ReGameDLL_CS/regamedll/dlls/bot/cs_bot_manager.h
2015-07-13 02:32:09 +06:00

453 lines
12 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 CS_BOT_MANAGER_H
#define CS_BOT_MANAGER_H
#ifdef _WIN32
#pragma once
#endif
#ifdef HOOK_GAMEDLL
#define TheBots (*pTheBots)
#define cv_bot_traceview (*pcv_bot_traceview)
#define cv_bot_stop (*pcv_bot_stop)
#define cv_bot_show_nav (*pcv_bot_show_nav)
#define cv_bot_show_danger (*pcv_bot_show_danger)
#define cv_bot_nav_edit (*pcv_bot_nav_edit)
#define cv_bot_nav_zdraw (*pcv_bot_nav_zdraw)
#define cv_bot_walk (*pcv_bot_walk)
#define cv_bot_difficulty (*pcv_bot_difficulty)
#define cv_bot_debug (*pcv_bot_debug)
#define cv_bot_quicksave (*pcv_bot_quicksave)
#define cv_bot_quota (*pcv_bot_quota)
#define cv_bot_quota_match (*pcv_bot_quota_match)
#define cv_bot_prefix (*pcv_bot_prefix)
#define cv_bot_allow_rogues (*pcv_bot_allow_rogues)
#define cv_bot_allow_pistols (*pcv_bot_allow_pistols)
#define cv_bot_allow_shotguns (*pcv_bot_allow_shotguns)
#define cv_bot_allow_sub_machine_guns (*pcv_bot_allow_sub_machine_guns)
#define cv_bot_allow_rifles (*pcv_bot_allow_rifles)
#define cv_bot_allow_machine_guns (*pcv_bot_allow_machine_guns)
#define cv_bot_allow_grenades (*pcv_bot_allow_grenades)
#define cv_bot_allow_snipers (*pcv_bot_allow_snipers)
#define cv_bot_allow_shield (*pcv_bot_allow_shield)
#define cv_bot_join_team (*pcv_bot_join_team)
#define cv_bot_join_after_player (*pcv_bot_join_after_player)
#define cv_bot_auto_vacate (*pcv_bot_auto_vacate)
#define cv_bot_zombie (*pcv_bot_zombie)
#define cv_bot_defer_to_human (*pcv_bot_defer_to_human)
#define cv_bot_chatter (*pcv_bot_chatter)
#define cv_bot_profile_db (*pcv_bot_profile_db)
#define m_flNextCVarCheck (*pm_flNextCVarCheck)
#define m_isMapDataLoaded (*pm_isMapDataLoaded)
#define m_isLearningMap (*pm_isLearningMap)
#define m_isAnalysisRequested (*pm_isAnalysisRequested)
#endif // HOOK_GAMEDLL
extern CBotManager *TheBots;
extern cvar_t cv_bot_traceview;
extern cvar_t cv_bot_stop;
extern cvar_t cv_bot_show_nav;
extern cvar_t cv_bot_show_danger;
extern cvar_t cv_bot_nav_edit;
extern cvar_t cv_bot_nav_zdraw;
extern cvar_t cv_bot_walk;
extern cvar_t cv_bot_difficulty;
extern cvar_t cv_bot_debug;
extern cvar_t cv_bot_quicksave;
extern cvar_t cv_bot_quota;
extern cvar_t cv_bot_quota_match;
extern cvar_t cv_bot_prefix;
extern cvar_t cv_bot_allow_rogues;
extern cvar_t cv_bot_allow_pistols;
extern cvar_t cv_bot_allow_shotguns;
extern cvar_t cv_bot_allow_sub_machine_guns;
extern cvar_t cv_bot_allow_rifles;
extern cvar_t cv_bot_allow_machine_guns;
extern cvar_t cv_bot_allow_grenades;
extern cvar_t cv_bot_allow_snipers;
extern cvar_t cv_bot_allow_shield;
extern cvar_t cv_bot_join_team;
extern cvar_t cv_bot_join_after_player;
extern cvar_t cv_bot_auto_vacate;
extern cvar_t cv_bot_zombie;
extern cvar_t cv_bot_defer_to_human;
extern cvar_t cv_bot_chatter;
extern cvar_t cv_bot_profile_db;
class CCSBotManager: public CBotManager
{
public:
CCSBotManager(void);
public:
NOBODY virtual void ClientDisconnect(CBasePlayer *pPlayer);
NOBODY virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd);
NOBODY virtual void ServerActivate(void);
NOBODY virtual void ServerDeactivate(void);
NOBODY virtual void ServerCommand(const char *pcmd);
NOBODY virtual void AddServerCommand(const char *cmd);
NOBODY virtual void AddServerCommands(void);
NOBODY virtual void RestartRound(void);
NOBODY virtual void StartFrame(void);
virtual void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
NOBODY virtual unsigned int GetPlayerPriority(CBasePlayer *player) const;
NOBODY virtual bool IsImportantPlayer(CBasePlayer *player);
