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https://github.com/rehlds/rechecker.git
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fc73912229
Added support ReHLDS API 3.X Refactoring
146 lines
5.8 KiB
C++
146 lines
5.8 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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extern CBotManager *TheBots;
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// The manager for Counter-Strike specific bots
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class CCSBotManager: public CBotManager {
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public:
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virtual void ClientDisconnect(CBasePlayer *pPlayer) = 0;
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virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
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virtual void ServerActivate() = 0;
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virtual void ServerDeactivate() = 0;
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virtual void ServerCommand(const char *pcmd) = 0;
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virtual void AddServerCommand(const char *cmd) = 0;
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virtual void AddServerCommands() = 0;
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virtual void RestartRound() = 0; // (EXTEND) invoked when a new round begins
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virtual void StartFrame() = 0; // (EXTEND) called each frame
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virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) = 0;
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virtual unsigned int GetPlayerPriority(CBasePlayer *player) const = 0; // return priority of player (0 = max pri)
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virtual bool IsImportantPlayer(CBasePlayer *player) const = 0; // return true if player is important to scenario (VIP, bomb carrier, etc)
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public:
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// the supported game scenarios
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enum GameScenarioType
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{
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SCENARIO_DEATHMATCH,
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SCENARIO_DEFUSE_BOMB,
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SCENARIO_RESCUE_HOSTAGES,
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SCENARIO_ESCORT_VIP
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};
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GameScenarioType GetScenario() const { return m_gameScenario; }
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// "zones"
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// depending on the game mode, these are bomb zones, rescue zones, etc.
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enum { MAX_ZONES = 4 }; // max # of zones in a map
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enum { MAX_ZONE_NAV_AREAS = 16 }; // max # of nav areas in a zone
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struct Zone
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{
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CBaseEntity *m_entity; // the map entity
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CNavArea *m_area[MAX_ZONE_NAV_AREAS]; // nav areas that overlap this zone
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int m_areaCount;
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Vector m_center;
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bool m_isLegacy; // if true, use pev->origin and 256 unit radius as zone
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int m_index;
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Extent m_extent;
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};
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const Zone *GetZone(int i) const { return &m_zone[i]; }
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int GetZoneCount() const { return m_zoneCount; }
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// pick a zone at random and return it
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const Zone *GetRandomZone() const
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{
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if (!m_zoneCount)
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return NULL;
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return &m_zone[RANDOM_LONG(0, m_zoneCount - 1)];
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}
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bool IsBombPlanted() const { return m_isBombPlanted; } // returns true if bomb has been planted
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float GetBombPlantTimestamp() const { return m_bombPlantTimestamp; } // return time bomb was planted
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bool IsTimeToPlantBomb() const { return (gpGlobals->time >= m_earliestBombPlantTimestamp); } // return true if it's ok to try to plant bomb
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CBasePlayer *GetBombDefuser() const { return m_bombDefuser; } // return the player currently defusing the bomb, or NULL
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CBaseEntity *GetLooseBomb() { return m_looseBomb; } // return the bomb if it is loose on the ground
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CNavArea *GetLooseBombArea() const { return m_looseBombArea; } // return area that bomb is in/near
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float GetLastSeenEnemyTimestamp() const { return m_lastSeenEnemyTimestamp; } // return the last time anyone has seen an enemy
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void SetLastSeenEnemyTimestamp() { m_lastSeenEnemyTimestamp = gpGlobals->time; }
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float GetRoundStartTime() const { return m_roundStartTimestamp; }
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float GetElapsedRoundTime() const { return gpGlobals->time - m_roundStartTimestamp; } // return the elapsed time since the current round began
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bool IsDefenseRushing() const { return m_isDefenseRushing; } // returns true if defense team has "decided" to rush this round
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bool IsRoundOver() const { return m_isRoundOver; } // return true if the round has ended
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unsigned int GetNavPlace() const { return m_navPlace; }
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void SetNavPlace(unsigned int place) { m_navPlace = place; }
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public:
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GameScenarioType m_gameScenario; // what kind of game are we playing
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Zone m_zone[MAX_ZONES];
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int m_zoneCount;
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bool m_isBombPlanted; // true if bomb has been planted
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float m_bombPlantTimestamp; // time bomb was planted
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float m_earliestBombPlantTimestamp; // don't allow planting until after this time has elapsed
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CBasePlayer *m_bombDefuser; // the player currently defusing a bomb
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EHANDLE m_looseBomb; // will be non-NULL if bomb is loose on the ground
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CNavArea *m_looseBombArea; // area that bomb is is/near
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bool m_isRoundOver; // true if the round has ended
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float m_radioMsgTimestamp[24][2];
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float m_lastSeenEnemyTimestamp;
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float m_roundStartTimestamp; // the time when the current round began
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bool m_isDefenseRushing; // whether defensive team is rushing this round or not
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unsigned int m_navPlace;
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CountdownTimer m_respawnTimer;
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bool m_isRespawnStarted;
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bool m_canRespawn;
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bool m_bServerActive;
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};
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inline int OtherTeam(int team)
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{
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return (team == TERRORIST) ? CT : TERRORIST;
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}
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inline CCSBotManager *TheCSBots()
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{
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return reinterpret_cast<CCSBotManager *>(TheBots);
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}
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