ReGameDLL_CS/regamedll/dlls/tutor_base_tutor.h
s1lentq 3d252fe527 Refactoring and cleanup.
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other)
Added command line option `-bots` to run bots in CS 1.6
Removed the tests demo record/player from myself the project and also dependency of the steam library.
Fixed the progress bar when generating a nav file.
2016-02-23 05:23:45 +06:00

117 lines
4.2 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.
*
*/
#ifndef TUTOR_BASE_TUTOR_H
#define TUTOR_BASE_TUTOR_H
#ifdef _WIN32
#pragma once
#endif
class TutorMessageEvent
{
public:
TutorMessageEvent(int mid, int duplicateID, float time, float lifetime, int priority);
virtual ~TutorMessageEvent();
bool IsActive(float time);
int GetPriority();
float GetTimeActive(float time);
void SetActivationTime(float time);
int GetID();
int GetDuplicateID();
void AddParameter(char *str);
char *GetNextParameter(char *buf, int buflen);
int GetNumParameters();
void SetNext(TutorMessageEvent *next);
TutorMessageEvent *GetNext();
private:
int m_messageID;
int m_duplicateID;
float m_activationTime;
float m_lifetime;
int m_priority;
int m_numParameters;
struct TutorMessageEventParam *m_paramList;
TutorMessageEvent *m_next;
};
class CBaseTutor
{
public:
CBaseTutor();
virtual ~CBaseTutor();
virtual void TutorThink(float time) = 0;
virtual void PurgeMessages() = 0;
virtual void CallEventHandler(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0;
virtual void ShowTutorMessage(TutorMessageEvent *event) = 0;
virtual bool IsEntityInViewOfPlayer(CBaseEntity *entity, CBasePlayer *player);
virtual bool IsBombsiteInViewOfPlayer(CBaseEntity *entity, CBasePlayer *player);
virtual bool IsEntityInBombsite(CBaseEntity *bombsite, CBaseEntity *entity);
virtual bool IsPlayerLookingAtPosition(Vector *origin, CBasePlayer *player);
virtual bool IsPlayerLookingAtEntity(CBaseEntity *entity, CBasePlayer *player);
virtual void HandleShotFired(Vector source, Vector target) = 0;
virtual struct TutorMessage *GetTutorMessageDefinition(int messageID) = 0;
#ifdef HOOK_GAMEDLL
bool IsEntityInViewOfPlayer_(CBaseEntity *entity, CBasePlayer *player);
bool IsBombsiteInViewOfPlayer_(CBaseEntity *entity, CBasePlayer *player);
bool IsEntityInBombsite_(CBaseEntity *bombsite, CBaseEntity *entity);
bool IsPlayerLookingAtPosition_(Vector *origin, CBasePlayer *player);
bool IsPlayerLookingAtEntity_(CBaseEntity *entity, CBasePlayer *player);
#endif
public:
void StartFrame(float time);
void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL);
void ShotFired(Vector source, Vector target);
void DisplayMessageToPlayer(CBasePlayer *player, int id, const char *szMessage, TutorMessageEvent *event);
void DrawLineToEntity(CBasePlayer *player, int entindex, int id);
void DisplayNewStateDescriptionToPlayer();
void CloseCurrentWindow();
void CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
void CalculatePathForObjective(CBaseEntity *player);
bool DoMessagesHaveSameID(int id1, int id2);
protected:
CBaseTutorStateSystem *m_stateSystem;
TutorMessageEvent *m_eventList;
float m_deadAirStartTime;
float m_roundStartTime;
};
extern CBaseTutor *TheTutor;
#endif // TUTOR_BASE_TUTOR_H