If no bot exists on the team, return false.
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*/
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bool UTIL_KickBotFromTeam( int kickTeam )
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{
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int i;
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// try to kick a dead bot first
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for ( i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
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if (player == NULL)
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continue;
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if (!player->IsBot())
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continue;
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if (!player->IsAlive() && player->GetTeamNumber() == kickTeam)
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{
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// its a bot on the right team - kick it
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engine->ServerCommand( UTIL_VarArgs( "kick \"%s\"\n", player->GetPlayerName() ) );
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return true;
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}
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}
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// no dead bots, kick any bot on the given team
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for ( i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
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if (player == NULL)
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continue;
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if (!player->IsBot())
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continue;
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if (player->GetTeamNumber() == kickTeam)
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{
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// its a bot on the right team - kick it
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engine->ServerCommand( UTIL_VarArgs( "kick \"%s\"\n", player->GetPlayerName() ) );
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return true;
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}
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if all of the members of the given team are bots
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*/
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bool UTIL_IsTeamAllBots( int team )
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{
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int botCount = 0;
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for( int i=1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
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if (player == NULL)
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continue;
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// skip players on other teams
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if (player->GetTeamNumber() != team)
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continue;
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// if not a bot, fail the test
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if (!player->IsBot())
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return false;
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// is a bot on given team
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++botCount;
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}
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// if team is empty, there are no bots
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return (botCount) ? true : false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return the closest active player to the given position.
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* If 'distance' is non-NULL, the distance to the closest player is returned in it.
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*/
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extern CBasePlayer *UTIL_GetClosestPlayer( const Vector &pos, float *distance )
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{
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CBasePlayer *closePlayer = NULL;
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float closeDistSq = 999999999999.9f;
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for ( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
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if (!IsEntityValid( player ))
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continue;
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if (!player->IsAlive())
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continue;
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Vector playerOrigin = GetCentroid( player );
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float distSq = (playerOrigin - pos).LengthSqr();
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if (distSq < closeDistSq)
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{
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closeDistSq = distSq;
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closePlayer = static_cast<CBasePlayer *>( player );
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}
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}
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if (distance)
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*distance = (float)sqrt( closeDistSq );
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return closePlayer;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return the closest active player on the given team to the given position.
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* If 'distance' is non-NULL, the distance to the closest player is returned in it.
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*/
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extern CBasePlayer *UTIL_GetClosestPlayer( const Vector &pos, int team, float *distance )
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{
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CBasePlayer *closePlayer = NULL;
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float closeDistSq = 999999999999.9f;
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for ( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
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if (!IsEntityValid( player ))
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continue;
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if (!player->IsAlive())
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continue;
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if (player->GetTeamNumber() != team)
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continue;
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Vector playerOrigin = GetCentroid( player );
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float distSq = (playerOrigin - pos).LengthSqr();
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if (distSq < closeDistSq)
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{
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closeDistSq = distSq;
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closePlayer = static_cast<CBasePlayer *>( player );
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}
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}
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if (distance)
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*distance = (float)sqrt( closeDistSq );
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return closePlayer;
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}
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//--------------------------------------------------------------------------------------------------------------
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// Takes the bot pointer and constructs the net name using the current bot name prefix.
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void UTIL_ConstructBotNetName( char *name, int nameLength, const BotProfile *profile )
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{
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if (profile == NULL)
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{
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name[0] = 0;
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return;
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}
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// if there is no bot prefix just use the profile name.