#ifdef HOOK_GAMEDLL
void ClientDisconnect_(CBasePlayer *pPlayer);
BOOL ClientCommand_(CBasePlayer *pPlayer, const char *pcmd);
void ServerActivate_(void);
void ServerDeactivate_(void);
void ServerCommand_(const char *pcmd);
void AddServerCommand_(const char *cmd);
void AddServerCommands_(void);
void RestartRound_(void);
void StartFrame_(void);
void OnEvent_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
unsigned int GetPlayerPriority_(CBasePlayer *player) const;
bool IsImportantPlayer_(CBasePlayer *player);
#endif // HOOK_GAMEDLL
public:
NOBODY void ValidateMapData(void);
bool IsLearningMap(void)
{
return m_isLearningMap;
}
void SetLearningMapFlag(void)
{
m_isLearningMap = true;
}
bool IsAnalysisRequested(void)
{
return m_isAnalysisRequested;
}
void RequestAnalysis(void)
{
m_isAnalysisRequested = true;
}
void AckAnalysisRequest(void)
{
m_isAnalysisRequested = false;
}
BotDifficultyType GetDifficultyLevel(void)
{
if (cv_bot_difficulty.value < 0.9f)
return BOT_EASY;
if (cv_bot_difficulty.value < 1.9f)
return BOT_NORMAL;
if (cv_bot_difficulty.value < 2.9f)
return BOT_HARD;
return BOT_EXPERT;
}
enum GameScenarioType
{
SCENARIO_DEATHMATCH,
SCENARIO_DEFUSE_BOMB,
SCENARIO_RESCUE_HOSTAGES,
SCENARIO_ESCORT_VIP,
};
GameScenarioType GetScenario(void)
{
return m_gameScenario;
}
enum { MAX_ZONES = 4, MAX_ZONE_NAV_AREAS = 16 };
struct Zone
{
CBaseEntity *m_entity;
CNavArea *m_area[MAX_ZONE_NAV_AREAS];
int m_areaCount;
Vector m_center;
bool m_isLegacy;
int m_index;
Extent m_extent;
};/* size: 116, cachelines: 2, members: 7 */
const Zone *GetZone(int i) const
{
return &m_zone[i];
}
NOBODY const Zone *GetZone(const Vector *pos) const;
NOBODY const Zone *GetClosestZone(const Vector *pos) const;
const Zone *GetClosestZone(const CBaseEntity *entity) const
{
return GetClosestZone(&entity->pev->origin);
}
template<
typename CostFunctor
>
const Zone *GetClosestZone(CNavArea *startArea, CostFunctor costFunc, float *travelDistance = NULL) const
{
const Zone *closeZone = NULL;
float closeDist = 99999999.9f;
if (startArea == NULL)
return NULL;
for (int i = 0; i < m_zoneCount; i++)
{
if (m_zone[i].m_areaCount == 0)
continue;
if (m_zone[i].m_isBlocked)
continue;
float dist = NavAreaTravelDistance(startArea, m_zone[i].m_area[0], costFunc);
if (dist >= 0.0f && dist < closeDist)
{
closeZone = &m_zone[i];
closeDist = dist;
}
}
if (travelDistance)
*travelDistance = closeDist;
return closeZone;
}
int GetZoneCount(void) const
{
return m_zoneCount;
}
NOBODY const Vector *GetRandomPositionInZone(const Zone *zone) const;
NOBODY CNavArea *GetRandomAreaInZone(const Zone *zone) const;
// pick a zone at random and return it
const Zone *GetRandomZone(void) const
{
if (!m_zoneCount)
return NULL;
return &m_zone[ RANDOM_LONG(0, m_zoneCount - 1) ];
}
// returns true if bomb has been planted
bool IsBombPlanted(void) const
{
return m_isBombPlanted;
}
// return time bomb was planted
float GetBombPlantTimestamp(void)
{
return m_bombPlantTimestamp;
}
// return true if it's ok to try to plant bomb
bool IsTimeToPlantBomb(void) const
{
return (gpGlobals->time >= m_earliestBombPlantTimestamp);
}
CBasePlayer *GetBombDefuser(void) const
{
return m_bombDefuser;
}
NOBODY float GetBombTimeLeft(void) const;
// return the bomb if it is loose on the ground
CBaseEntity *GetLooseBomb(void)
{
return m_looseBomb;
}
// return area that bomb is in/near
CNavArea *GetLooseBombArea(void) const
{
return m_looseBombArea;
}
void SetLooseBomb(CBaseEntity *bomb);
NOBODY float GetRadioMessageTimestamp(GameEventType event, int teamID);
NOBODY float GetRadioMessageInterval(GameEventType event, int teamID);
