mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +03:00
3d252fe527
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.
439 lines
15 KiB
C++
439 lines
15 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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#ifndef TUTOR_CS_TUTOR_H
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#define TUTOR_CS_TUTOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <map>
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enum TutorMessageClass
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{
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TUTORMESSAGECLASS_NORMAL = 0,
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TUTORMESSAGECLASS_EXAMINE,
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};
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enum TutorMessageType
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{
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TUTORMESSAGETYPE_DEFAULT = (1 << 0), // icon info | color green
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TUTORMESSAGETYPE_FRIEND_DEATH = (1 << 1), // icon skull | color red
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TUTORMESSAGETYPE_ENEMY_DEATH = (1 << 2), // icon skull | color blue
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TUTORMESSAGETYPE_SCENARIO = (1 << 3), // icon info | color yellow
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TUTORMESSAGETYPE_BUY = (1 << 4), // icon info | color green
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TUTORMESSAGETYPE_CAREER = (1 << 5), // icon info | color green
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TUTORMESSAGETYPE_HINT = (1 << 6), // icon info | color green
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TUTORMESSAGETYPE_INGAME_HINT = (1 << 7), // icon info | color green
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TUTORMESSAGETYPE_END_GAME = (1 << 8), // icon info | color yellow
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TUTORMESSAGETYPE_LAST,
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TUTORMESSAGETYPE_ALL = (1 << 9) - 1
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};
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enum TutorMessageInterruptFlag
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{
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TUTORMESSAGEINTERRUPTFLAG_DEFAULT = 0,
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TUTORMESSAGEINTERRUPTFLAG_NOW_DAMMIT,
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};
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enum TutorMessageKeepOldType
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{
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TUTORMESSAGEKEEPOLDTYPE_DONT_KEEP_OLD = 0,
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TUTORMESSAGEKEEPOLDTYPE_KEEP_OLD,
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TUTORMESSAGEKEEPOLDTYPE_UPDATE_CONTENT,
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};
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struct TutorMessage
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{
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char *m_text;
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unsigned char m_priority;
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unsigned char m_duration;
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TutorMessageKeepOldType m_keepOld;
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TutorMessageClass m_class;
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unsigned char m_decay;
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TutorMessageType m_type;
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int m_lifetime;
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TutorMessageInterruptFlag m_interruptFlag;
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int m_duplicateID;
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float m_examineStartTime;
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int m_timesShown;
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float m_minDisplayTimeOverride;
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float m_minRepeatInterval;
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float m_lastCloseTime;
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};
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struct TutorMessageEventParam
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{
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char *m_data;
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TutorMessageEventParam *m_next;
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};
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enum TutorMessageID
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{
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YOU_FIRED_A_SHOT,
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YOU_SHOULD_RELOAD,
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YOU_ARE_OUT_OF_AMMO,
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YOU_KILLED_A_TEAMMATE,
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YOU_KILLED_PLAYER,
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YOU_KILLED_PLAYER_ONE_LEFT,
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YOU_KILLED_LAST_ENEMY,
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YOU_KILLED_PLAYER_HEADSHOT,
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YOU_KILLED_PLAYER_HEADSHOT_ONE_LEFT,
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YOU_KILLED_LAST_ENEMY_HEADSHOT,
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YOU_DIED,
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YOU_DIED_HEADSHOT,
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YOU_FELL_TO_YOUR_DEATH,
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YOU_WERE_JUST_HURT,
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YOU_ARE_BLIND_FROM_FLASHBANG,
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YOU_ATTACKED_TEAMMATE,
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BUY_TIME_BEGIN,
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BOMB_PLANTED_T,
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BOMB_PLANTED_CT,
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TEAMMATE_KILLED,
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TEAMMATE_KILLED_ONE_LEFT,
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LAST_TEAMMATE_KILLED,
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ENEMY_KILLED,
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ENEMY_KILLED_ONE_LEFT,
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LAST_ENEMY_KILLED,
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YOU_SPAWNED,
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YOU_SEE_FRIEND,
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YOU_SEE_ENEMY,
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YOU_SEE_FRIEND_CORPSE,
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YOU_SEE_ENEMY_CORPSE,
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YOU_SEE_LOOSE_BOMB_T,
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YOU_SEE_LOOSE_BOMB_CT,
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YOU_SEE_BOMB_CARRIER_T,
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YOU_SEE_BOMB_CARRIER_CT,
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YOU_SEE_PLANTED_BOMB_T,
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YOU_SEE_PLANTED_BOMB_CT,
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YOU_ARE_BOMB_CARRIER,
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YOU_SEE_LOOSE_WEAPON,
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YOU_SEE_LOOSE_DEFUSER,
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YOU_SEE_BOMBSITE_T,
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YOU_SEE_BOMBSITE_CT,
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YOU_SEE_BOMBSITE_T_BOMB,