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if ((cv_bot_prefix.GetString() == NULL) || (strlen(cv_bot_prefix.GetString()) == 0))
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{
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Q_strncpy( name, profile->GetName(), nameLength );
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return;
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}
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// find the highest difficulty
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const char *diffStr = BotDifficultyName[0];
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for ( int i=BOT_EXPERT; i>0; --i )
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{
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if ( profile->IsDifficulty( (BotDifficultyType)i ) )
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{
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diffStr = BotDifficultyName[i];
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break;
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}
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}
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const char *weaponStr = NULL;
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if ( profile->GetWeaponPreferenceCount() )
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{
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weaponStr = profile->GetWeaponPreferenceAsString( 0 );
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const char *translatedAlias = GetTranslatedWeaponAlias( weaponStr );
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char wpnName[128];
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Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", translatedAlias );
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName );
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if ( hWpnInfo != GetInvalidWeaponInfoHandle() )
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{
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CCSWeaponInfo *pWeaponInfo = dynamic_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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if ( pWeaponInfo )
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{
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CSWeaponType weaponType = pWeaponInfo->m_WeaponType;
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weaponStr = WeaponClassAsString( weaponType );
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}
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}
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}
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if ( !weaponStr )
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{
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weaponStr = "";
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}
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char skillStr[16];
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Q_snprintf( skillStr, sizeof( skillStr ), "%.0f", profile->GetSkill()*100 );
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char temp[MAX_PLAYER_NAME_LENGTH*2];
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char prefix[MAX_PLAYER_NAME_LENGTH*2];
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Q_strncpy( temp, cv_bot_prefix.GetString(), sizeof( temp ) );
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Q_StrSubst( temp, "<difficulty>", diffStr, prefix, sizeof( prefix ) );
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Q_StrSubst( prefix, "<weaponclass>", weaponStr, temp, sizeof( temp ) );
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Q_StrSubst( temp, "<skill>", skillStr, prefix, sizeof( prefix ) );
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Q_snprintf( name, nameLength, "%s %s", prefix, profile->GetName() );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if anyone on the given team can see the given spot
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*/
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bool UTIL_IsVisibleToTeam( const Vector &spot, int team )
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{
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for( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
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if (player == NULL)
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continue;
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if (!player->IsAlive())
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continue;
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if (player->GetTeamNumber() != team)
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continue;
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trace_t result;
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UTIL_TraceLine( player->EyePosition(), spot, CONTENTS_SOLID, player, COLLISION_GROUP_NONE, &result );
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if (result.fraction == 1.0f)
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------------------------------------------
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void UTIL_DrawBeamFromEnt( int i, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue )
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{
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/* BOTPORT: What is the replacement for MESSAGE_BEGIN?
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecEnd ); // vecEnd = origin???
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WRITE_BYTE( TE_BEAMENTPOINT );
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WRITE_SHORT( i );
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WRITE_COORD( vecEnd.x );
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WRITE_COORD( vecEnd.y );
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WRITE_COORD( vecEnd.z );
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WRITE_SHORT( s_iBeamSprite );
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( iLifetime ); // life
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WRITE_BYTE( 10 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( bRed ); // r, g, b
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WRITE_BYTE( bGreen ); // r, g, b
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WRITE_BYTE( bBlue ); // r, g, b
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WRITE_BYTE( 255 ); // brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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*/
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}
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//------------------------------------------------------------------------------------------------------------
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void UTIL_DrawBeamPoints( Vector vecStart, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue )
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{
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NDebugOverlay::Line( vecStart, vecEnd, bRed, bGreen, bBlue, true, 0.1f );
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/*
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecStart );
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WRITE_BYTE( TE_BEAMPOINTS );
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WRITE_COORD( vecStart.x );
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WRITE_COORD( vecStart.y );
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WRITE_COORD( vecStart.z );
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WRITE_COORD( vecEnd.x );
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WRITE_COORD( vecEnd.y );
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WRITE_COORD( vecEnd.z );
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WRITE_SHORT( s_iBeamSprite );
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( iLifetime ); // life
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WRITE_BYTE( 10 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( bRed ); // r, g, b
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WRITE_BYTE( bGreen ); // r, g, b
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WRITE_BYTE( bBlue ); // r, g, b
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WRITE_BYTE( 255 ); // brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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*/
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}
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//------------------------------------------------------------------------------------------------------------
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void CONSOLE_ECHO( const char * pszMsg, ... )
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{
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va_list argptr;
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static char szStr[1024];
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va_start( argptr, pszMsg );
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vsprintf( szStr, pszMsg, argptr );
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va_end( argptr );
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Msg( "%s", szStr );
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}
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//------------------------------------------------------------------------------------------------------------
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void BotPrecache( void )
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{
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s_iBeamSprite = CBaseEntity::PrecacheModel( "sprites/smoke.spr" );
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}
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//------------------------------------------------------------------------------------------------------------
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#define COS_TABLE_SIZE 256
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static float cosTable[ COS_TABLE_SIZE ];
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void InitBotTrig( void )
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{
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for( int i=0; i<COS_TABLE_SIZE; ++i )
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{
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float angle = (float)(2.0f * M_PI * i / (float)(COS_TABLE_SIZE-1));
|
||
|
cosTable[i] = (float)cos( angle );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float BotCOS( float angle )
|
||
|
{
|
||
|
angle = AngleNormalizePositive( angle );
|
||
|
int i = (int)( angle * (COS_TABLE_SIZE-1) / 360.0f );
|
||
|
return cosTable[i];
|
||
|
}
|
||
|
|
||
|
float BotSIN( float angle )
|
||
|
{
|
||
|
angle = AngleNormalizePositive( angle - 90 );
|
||
|
int i = (int)( angle * (COS_TABLE_SIZE-1) / 360.0f );
|
||
|
return cosTable[i];
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Send a "hint" message to all players, dead or alive.
