mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-12-01 00:21:47 +00:00
326 lines
8.7 KiB
C++
326 lines
8.7 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, 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 BOT_UTIL_H
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#define BOT_UTIL_H
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#include "eiface.h"
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#include "player.h"
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#include "shared_util.h"
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#include "GameEvent.h"
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//--------------------------------------------------------------------------------------------------------------
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enum PriorityType
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{
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PRIORITY_LOW, PRIORITY_MEDIUM, PRIORITY_HIGH, PRIORITY_UNINTERRUPTABLE
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};
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extern cvar_t cv_bot_traceview;
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extern cvar_t cv_bot_stop;
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extern cvar_t cv_bot_show_nav;
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extern cvar_t cv_bot_show_danger;
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extern cvar_t cv_bot_nav_edit;
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extern cvar_t cv_bot_nav_zdraw;
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extern cvar_t cv_bot_walk;
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extern cvar_t cv_bot_difficulty;
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extern cvar_t cv_bot_debug;
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extern cvar_t cv_bot_quicksave;
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extern cvar_t cv_bot_quota;
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extern cvar_t cv_bot_quota_match;
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extern cvar_t cv_bot_prefix;
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extern cvar_t cv_bot_allow_rogues;
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extern cvar_t cv_bot_allow_pistols;
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extern cvar_t cv_bot_allow_shotguns;
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extern cvar_t cv_bot_allow_sub_machine_guns;
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extern cvar_t cv_bot_allow_rifles;
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extern cvar_t cv_bot_allow_machine_guns;
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extern cvar_t cv_bot_allow_grenades;
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extern cvar_t cv_bot_allow_snipers;
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extern cvar_t cv_bot_allow_shield;
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extern cvar_t cv_bot_join_team;
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extern cvar_t cv_bot_join_after_player;
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extern cvar_t cv_bot_auto_vacate;
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extern cvar_t cv_bot_zombie;
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extern cvar_t cv_bot_defer_to_human;
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extern cvar_t cv_bot_chatter;
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extern cvar_t cv_bot_profile_db;
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#ifdef TERRORSTRIKE
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extern cvar_t cv_zombie_near_spawn;
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extern cvar_t cv_zombie_far_spawn;
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extern cvar_t cv_zombie_relocate;
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extern cvar_t cv_zombie_min_spawn_time;
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extern cvar_t cv_zombie_max_spawn_time;
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#endif
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#define RAD_TO_DEG( deg ) ((deg) * 180.0 / M_PI)
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#define DEG_TO_RAD( rad ) ((rad) * M_PI / 180.0)
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#define SIGN( num ) (((num) < 0) ? -1 : 1)
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#define ABS( num ) (SIGN(num) * (num))
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#define CREATE_FAKE_CLIENT ( *g_engfuncs.pfnCreateFakeClient )
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#define GET_USERINFO ( *g_engfuncs.pfnGetInfoKeyBuffer )
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#define SET_KEY_VALUE ( *g_engfuncs.pfnSetKeyValue )
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#define SET_CLIENT_KEY_VALUE ( *g_engfuncs.pfnSetClientKeyValue )
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class BotProfile;
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extern void BotPrecache( void );
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extern int UTIL_ClientsInGame( void );
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extern bool UTIL_IsNameTaken( const char *name, bool ignoreHumans = false ); ///< return true if given name is already in use by another player
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// return number of active players (not spectators) in the game
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extern int UTIL_ActivePlayersInGame( void );
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#define IGNORE_SPECTATORS true
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extern int UTIL_HumansInGame( bool ignoreSpectators = false );
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#define IS_ALIVE true
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extern int UTIL_HumansOnTeam( int teamID, bool isAlive = false );
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extern int UTIL_BotsInGame( void );
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extern bool UTIL_IsTeamAllBots( int team );
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extern Vector UTIL_ComputeOrigin( entvars_t * pevVars );
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extern Vector UTIL_ComputeOrigin( CBaseEntity * pEntity );
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extern Vector UTIL_ComputeOrigin( edict_t * pentEdict );
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extern void UTIL_DrawBeamFromEnt( int iIndex, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue );
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extern void UTIL_DrawBeamPoints( Vector vecStart, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue );
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extern CBasePlayer *UTIL_GetClosestPlayer( const Vector *pos, float *distance = NULL );
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extern CBasePlayer *UTIL_GetClosestPlayer( const Vector *pos, int team, float *distance = NULL );
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extern CBasePlayer *UTIL_GetLocalPlayer( void );
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extern bool UTIL_KickBotFromTeam( TeamName kickTeam ); ///< kick a bot from the given team. If no bot exists on the team, return false.
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extern bool UTIL_IsVisibleToTeam( const Vector &spot, int team, float maxRange = -1.0f ); ///< return true if anyone on the given team can see the given spot
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extern const char * UTIL_GetBotPrefix(); ///< returns the bot prefix string.