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YOU_SEE_HOSTAGE_T,
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YOU_SEE_HOSTAGE_CT,
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YOU_SEE_HOSTAGE_CT_EXAMINE,
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YOU_USED_HOSTAGE_MORE_LEFT,
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YOU_USED_HOSTAGE_NO_MORE_LEFT,
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ALL_HOSTAGES_FOLLOWING_T,
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ALL_HOSTAGES_FOLLOWING_CT,
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HOSTAGE_RESCUED_T,
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HOSTAGE_RESCUED_CT,
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YOU_RESCUED_HOSTAGE,
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YOU_ARE_IN_BOMBSITE_T,
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YOU_ARE_IN_BOMBSITE_CT,
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YOU_ARE_IN_BOMBSITE_T_BOMB,
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ALL_HOSTAGES_RESCUED_T,
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ALL_HOSTAGES_RESCUED_CT,
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YOU_DAMAGED_HOSTAGE,
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YOU_KILLED_HOSTAGE,
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ALL_HOSTAGES_DEAD,
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YOU_HAVE_BEEN_SHOT_AT,
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TIME_RUNNING_OUT_DE_T,
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TIME_RUNNING_OUT_DE_CT,
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TIME_RUNNING_OUT_CS_T,
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TIME_RUNNING_OUT_CS_CT,
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DEFUSING_WITHOUT_KIT,
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BOMB_DEFUSED_T,
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BOMB_DEFUSED_CT,
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YOU_DEFUSED_BOMB,
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BOMB_EXPLODED_T,
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BOMB_EXPLODED_CT,
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ROUND_START_DE_T,
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ROUND_START_DE_CT,
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ROUND_START_CS_T,
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ROUND_START_CS_CT,
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ROUND_OVER,
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ROUND_DRAW,
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CT_WIN,
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T_WIN,
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DEATH_CAMERA_START,
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RADIO_COVER_ME,
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RADIO_YOU_TAKE_THE_POINT,
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RADIO_HOLD_THIS_POSITION,
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RADIO_REGROUP_TEAM,
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RADIO_FOLLOW_ME,
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RADIO_TAKING_FIRE,
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RADIO_GO_GO_GO,
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RADIO_TEAM_FALL_BACK,
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RADIO_STICK_TOGETHER_TEAM,
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RADIO_GET_IN_POSITION_AND_WAIT,
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RADIO_STORM_THE_FRONT,
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RADIO_REPORT_IN_TEAM,
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RADIO_AFFIRMATIVE,
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RADIO_ENEMY_SPOTTED,
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RADIO_NEED_BACKUP,
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RADIO_SECTOR_CLEAR,
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RADIO_IN_POSITION,
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RADIO_REPORTING_IN,
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RADIO_GET_OUT_OF_THERE,
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RADIO_NEGATIVE,
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RADIO_ENEMY_DOWN,
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BUY_NEED_PRIMARY,
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BUY_NEED_PRIMARY_AMMO,
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BUY_NEED_SECONDARY_AMMO,
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BUY_NEED_ARMOR,
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BUY_NEED_DEFUSE_KIT,
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BUY_NEED_GRENADE,
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CAREER_TASK_DONE_MORE_LEFT,
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CAREER_TASK_DONE_ONE_LEFT,
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CAREER_TASK_DONE_ALL_DONE,
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HINT_BEGIN,
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HINT_1,
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HINT_2,
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HINT_3,
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HINT_4,
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HINT_5,
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HINT_10,
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HINT_11,
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HINT_12,
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HINT_13,
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HINT_14,
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HINT_15,
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HINT_20,
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HINT_21,
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HINT_22,
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HINT_23,
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HINT_24,
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HINT_25,
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HINT_26,
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HINT_30,
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HINT_31,
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HINT_32,
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HINT_33,
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HINT_34,
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HINT_40,
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HINT_50,
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HINT_51,
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HINT_52,
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HINT_53,
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HINT_BOMB_START = 139,
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HINT_60 = 139,
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HINT_61 = 140,
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HINT_BOMB_END = 140,
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HINT_HOSTAGE_START = 141,
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HINT_70 = 141,
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HINT_71,
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HINT_72,
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HINT_73 = 144,
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HINT_HOSTAGE_END = 144,
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HINT_END,
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INGAME_HINT_BEGIN,
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INGAME_HINT_1,
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INGAME_HINT_2,
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INGAME_HINT_END,
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TUTOR_NUM_MESSAGES
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};