|
||
|
*/
|
||
|
void HintMessageToAllPlayers( const char *message )
|
||
|
{
|
||
|
hudtextparms_t textParms;
|
||
|
|
||
|
textParms.x = -1.0f;
|
||
|
textParms.y = -1.0f;
|
||
|
textParms.fadeinTime = 1.0f;
|
||
|
textParms.fadeoutTime = 5.0f;
|
||
|
textParms.holdTime = 5.0f;
|
||
|
textParms.fxTime = 0.0f;
|
||
|
textParms.r1 = 100;
|
||
|
textParms.g1 = 255;
|
||
|
textParms.b1 = 100;
|
||
|
textParms.r2 = 255;
|
||
|
textParms.g2 = 255;
|
||
|
textParms.b2 = 255;
|
||
|
textParms.effect = 0;
|
||
|
textParms.channel = 0;
|
||
|
|
||
|
UTIL_HudMessageAll( textParms, message );
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return true if moving from "start" to "finish" will cross a player's line of fire.
|
||
|
* The path from "start" to "finish" is assumed to be a straight line.
|
||
|
* "start" and "finish" are assumed to be points on the ground.
|
||
|
*/
|
||
|
bool IsCrossingLineOfFire( const Vector &start, const Vector &finish, CBaseEntity *ignore, int ignoreTeam )
|
||
|
{
|
||
|
for ( int p=1; p <= gpGlobals->maxClients; ++p )
|
||
|
{
|
||
|
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( p ) );
|
||
|
|
||
|
if (!IsEntityValid( player ))
|
||
|
continue;
|
||
|
|
||
|
if (player == ignore)
|
||
|
continue;
|
||
|
|
||
|
if (!player->IsAlive())
|
||
|
continue;
|
||
|
|
||
|
if (ignoreTeam && player->GetTeamNumber() == ignoreTeam)
|
||
|
continue;
|
||
|
|
||
|
// compute player's unit aiming vector
|
||
|
Vector viewForward;
|
||
|
AngleVectors( player->EyeAngles() + player->GetPunchAngle(), &viewForward );
|
||
|
|
||
|
const float longRange = 5000.0f;
|
||
|
Vector playerOrigin = GetCentroid( player );
|
||
|
Vector playerTarget = playerOrigin + longRange * viewForward;
|
||
|
|
||
|
Vector result( 0, 0, 0 );
|
||
|
if (IsIntersecting2D( start, finish, playerOrigin, playerTarget, &result ))
|
||
|
{
|
||
|
// simple check to see if intersection lies in the Z range of the path
|
||
|
float loZ, hiZ;
|
||
|
|
||
|
if (start.z < finish.z)
|
||
|
{
|
||
|
loZ = start.z;
|
||
|
hiZ = finish.z;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
loZ = finish.z;
|
||
|
hiZ = start.z;
|
||
|
}
|
||
|
|
||
|
if (result.z >= loZ && result.z <= hiZ + HumanHeight)
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Performs a simple case-insensitive string comparison, honoring trailing * wildcards
|
||
|
*/
|
||
|
bool WildcardMatch( const char *query, const char *test )
|
||
|
{
|
||
|
if ( !query || !test )
|
||
|
return false;
|
||
|
|
||
|
while ( *test && *query )
|
||
|
{
|
||
|
char nameChar = *test;
|
||
|
char queryChar = *query;
|
||
|
if ( tolower(nameChar) != tolower(queryChar) ) // case-insensitive
|
||
|
break;
|
||
|
++test;
|
||
|
++query;
|
||
|
}
|
||
|
|
||
|
if ( *query == 0 && *test == 0 )
|
||
|
return true;
|
||
|
|
||
|
// Support trailing *
|
||
|
if ( *query == '*' )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|