ReGameDLL_CS/regamedll/game_shared/bot/bot_manager.h

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/*
*
* 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.
*
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*/
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#ifndef BOT_MANAGER_H
#define BOT_MANAGER_H
#ifdef _WIN32
#pragma once
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#endif
// STL uses exceptions, but we are not compiling with them - ignore warning
#pragma warning(disable : 4530)
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#include <list>
class CNavArea;
class CGrenade;
class ActiveGrenade
{
public:
ActiveGrenade(int weaponID, CGrenade *grenadeEntity);
void OnEntityGone();
bool IsValid() const;
bool IsEntity(CGrenade *grenade) const { return (grenade == m_entity) ? true : false; }
int GetID() const { return m_id; }
const Vector *GetDetonationPosition() const { return &m_detonationPosition; }
const Vector *GetPosition() const;
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private:
int m_id;
CGrenade *m_entity;
Vector m_detonationPosition;
float m_dieTimestamp;
};
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typedef std::STD_LIST<ActiveGrenade *> ActiveGrenadeList;
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class CBotManager
{
public:
CBotManager();
virtual ~CBotManager() {}
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virtual void ClientDisconnect(CBasePlayer *pPlayer) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual void ServerActivate() = 0;
virtual void ServerDeactivate() = 0;
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virtual void ServerCommand(const char *pcmd) = 0;
virtual void AddServerCommand(const char *cmd) = 0;
virtual void AddServerCommands() = 0;
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virtual void RestartRound();
virtual void StartFrame();
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// Events are propogated to all bots.
virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL); // 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)
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public:
const char *GetNavMapFilename() const; // return the filename for this map's "nav" file
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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(); // destroy any invalid active grenades
void DestroyAllGrenades();
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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
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#ifdef HOOK_GAMEDLL
void RestartRound_();
void StartFrame_();
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void OnEvent_(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL);
#endif
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private:
// the list of active grenades the bots are aware of
ActiveGrenadeList m_activeGrenadeList;
};
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GameEventType NameToGameEvent(const char *name);
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#endif // BOT_MANAGER_H