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