halflife25-sdk/game_shared/bot/bot_manager.h
2024-08-20 19:58:27 -07:00

100 lines
3.6 KiB
C++

//========= Copyright © 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"
#undef min
#undef max
#include <list>
#include "GameEvent.h" // Game event enum used by career mode, tutor system, and bots
#include "minmax.h"
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