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extern void UTIL_ConstructBotNetName(char *name, int nameLength, const BotProfile *bot);
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/**
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* Echos text to the console, and prints it on the client's screen. This is NOT tied to the developer cvar.
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* If you are adding debugging output in cstrike, use UTIL_DPrintf() (debug.h) instead.
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*/
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extern void CONSOLE_ECHO( char * pszMsg, ... );
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extern void CONSOLE_ECHO_LOGGED( char * pszMsg, ... );
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extern void InitBotTrig( void );
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extern float BotCOS( float angle );
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extern float BotSIN( float angle );
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/// determine if this event is audible, and if so, return its audible range and priority
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bool IsGameEventAudible( GameEventType event, CBaseEntity *entity, CBaseEntity *other, float *range, PriorityType *priority, bool *isHostile );
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extern void HintMessageToAllPlayers( const char *message );
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Simple class for tracking intervals of game time
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*/
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class IntervalTimer
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{
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public:
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IntervalTimer( void )
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{
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m_timestamp = -1.0f;
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}
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void Reset( void )
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{
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m_timestamp = gpGlobals->time;
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}
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void Start( void )
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{
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m_timestamp = gpGlobals->time;
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}
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void Invalidate( void )
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{
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m_timestamp = -1.0f;
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}
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bool HasStarted( void ) const
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{
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return (m_timestamp > 0.0f);
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}
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/// if not started, elapsed time is very large
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float GetElapsedTime( void ) const
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{
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return (HasStarted()) ? (gpGlobals->time - m_timestamp) : 99999.9f;
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}
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bool IsLessThen( float duration ) const
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{
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return (gpGlobals->time - m_timestamp < duration) ? true : false;
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}
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bool IsGreaterThen( float duration ) const
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{
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return (gpGlobals->time - m_timestamp > duration) ? true : false;
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}
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private:
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float m_timestamp;
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Simple class for counting down a short interval of time
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*/
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class CountdownTimer
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{
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public:
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CountdownTimer( void )
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{
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m_timestamp = -1.0f;
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m_duration = 0.0f;
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}
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void Reset( void )
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{
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m_timestamp = gpGlobals->time + m_duration;
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}
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void Start( float duration )
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{
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m_timestamp = gpGlobals->time + duration;
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m_duration = duration;
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}
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void Invalidate( void )
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{
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m_timestamp = -1.0f;
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}
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bool HasStarted( void ) const
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{
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return (m_timestamp > 0.0f);
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}
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bool IsElapsed( void ) const
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{
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return (gpGlobals->time > m_timestamp);
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}
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private:
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float m_duration;
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float m_timestamp;
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if the given entity is valid
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*/
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inline bool IsEntityValid( CBaseEntity *entity )
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{
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if (entity == NULL)
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return false;
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if (FNullEnt( entity->pev ))
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return false;
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if (FStrEq( STRING( entity->pev->netname ), "" ))
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return false;
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if (entity->pev->flags & FL_DORMANT)
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return false;
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Given two line segments: startA to endA, and startB to endB, return true if they intesect
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* and put the intersection point in "result".
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* Note that this computes the intersection of the 2D (x,y) projection of the line segments.
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*/
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inline bool IsIntersecting2D( const Vector &startA, const Vector &endA,
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const Vector &startB, const Vector &endB,
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Vector *result = NULL )
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{
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float denom = (endA.x - startA.x) * (endB.y - startB.y) - (endA.y - startA.y) * (endB.x - startB.x);
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if (denom == 0.0f)
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{
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// parallel
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return false;
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}
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float numS = (startA.y - startB.y) * (endB.x - startB.x) - (startA.x - startB.x) * (endB.y - startB.y);
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if (numS == 0.0f)
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{
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// coincident
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return true;
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}
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float numT = (startA.y - startB.y) * (endA.x - startA.x) - (startA.x - startB.x) * (endA.y - startA.y);
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float s = numS / denom;
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if (s < 0.0f || s > 1.0f)
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{
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// intersection is not within line segment of startA to endA
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return false;
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}
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float t = numT / denom;
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if (t < 0.0f || t > 1.0f)
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{
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// intersection is not within line segment of startB to endB
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return false;
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}
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// compute intesection point
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if (result)
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*result = startA + s * (endA - startA);
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Iterate over all active players in the game, invoking functor on each.
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* If functor returns false, stop iteration and return false.
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*/
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template < typename Functor >
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bool ForEachPlayer( Functor &func )
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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 (!IsEntityValid( player ))
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continue;
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if (!player->IsPlayer())
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continue;
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if (func( player ) == false)
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return false;
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}
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* For zombie game
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*/
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inline bool IsZombieGame( void )
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{
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#ifdef TERRORSTRIKE
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return true;
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#else
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return false;
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#endif
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}
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#endif
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