forked from valve/halflife-sdk
108 lines
3.9 KiB
C
108 lines
3.9 KiB
C
|
//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
|
|||
|
//
|
|||
|
// Purpose:
|
|||
|
//
|
|||
|
// $NoKeywords: $
|
|||
|
//=============================================================================
|
|||
|
|
|||
|
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
|
|||
|
|
|||
|
#ifndef BASE_CONTROL_H
|
|||
|
#define BASE_CONTROL_H
|
|||
|
|
|||
|
#pragma warning( disable : 4530 ) // STL uses exceptions, but we are not compiling with them - ignore warning
|
|||
|
|
|||
|
#include "extdll.h"
|
|||
|
#include "util.h"
|
|||
|
#include <list>
|
|||
|
#include "GameEvent.h" // Game event enum used by career mode, tutor system, and bots
|
|||
|
|
|||
|
#ifndef _WIN32
|
|||
|
// DAL <list> undefs max and min
|
|||
|
#ifndef max
|
|||
|
#define max(a,b) ((a) > (b) ? (a) : (b))
|
|||
|
#endif
|
|||
|
#ifndef min
|
|||
|
#define min(a,b) ((a) < (b) ? (a) : (b))
|
|||
|
#endif
|
|||
|
#endif
|
|||
|
|
|||
|
|
|||
|
class CNavArea;
|
|||
|
|
|||
|
|
|||
|
//--------------------------------------------------------------------------------------------------------------
|
|||
|
class CGrenade;
|
|||
|
|
|||
|
/**
|
|||
|
* An ActiveGrenade is a representation of a grenade in the world
|
|||
|
* NOTE: Currently only used for smoke grenade line-of-sight testing
|
|||
|
* @todo Use system allow bots to avoid HE and Flashbangs
|
|||
|
*/
|
|||
|
class ActiveGrenade
|
|||
|
{
|
|||
|
public:
|
|||
|
ActiveGrenade( int weaponID, CGrenade *grenadeEntity );
|
|||
|
|
|||
|
void OnEntityGone( void ); ///< called when the grenade in the world goes away
|
|||
|
bool IsValid( void ) const ; ///< return true if this grenade is valid
|
|||
|
bool IsEntity( CGrenade *grenade ) const { return (grenade == m_entity) ? true : false; }
|
|||
|
int GetID( void ) const { return m_id; }
|
|||
|
const Vector *GetDetonationPosition( void ) const { return &m_detonationPosition; }
|
|||
|
const Vector *GetPosition( void ) const;
|
|||
|
|
|||
|
private:
|
|||
|
int m_id; ///< weapon id
|
|||
|
CGrenade *m_entity; ///< the entity
|
|||
|
Vector m_detonationPosition; ///< the location where the grenade detonated (smoke)
|
|||
|
float m_dieTimestamp; ///< time this should go away after m_entity is NULL
|
|||
|
};
|
|||
|
|
|||
|
typedef std::list<ActiveGrenade *> ActiveGrenadeList;
|
|||
|
|
|||
|
|
|||
|
//--------------------------------------------------------------------------------------------------------------
|
|||
|
/**
|
|||
|
* This class manages all active bots, propagating events to them and updating them.
|
|||
|
*/
|
|||
|
class CBotManager
|
|||
|
{
|
|||
|
public:
|
|||
|
CBotManager();
|
|||
|
|
|||
|
virtual void ClientDisconnect( CBasePlayer * pPlayer ) = 0;
|
|||
|
virtual BOOL ClientCommand( CBasePlayer * pPlayer, const char * pcmd ) = 0;
|
|||
|
|
|||
|
virtual void ServerActivate( void ) = 0;
|
|||
|
virtual void ServerDeactivate( void ) = 0;
|
|||
|
virtual void ServerCommand( const char * pcmd ) = 0;
|
|||
|
virtual void AddServerCommand( const char *cmd ) = 0;
|
|||
|
virtual void AddServerCommands( void ) = 0;
|
|||
|
|
|||
|
virtual void RestartRound( void ); ///< (EXTEND) invoked when a new round begins
|
|||
|
virtual void StartFrame( void ); ///< (EXTEND) called each frame
|
|||
|
|
|||
|
const char *GetNavMapFilename( void ) const; ///< return the filename for this map's "nav" file
|
|||
|
|
|||
|
/**
|
|||
|
* Invoked when event occurs in the game (some events have NULL entity).
|
|||
|
* Events are propogated to all bots.
|
|||
|
*/
|
|||
|
virtual void OnEvent( GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL );
|
|||
|
|
|||
|
virtual unsigned int GetPlayerPriority( CBasePlayer *player ) const = 0; ///< return priority of player (0 = max pri)
|
|||
|
|
|||
|
|
|||
|
void AddGrenade( int type, CGrenade *grenade ); ///< add an active grenade to the bot's awareness
|
|||
|
void RemoveGrenade( CGrenade *grenade ); ///< the grenade entity in the world is going away
|
|||
|
void ValidateActiveGrenades( void ); ///< destroy any invalid active grenades
|
|||
|
void DestroyAllGrenades( void );
|
|||
|
bool IsLineBlockedBySmoke( const Vector *from, const Vector *to ); ///< return true if line intersects smoke volume
|
|||
|
bool IsInsideSmokeCloud( const Vector *pos ); ///< return true if position is inside a smoke cloud
|
|||
|
|
|||
|
private:
|
|||
|
ActiveGrenadeList m_activeGrenadeList;///< the list of active grenades the bots are aware of
|
|||
|
};
|
|||
|
|
|||
|
#endif
|