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