mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
171 lines
5.2 KiB
C++
171 lines
5.2 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 CS_GAMESTATE_H
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#define CS_GAMESTATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CCSBot;
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//class CHostage;
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class CSGameState
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{
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public:
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CSGameState(void);
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CSGameState(CCSBot *owner);
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struct HostageInfo
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{
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CHostage *hostage;
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Vector knownPos;
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bool isValid;
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bool isAlive;
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bool isFree;
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};/* size: 20, cachelines: 1, members: 5 */
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NOBODY void Reset(void);
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// Event handling
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NOBODY void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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// true if round has been won or lost (but not yet reset)
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NOBODY bool IsRoundOver(void) const;
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enum BombState
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{
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MOVING, // being carried by a Terrorist
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LOOSE, // loose on the ground somewhere
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PLANTED, // planted and ticking
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DEFUSED, // the bomb has been defused
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EXPLODED, // the bomb has exploded
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};
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bool IsBombMoving(void) const
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{
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return (m_bombState == MOVING);
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}
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bool IsBombLoose(void) const
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{
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return (m_bombState == LOOSE);
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}
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bool IsBombPlanted(void) const
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{
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return (m_bombState == PLANTED);
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}
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bool IsBombDefused(void) const
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{
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return (m_bombState == DEFUSED);
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}
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bool IsBombExploded(void) const
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{
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return (m_bombState == EXPLODED);
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}
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// we see the loose bomb
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NOBODY void UpdateLooseBomb(const Vector *pos);
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// how long has is been since we saw the loose bomb
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NOBODY float TimeSinceLastSawLooseBomb(void) const;
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// do we know where the loose bomb is
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NOBODY bool IsLooseBombLocationKnown(void) const;
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// we see the bomber
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NOBODY void UpdateBomber(const Vector *pos);
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// how long has is been since we saw the bomber
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NOBODY float TimeSinceLastSawBomber(void) const;
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// we see the planted bomb
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NOBODY void UpdatePlantedBomb(const Vector *pos);
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// do we know where the bomb was planted
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NOBODY bool IsPlantedBombLocationKnown(void) const;
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// mark bombsite as the location of the planted bomb
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NOBODY void MarkBombsiteAsPlanted(int zoneIndex);
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enum { UNKNOWN = -1 };
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// return the zone index of the planted bombsite, or UNKNOWN
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NOBODY int GetPlantedBombsite(void) const;
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// return true if we are currently in the bombsite where the bomb is planted
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NOBODY bool IsAtPlantedBombsite(void) const;
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// return the zone index of the next bombsite to search
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NOBODY int GetNextBombsiteToSearch(void);
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// return true if given bombsite has been cleared
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NOBODY bool IsBombsiteClear(int zoneIndex) const;
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// mark bombsite as clear
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NOBODY void ClearBombsite(int zoneIndex);
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// return where we think the bomb is, or NULL if we don't know
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NOBODY const Vector *GetBombPosition(void) const;
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NOBODY CHostage *GetNearestFreeHostage(Vector *knowPos);
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NOBODY const Vector *GetRandomFreeHostagePosition(void);
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NOBODY bool AreAllHostagesBeingRescued(void);
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NOBODY bool AreAllHostagesGone(void);
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NOBODY void AllHostagesGone(void);
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bool HaveSomeHostagesBeenTaken(void)
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{
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return m_haveSomeHostagesBeenTaken;
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}
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void HostageWasTaken(void)
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{
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m_haveSomeHostagesBeenTaken = true;
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}
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NOBODY CHostage *GetNearestVisibleFreeHostage(void);
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NOBODY unsigned char ValidateHostagePositions(void);
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NOBODY void SetBombState(BombState state);
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BombState GetBombState(void)
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{
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return m_bombState;
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}
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CBaseEntity *GetNearestHostage(void)
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{
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UNTESTED
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// TODO: Not implemented
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//CHostage *pHostage = g_pHostages->GetClosestHostage(m_owner->pev->origin);
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//return GetClassPtr((CHostage *)pHostage->pev);
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}
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NOBODY void InitializeHostageInfo(void);
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private:
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CCSBot *m_owner;
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bool m_isRoundOver;
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BombState m_bombState;
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IntervalTimer m_lastSawBomber;
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Vector m_bomberPos;
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IntervalTimer m_lastSawLooseBomb;
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Vector m_looseBombPos;
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bool m_isBombsiteClear[4];
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int m_bombsiteSearchOrder[4];
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int m_bombsiteCount;
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int m_bombsiteSearchIndex;
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int m_plantedBombsite;
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bool m_isPlantedBombPosKnown;
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Vector m_plantedBombPos;
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struct HostageInfo m_hostage[12];
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int m_hostageCount;
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CountdownTimer m_validateInterval;
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bool m_allHostagesRescued;
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bool m_haveSomeHostagesBeenTaken;
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};/* size: 348, cachelines: 6, members: 19 */
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#endif // CS_GAMESTATE_H
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