NOBODY void SetRadioMessageTimestamp(GameEventType event, int teamID);
NOBODY void ResetRadioMessageTimestamps(void);
// return the last time anyone has seen an enemy
float GetLastSeenEnemyTimestamp(void) const
{
return m_lastSeenEnemyTimestamp;
}
void SetLastSeenEnemyTimestamp(void)
{
m_lastSeenEnemyTimestamp = gpGlobals->time;
}
float GetRoundStartTime(void) const
{
return m_roundStartTimestamp;
}
// return the elapsed time since the current round began
float GetElapsedRoundTime(void) const
{
return gpGlobals->time - m_roundStartTimestamp;
}
bool AllowRogues(void) const
{
return cv_bot_allow_rogues.value != 0;
}
bool AllowPistols(void) const
{
return cv_bot_allow_pistols.value != 0;
}
bool AllowShotguns(void) const
{
return cv_bot_allow_shotguns.value != 0;
}
bool AllowSubMachineGuns(void) const
{
return cv_bot_allow_sub_machine_guns.value != 0;
}
bool AllowRifles(void) const
{
return cv_bot_allow_rifles.value != 0;
}
bool AllowMachineGuns(void) const
{
return cv_bot_allow_machine_guns.value != 0;
}
bool AllowGrenades(void) const
{
return cv_bot_allow_grenades.value != 0;
}
bool AllowSnipers(void) const
{
return cv_bot_allow_snipers.value != 0;
}
bool AllowTacticalShield(void) const
{
return cv_bot_allow_shield.value != 0;
}
bool AllowFriendlyFireDamage(void) const
{
return friendlyfire.value != 0;
}
NOBODY bool IsWeaponUseable(CBasePlayerItem *item) const;
bool IsDefenseRushing(void) const
{
return m_isDefenseRushing;
}
NOBODY bool IsOnDefense(CBasePlayer *player) const;
NOBODY bool IsOnOffense(CBasePlayer *player) const;
bool IsRoundOver(void) const
{
return m_isRoundOver;
}
unsigned int GetNavPlace(void) const
{
return m_navPlace;
}
void SetNavPlace(unsigned int place)
{
m_navPlace = place;
}
enum SkillType
{
LOW,
AVERAGE,
HIGH,
RANDOM
};
NOXREF NOBODY const char *GetRandomBotName(SkillType skill);
NOBODY static void MonitorBotCVars(void);
NOBODY static void MaintainBotQuota(void);
NOBODY static bool AddBot(BotProfile *profile, BotProfileTeamType team);
NOBODY static bool BotAddCommand(BotProfileTeamType team, bool isFromConsole);
#ifndef HOOK_GAMEDLL
private:
#else
public:
#endif // HOOK_GAMEDLL
static float m_flNextCVarCheck;
static bool m_isMapDataLoaded;
static bool m_isLearningMap;
static bool m_isAnalysisRequested;
#ifdef HOOK_GAMEDLL
private:
#endif // HOOK_GAMEDLL
GameScenarioType m_gameScenario;// TODO: must be on Windows offsetof - 16
Zone m_zone[ MAX_ZONES ];
int m_zoneCount;
bool m_isBombPlanted;
float m_bombPlantTimestamp;
float m_earliestBombPlantTimestamp;
CBasePlayer *m_bombDefuser;
EHANDLE m_looseBomb;
CNavArea *m_looseBombArea;
bool m_isRoundOver;
float m_radioMsgTimestamp[24][2];
float m_lastSeenEnemyTimestamp;
float m_roundStartTimestamp;
bool m_isDefenseRushing;
static NavEditCmdType m_editCmd;
unsigned int m_navPlace;
CountdownTimer m_respawnTimer;
bool m_isRespawnStarted;
bool m_canRespawn;
bool m_bServerActive;
};/* size: 736, cachelines: 12, members: 25 */
/* <2e81a8> ../cstrike/dlls/bot/cs_bot_manager.h:24 */
NOXREF inline int OtherTeam(int team)
{
return (team == TERRORIST) ? CT : TERRORIST;
}
/* <111bd2> ../cstrike/dlls/bot/cs_bot_manager.h:266 */
inline CCSBotManager *TheCSBots(void)
{
return reinterpret_cast<CCSBotManager *>(TheBots);
}
NOBODY void PrintAllEntities(void);
NOBODY void UTIL_DrawBox(Extent *extent, int lifetime, int red, int green, int blue);
#ifdef HOOK_GAMEDLL
typedef const CCSBotManager::Zone *(CCSBotManager::*GET_ZONE_INT)(int) const;
typedef const CCSBotManager::Zone *(CCSBotManager::*GET_ZONE_VECTOR)(const Vector *pos) const;
#endif // HOOK_GAMEDLL
#endif // CS_BOT_MANAGER_H