//========= Copyright 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(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(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