/* * * 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 class CCSBot; // This class represents the game state as known by a particular bot class CSGameState { public: CSGameState() {}; CSGameState(CCSBot *owner); void Reset(); void OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); // Event handling bool IsRoundOver() const; // true if round has been won or lost (but not yet reset) // bomb defuse scenario enum BombState { MOVING, // being carried by a Terrorist LOOSE, // loose on the ground somewhere PLANTED, // planted and ticking DEFUSED, // the bomb has been defused EXPLODED, // the bomb has exploded }; bool IsBombMoving() const { return (m_bombState == MOVING); } bool IsBombLoose() const { return (m_bombState == LOOSE); } bool IsBombPlanted() const { return (m_bombState == PLANTED); } bool IsBombDefused() const { return (m_bombState == DEFUSED); } bool IsBombExploded() const { return (m_bombState == EXPLODED); } void UpdateLooseBomb(const Vector *pos); // we see the loose bomb float TimeSinceLastSawLooseBomb() const; // how long has is been since we saw the loose bomb bool IsLooseBombLocationKnown() const; // do we know where the loose bomb is void UpdateBomber(const Vector *pos); // we see the bomber float TimeSinceLastSawBomber() const; // how long has is been since we saw the bomber void UpdatePlantedBomb(const Vector *pos); // we see the planted bomb bool IsPlantedBombLocationKnown() const; // do we know where the bomb was planted void MarkBombsiteAsPlanted(int zoneIndex); // mark bombsite as the location of the planted bomb enum { UNKNOWN = -1 }; int GetPlantedBombsite() const; // return the zone index of the planted bombsite, or UNKNOWN bool IsAtPlantedBombsite() const; // return true if we are currently in the bombsite where the bomb is planted int GetNextBombsiteToSearch(); // return the zone index of the next bombsite to search bool IsBombsiteClear(int zoneIndex) const; // return true if given bombsite has been cleared void ClearBombsite(int zoneIndex); // mark bombsite as clear const Vector *GetBombPosition() const; // return where we think the bomb is, or NULL if we don't know // hostage rescue scenario CHostage *GetNearestFreeHostage(Vector *knowPos = nullptr) const; // return the closest free hostage, and where we think it is (knowPos) const Vector *GetRandomFreeHostagePosition(); bool AreAllHostagesBeingRescued() const; // return true if there are no free hostages bool AreAllHostagesGone() const; // all hostages have been rescued or are dead void AllHostagesGone(); // someone told us all the hostages are gone bool HaveSomeHostagesBeenTaken() const { return m_haveSomeHostagesBeenTaken; } // return true if one or more hostages have been moved by the CT's void HostageWasTaken() { m_haveSomeHostagesBeenTaken = true; } // someone told us a CT is talking to a hostage CHostage *GetNearestVisibleFreeHostage() const; // hostage rescue scenario enum ValidateStatusType : uint8 { NO_CHANGE = 0x00, HOSTAGE_DIED = 0x01, HOSTAGE_GONE = 0x02, HOSTAGES_ALL_GONE = 0x04 }; ValidateStatusType ValidateHostagePositions(); // update our knowledge with what we currently see - returns bitflag events private: CCSBot *m_owner; // who owns this gamestate bool m_isRoundOver; // true if round is over, but no yet reset // bomb defuse scenario void SetBombState(BombState state); BombState GetBombState() { return m_bombState; } BombState m_bombState; // what we think the bomb is doing IntervalTimer m_lastSawBomber; Vector m_bomberPos; IntervalTimer m_lastSawLooseBomb; Vector m_looseBombPos; bool m_isBombsiteClear[4]; // corresponds to zone indices in CCSBotManager int m_bombsiteSearchOrder[4]; // randomized order of bombsites to search int m_bombsiteCount; int m_bombsiteSearchIndex; // the next step in the search int m_plantedBombsite; // zone index of the bombsite where the planted bomb is bool m_isPlantedBombPosKnown; // if true, we know the exact location of the bomb Vector m_plantedBombPos; // hostage rescue scenario struct HostageInfo { CHostage *hostage; Vector knownPos; bool isValid; bool isAlive; bool isFree; // not being escorted by a CT } m_hostage[MAX_HOSTAGES]; int m_hostageCount; // number of hostages left in map CountdownTimer m_validateInterval; CBaseEntity *GetNearestHostage() const; // return the closest live hostage void InitializeHostageInfo(); // initialize our knowledge of the number and location of hostages bool m_allHostagesRescued; // if true, so every hostages been is rescued bool m_haveSomeHostagesBeenTaken; // true if a hostage has been moved by a CT (and we've seen it) };