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typedef std::map<std::string, TutorMessage *> TutorMessageMap;
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typedef TutorMessageMap::iterator TutorMessageMapIter;
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struct ClientCorpseStruct
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{
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Vector m_position;
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int m_team;
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};
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typedef std::STD_VECTOR<ClientCorpseStruct *> ClientCorpseList;
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typedef ClientCorpseList::iterator ClientCorpseListIter;
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class CCSTutor: public CBaseTutor
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{
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public:
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CCSTutor();
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struct PlayerDeathStruct
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{
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bool m_hasBeenShown;
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TutorMessageEvent *m_event;
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};
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virtual ~CCSTutor();
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virtual void TutorThink(float time);
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virtual void PurgeMessages();
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virtual void CallEventHandler(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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virtual void ShowTutorMessage(TutorMessageEvent *event);
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virtual void HandleShotFired(Vector source, Vector target);
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virtual TutorMessage *GetTutorMessageDefinition(int messageID);
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void CreateAndAddEventToList(TutorMessageID mid, CBaseEntity *entity = NULL, CBaseEntity *other = NULL);
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TutorMessageEvent *CreateTutorMessageEvent(TutorMessageID mid, CBaseEntity *entity = NULL, CBaseEntity *other = NULL);
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void AddToEventList(TutorMessageEvent *event);
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void DeleteEventFromEventList(TutorMessageEvent *event);
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void ClearEventList();
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void ClearCurrentEvent(bool closeWindow = true, bool processDeathsForEvent = true);
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void DeleteEvent(TutorMessageEvent *event);
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bool ShouldShowMessageEvent(TutorMessageEvent *event, float time);
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bool ShouldUpdateCurrentMessage(TutorMessageID messageID);
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void ComputeDisplayTimesForMessage();
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void UpdateCurrentMessage(TutorMessageEvent *event);
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void ConstructMessageAndDisplay();
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void LookupHotKey(TutorMessageID mid, int paramNum, wchar_t *buf, int buflen);
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void CheckForWindowClose(float time);
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void CheckForContentUpdate();
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bool HasCurrentWindowBeenActiveLongEnough(float time);
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void CheckForInterruptingMessageEvent(float time);
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void CheckForInactiveEvents(float time);
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void CancelEvent(TutorMessageID mid);
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void ProcessShownDeathsForEvent(TutorMessageEvent *event);
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void TransferDeathEvents(TutorMessageEvent *oldEvent, TutorMessageEvent *newEvent);
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TutorMessageEvent *GetTutorMessageUpdateEvent();
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bool GetDuplicateMessagesFromEventList(TutorMessageEvent *&event1, TutorMessageEvent *&event2);
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bool IsBombMap();
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bool IsHostageMap();
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public:
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void HandleWeaponFired(CBaseEntity *entity, CBaseEntity *other);
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void HandleWeaponFiredOnEmpty(CBaseEntity *entity, CBaseEntity *other);
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void HandleWeaponReloaded(CBaseEntity *entity, CBaseEntity *other);
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void HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other);
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void HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other);
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void HandleClientCorpseSpawned(CBaseEntity *entity, CBaseEntity *other);
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void HandlePlayerTookDamage(CBaseEntity *entity, CBaseEntity *other);
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void HandlePlayerBlindedByFlashbang(CBaseEntity *entity, CBaseEntity *other);
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void HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other);
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void HandlePlayerLeftBuyZone(CBaseEntity *entity, CBaseEntity *other);
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void HandleBombPlanted(CBaseEntity *entity, CBaseEntity *other);
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void HandleRoundStart(CBaseEntity *entity, CBaseEntity *other);
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void HandleBombDefused(CBaseEntity *entity, CBaseEntity *other);
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void HandleBombExploded(CBaseEntity *entity, CBaseEntity *other);
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void HandleHostageUsed(CBaseEntity *entity, CBaseEntity *other);
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void HandleHostageRescued(CBaseEntity *entity, CBaseEntity *other);
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void HandleHostageDamaged(CBaseEntity *entity, CBaseEntity *other);
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void HandleHostageKilled(CBaseEntity *entity, CBaseEntity *other);
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void HandleAllHostagesRescued(CBaseEntity *entity, CBaseEntity *other);
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void HandleBeingShotAt(CBaseEntity *entity, CBaseEntity *other);
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void HandleRoundDraw(CBaseEntity *entity, CBaseEntity *other);
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void HandleCTWin(CBaseEntity *entity, CBaseEntity *other);
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void HandleTWin(CBaseEntity *entity, CBaseEntity *other);
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void HandleDeathCameraStart(CBaseEntity *entity, CBaseEntity *other);
