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CSSDK/game_shared/bot/bot_manager.h
2017-09-24 22:39:11 +07:00

73 lines
2.5 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// STL uses exceptions, but we are not compiling with them - ignore warning
#pragma warning(disable : 4530)
#include <list>
class CNavArea;
class CGrenade;
class ActiveGrenade {
public:
int m_id;
CGrenade *m_entity;
Vector m_detonationPosition;
float m_dieTimestamp;
};
typedef std::list<ActiveGrenade *> ActiveGrenadeList;
class CBotManager {
public:
virtual ~CBotManager() {}
virtual void ClientDisconnect(CBasePlayer *pPlayer) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual void ServerActivate() = 0;
virtual void ServerDeactivate() = 0;
virtual void ServerCommand(const char *pcmd) = 0;
virtual void AddServerCommand(const char *cmd) = 0;
virtual void AddServerCommands() = 0;
virtual void RestartRound() = 0;
virtual void StartFrame() = 0;
// Events are propogated to all bots.
virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) = 0; // Invoked when event occurs in the game (some events have NULL entity).
virtual unsigned int GetPlayerPriority(CBasePlayer *player) const = 0; // return priority of player (0 = max pri)
public:
// the list of active grenades the bots are aware of
ActiveGrenadeList m_activeGrenadeList;
};