ReGameDLL_CS/regamedll/dlls/tutor_cs_states.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

147 lines
4.4 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_CS_STATES_H
#define TUTOR_CS_STATES_H
#ifdef _WIN32
#pragma once
#endif
// unknown flags
#define TUTOR_STATE_FLAG_1 0x00000014
#define TUTOR_STATE_FLAG_2 0x00000013
enum TutorStateType
{
TUTORSTATE_UNDEFINED = 0,
TUTORSTATE_LOOKING_FOR_HOSTAGE,
TUTORSTATE_ESCORTING_HOSTAGE,
TUTORSTATE_LOOKING_FOR_LOST_HOSTAGE,
TUTORSTATE_FOLLOWING_HOSTAGE_ESCORT,
TUTORSTATE_MOVING_TO_BOMBSITE,
TUTORSTATE_LOOKING_FOR_BOMB_CARRIER,
TUTORSTATE_GUARDING_LOOSE_BOMB,
TUTORSTATE_DEFUSING_BOMB,
TUTORSTATE_GUARDING_HOSTAGE,
TUTORSTATE_MOVING_TO_INTERCEPT_ENEMY,
TUTORSTATE_LOOKING_FOR_HOSTAGE_ESCORT,
TUTORSTATE_ATTACKING_HOSTAGE_ESCORT,
TUTORSTATE_ESCORTING_BOMB_CARRIER,
TUTORSTATE_MOVING_TO_BOMB_SITE,
TUTORSTATE_PLANTING_BOMB,
TUTORSTATE_GUARDING_BOMB,
TUTORSTATE_LOOKING_FOR_LOOSE_BOMB,
TUTORSTATE_RUNNING_AWAY_FROM_TICKING_BOMB,
TUTORSTATE_BUYTIME,
TUTORSTATE_WAITING_FOR_START,
};
class CCSTutorStateSystem: public CBaseTutorStateSystem
{
public:
CCSTutorStateSystem();
virtual ~CCSTutorStateSystem();
virtual bool UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
virtual char *GetCurrentStateString();
#ifdef HOOK_GAMEDLL
bool UpdateState_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
char *GetCurrentStateString_();
CBaseTutorState *ConstructNewState_(int stateType);
#endif
protected:
virtual CBaseTutorState *ConstructNewState(int stateType);
};
class CCSTutorUndefinedState: public CBaseTutorState
{
public:
CCSTutorUndefinedState();
virtual ~CCSTutorUndefinedState();
virtual int CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
virtual char *GetStateString();
#ifdef HOOK_GAMEDLL
int CheckForStateTransition_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
char *GetStateString_();
#endif
protected:
int HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other);
};
class CCSTutorWaitingForStartState: public CBaseTutorState
{
public:
CCSTutorWaitingForStartState();
virtual ~CCSTutorWaitingForStartState();
virtual int CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
virtual char *GetStateString();
#ifdef HOOK_GAMEDLL
int CheckForStateTransition_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
char *GetStateString_();
#endif
protected:
int HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other);
int HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other);
};
class CCSTutorBuyMenuState: public CBaseTutorState
{
public:
CCSTutorBuyMenuState();
virtual ~CCSTutorBuyMenuState();
virtual int CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
virtual char *GetStateString();
#ifdef HOOK_GAMEDLL
int CheckForStateTransition_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
char *GetStateString_();
#endif
protected:
int HandleRoundStart(CBaseEntity *entity, CBaseEntity *other);
};
#endif // TUTOR_CS_STATES_H