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void HandleBombDefusing(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioCoverMe(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioYouTakeThePoint(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioHoldThisPosition(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioRegroupTeam(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioFollowMe(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioTakingFire(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioGoGoGo(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioTeamFallBack(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioStickTogetherTeam(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioGetInPositionAndWait(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioStormTheFront(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioReportInTeam(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioAffirmative(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioEnemySpotted(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioNeedBackup(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioSectorClear(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioInPosition(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioReportingIn(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioGetOutOfThere(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioNegative(CBaseEntity *entity, CBaseEntity *other);
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void HandleRadioEnemyDown(CBaseEntity *entity, CBaseEntity *other);
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void HandleBuyMenuOpenned(CBaseEntity *entity, CBaseEntity *other);
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void HandleAutoBuy(CBaseEntity *entity, CBaseEntity *other);
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void HandleNotBuyingAnything(CBaseEntity *entity, CBaseEntity *other);
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void HandleNeedToBuyPrimaryWeapon(CBaseEntity *entity, CBaseEntity *other);
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void HandleNeedToBuyPrimaryAmmo(CBaseEntity *entity, CBaseEntity *other);
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void HandleNeedToBuySecondaryAmmo(CBaseEntity *entity, CBaseEntity *other);
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void HandleNeedToBuyArmor(CBaseEntity *entity, CBaseEntity *other);
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void HandleNeedToBuyDefuseKit(CBaseEntity *entity, CBaseEntity *other);
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void HandleNeedToBuyGrenade(CBaseEntity *entity, CBaseEntity *other);
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void HandleCareerTaskDone(CBaseEntity *entity, CBaseEntity *other);
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void GetNumPlayersAliveOnTeams(int &numT, int &numCT);
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void CheckForBombViewable();
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void CheckForLooseWeaponViewable();
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void CheckForLooseDefuserViewable();
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void CheckForBombsiteViewable();
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TutorMessageID CheckForInBombZone();
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void CheckForHostageViewable();
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void CheckForTimeRunningOut();
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void CheckForAllHostagesDead();
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bool CheckForAllHostagesFollowingSomeone();
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void CheckHintMessages(float time);
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void CheckInGameHintMessages(float time);
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void CheckExamineMessages(float time);
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void CheckForNeedToReload(bool isPassiveCheck = false);
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bool CanLocalPlayerBuyStuff();
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void CheckBuyZoneMessages();
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bool IsBombPlantedInBombsite(CBaseEntity *bombTarget);
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void ReadTutorMessageFile();
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void ApplyPersistentDecay();
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CBaseEntity *GetEntityForMessageID(int messageID, CBaseEntity *last = NULL);
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void ResetPlayerDeathInfo();
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void ConstructRecentDeathsList(TeamName team, char *buf, int buflen, TutorMessageEvent *event);
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#ifdef HOOK_GAMEDLL
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void TutorThink_(float time);
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void PurgeMessages_();
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void CallEventHandler_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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void ShowTutorMessage_(TutorMessageEvent *event);
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void HandleShotFired_(Vector source, Vector target);
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TutorMessage *GetTutorMessageDefinition_(int messageID);
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#endif
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private:
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float m_nextViewableCheckTime;
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TutorMessageMap m_messageMap;
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TutorMessageID m_currentlyShownMessageID;
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float m_currentlyShownMessageCloseTime;
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float m_currentlyShownMessageStartTime;
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float m_currentlyShownMessageMinimumCloseTime;
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TutorMessageEvent *m_currentMessageEvent;
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TutorMessageEvent *m_lastScenarioEvent;
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TutorMessageID m_lastHintShown;
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TutorMessageID m_lastInGameHintShown;
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ClientCorpseList m_clientCorpseList;
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int m_messageTypeMask;
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bool m_haveSpawned;
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PlayerDeathStruct m_playerDeathInfo[MAX_CLIENTS];
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};
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void ParseMessageParameters(char *&messageData, TutorMessage *ret);
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TutorMessage *ConstructTutorMessage(char *&messageData, TutorMessage *defaults);
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void ReadDefaultValues(char *&messageData, TutorMessage *defaults);
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// custom operator
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inline TutorMessageID operator++(TutorMessageID &e, int)
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{
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if (e == TUTOR_NUM_MESSAGES)
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{
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return YOU_FIRED_A_SHOT;
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}
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const int i = static_cast<int>(e);
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return e = static_cast<TutorMessageID>(i + 1);
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}
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#endif // TUTOR_CS_TUTOR_H
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