1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ORDER_HELPERS_H
#define ORDER_HELPERS_H
#ifdef _WIN32
#pragma once
#endif
#include "orders.h"
class CTFTeam;
class CSortBase
{
public:
CSortBase();
// Returns m_pTeam, and if that doesn't exist, returns m_pPlayer->GetTFTeam().
CTFTeam* GetTeam();
public:
CBaseTFPlayer *m_pPlayer;
// If this is left at null, then GetTeam() returns m_pPlayer->GetTFTeam().
CTFTeam *m_pTeam;
// One of the OBJ_ defines telling what type of object it's thinking of building.
int m_ObjectType;
// If the object is further from m_vPlayerOrigin than this, then an order
// won't be generated to cover it.
float m_flMaxDist;
};
// Return positive if iItem1 > iItem2.
// Return negative if iItem1 < iItem2.
// Return zero if they're equal.
typedef int (*sortFn)( void *pUserData, int iItem1, int iItem2 );
typedef bool (*isValidFn)( void *pUserData, int iItem );
// Index engine->PEntityOfIndex(a+1) and b+1.
int SortFn_PlayerEntitiesByDistance( void *pUserData, int a, int b );
// Helper sort function. Sorts CSortBase::m_pPlayer's objects by distance.
// pUserData must be a CSortBase.
int SortFn_PlayerObjectsByDistance( void *pUserData, int a, int b );
// Helper sort function. Sorts CSortBase::m_pPlayer->GetTeam()'s objects by distance.
// pUserData must be a CSortBase.
int SortFn_TeamObjectsByDistance( void *pUserData, int a, int b );
// Sort by distance and concentation. pUserData must point at something
// derived from CSortBase.
int SortFn_DistanceAndConcentration( void *pUserData, int a, int b );
// pUserData is a CSortBase
// a and b index CSortBase::m_pPlayer->GetTeam()->GetPlayer()
// Sort players on distance.
int SortFn_TeamPlayersByDistance( void *pUserData, int a, int b );
// pUserdata is a CSortBase.
//
// Rejects the object if:
// - it's already covered by CSortBase::m_ObjectType
// - it's being ferried
// - it's further from the player than CSortBase::m_flMaxDist;
//
// This function currently supports:
// - OBJ_SENTRYGUN_PLASMA
// - OBJ_SANDBAG
// - OBJ_AUTOREPAIR
// - OBJ_SHIELDWALL
// - OBJ_RESUPPLY
bool IsValidFn_NearAndNotCovered( void *pUserData, int a );
// This is a generic function that takes a number of items and builds a sorted
// list of the valid items.
int BuildSortedActiveList(
int *pList, // This is the list where the final data is placed.
int nMaxItems,
sortFn pSortFn, // Callbacks.
isValidFn pIsValidFn, // This can be null, in which case all items are valid.
void *pUserData, // Passed into the function pointers.
int nItems // Number of items in the list to sort.
);
// Finds the closest resource zone without the specified object on it and
// gives an order to the player to build the object.
// This function supports OBJ_RESOURCEBOX, OBJ_RESOURCEPUMP, and OBJ_ZONE_INCREASER.
bool OrderCreator_ResourceZoneObject(
CBaseTFPlayer *pPlayer,
int objType,
COrder *pOrder
);
// This function is shared by lots of the order creation functions.
// It makes an order to create a specific type of object by looking for nearby
// concentrations of team objects that aren't "covered" by objectType.
//
// It uses IsValidFn_NearAndNotCovered, so any object type you specify in here
// must be supported in IsValidFn_NearAndNotCovered.
bool OrderCreator_GenericObject(
CPlayerClass *pClass,
int objectType,
float flMaxDist,
COrder *pOrder
);
#endif // ORDER_HELPERS_H
|