mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
25f425801a
Removed project bzip2. CZero: Fix crashing of HostageEscapeState.
115 lines
3.9 KiB
C++
115 lines
3.9 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 BOT_MANAGER_H
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#define BOT_MANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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// STL uses exceptions, but we are not compiling with them - ignore warning
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#pragma warning(disable : 4530)
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#include <list>
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class CNavArea;
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class CGrenade;
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class ActiveGrenade
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{
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public:
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ActiveGrenade(int weaponID, CGrenade *grenadeEntity);
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void OnEntityGone();
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bool IsValid() const;
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bool IsEntity(CGrenade *grenade) const { return (grenade == m_entity) ? true : false; }
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int GetID() const { return m_id; }
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const Vector *GetDetonationPosition() const { return &m_detonationPosition; }
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const Vector *GetPosition() const;
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private:
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int m_id;
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CGrenade *m_entity;
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Vector m_detonationPosition;
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float m_dieTimestamp;
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};
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typedef std::STD_LIST<ActiveGrenade *> ActiveGrenadeList;
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class CBotManager
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{
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public:
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CBotManager();
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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();
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virtual void StartFrame();
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// Events are propogated to all bots.
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virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL); // Invoked when event occurs in the game (some events have NULL entity).
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virtual unsigned int GetPlayerPriority(CBasePlayer *player) const = 0; // return priority of player (0 = max pri)
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public:
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const char *GetNavMapFilename() const; // return the filename for this map's "nav" file
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void AddGrenade(int type, CGrenade *grenade); // add an active grenade to the bot's awareness
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void RemoveGrenade(CGrenade *grenade); // the grenade entity in the world is going away
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NOXREF void ValidateActiveGrenades(); // destroy any invalid active grenades
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void DestroyAllGrenades();
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bool IsLineBlockedBySmoke(const Vector *from, const Vector *to); // return true if line intersects smoke volume
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bool IsInsideSmokeCloud(const Vector *pos); // return true if position is inside a smoke cloud
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#ifdef HOOK_GAMEDLL
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void RestartRound_();
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void StartFrame_();
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void OnEvent_(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL);
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#endif // HOOK_GAMEDLL
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private:
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// the list of active grenades the bots are aware of
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ActiveGrenadeList m_activeGrenadeList;
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};
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GameEventType NameToGameEvent(const char *name);
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#endif // BOT_MANAGER_H
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