mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
6f51a65ae9
Cleanup.
156 lines
6.4 KiB
C++
156 lines
6.4 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 CS_GAMESTATE_H
|
|
#define CS_GAMESTATE_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
class CCSBot;
|
|
|
|
// This class represents the game state as known by a particular bot
|
|
class CSGameState
|
|
{
|
|
public:
|
|
CSGameState() {};
|
|
CSGameState(CCSBot *owner);
|
|
|
|
void Reset(void);
|
|
void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other); // Event handling
|
|
bool IsRoundOver(void) const; // true if round has been won or lost (but not yet reset)
|
|
|
|
// bomb defuse scenario
|
|
enum BombState
|
|
{
|
|
MOVING, // being carried by a Terrorist
|
|
LOOSE, // loose on the ground somewhere
|
|
PLANTED, // planted and ticking
|
|
DEFUSED, // the bomb has been defused
|
|
EXPLODED, // the bomb has exploded
|
|
};
|
|
|
|
bool IsBombMoving(void) const { return (m_bombState == MOVING); }
|
|
bool IsBombLoose(void) const { return (m_bombState == LOOSE); }
|
|
bool IsBombPlanted(void) const { return (m_bombState == PLANTED); }
|
|
bool IsBombDefused(void) const { return (m_bombState == DEFUSED); }
|
|
bool IsBombExploded(void) const { return (m_bombState == EXPLODED); }
|
|
|
|
void UpdateLooseBomb(const Vector *pos); // we see the loose bomb
|
|
float TimeSinceLastSawLooseBomb(void) const; // how long has is been since we saw the loose bomb
|
|
bool IsLooseBombLocationKnown(void) const; // do we know where the loose bomb is
|
|
|
|
void UpdateBomber(const Vector *pos); // we see the bomber
|
|
float TimeSinceLastSawBomber(void) const; // how long has is been since we saw the bomber
|
|
|
|
void UpdatePlantedBomb(const Vector *pos); // we see the planted bomb
|
|
bool IsPlantedBombLocationKnown(void) const; // do we know where the bomb was planted
|
|
void MarkBombsiteAsPlanted(int zoneIndex); // mark bombsite as the location of the planted bomb
|
|
|
|
enum { UNKNOWN = -1 };
|
|
int GetPlantedBombsite(void) const; // return the zone index of the planted bombsite, or UNKNOWN
|
|
bool IsAtPlantedBombsite(void) const; // return true if we are currently in the bombsite where the bomb is planted
|
|
|
|
int GetNextBombsiteToSearch(void); // return the zone index of the next bombsite to search
|
|
bool IsBombsiteClear(int zoneIndex) const; // return true if given bombsite has been cleared
|
|
void ClearBombsite(int zoneIndex); // mark bombsite as clear
|
|
|
|
const Vector *GetBombPosition(void) const; // return where we think the bomb is, or NULL if we don't know
|
|
|
|
// hostage rescue scenario
|
|
CHostage *GetNearestFreeHostage(Vector *knowPos = NULL) const; // return the closest free hostage, and where we think it is (knowPos)
|
|
const Vector *GetRandomFreeHostagePosition(void);
|
|
bool AreAllHostagesBeingRescued(void) const; // return true if there are no free hostages
|
|
bool AreAllHostagesGone(void) const; // all hostages have been rescued or are dead
|
|
void AllHostagesGone(void); // someone told us all the hostages are gone
|
|
bool HaveSomeHostagesBeenTaken(void) const { return m_haveSomeHostagesBeenTaken; } // return true if one or more hostages have been moved by the CT's
|
|
void HostageWasTaken(void) { m_haveSomeHostagesBeenTaken = true; } // someone told us a CT is talking to a hostage
|
|
|
|
CHostage *GetNearestVisibleFreeHostage(void) const;
|
|
|
|
// hostage rescue scenario
|
|
enum ValidateStatusType:uint8
|
|
{
|
|
NO_CHANGE = 0x00,
|
|
HOSTAGE_DIED = 0x01,
|
|
HOSTAGE_GONE = 0x02,
|
|
HOSTAGES_ALL_GONE = 0x04
|
|
};
|
|
ValidateStatusType ValidateHostagePositions(void); // update our knowledge with what we currently see - returns bitflag events
|
|
|
|
#ifndef HOOK_GAMEDLL
|
|
private:
|
|
#endif // HOOK_GAMEDLL
|
|
|
|
CCSBot *m_owner; // who owns this gamestate
|
|
bool m_isRoundOver; // true if round is over, but no yet reset
|
|
|
|
// bomb defuse scenario
|
|
void SetBombState(BombState state);
|
|
BombState GetBombState(void) { return m_bombState; }
|
|
|
|
BombState m_bombState; // what we think the bomb is doing
|
|
|
|
IntervalTimer m_lastSawBomber;
|
|
Vector m_bomberPos;
|
|
|
|
IntervalTimer m_lastSawLooseBomb;
|
|
Vector m_looseBombPos;
|
|
|
|
bool m_isBombsiteClear[4]; // corresponds to zone indices in CCSBotManager
|
|
int m_bombsiteSearchOrder[4]; // randomized order of bombsites to search
|
|
int m_bombsiteCount;
|
|
int m_bombsiteSearchIndex; // the next step in the search
|
|
|
|
int m_plantedBombsite; // zone index of the bombsite where the planted bomb is
|
|
|
|
bool m_isPlantedBombPosKnown; // if true, we know the exact location of the bomb
|
|
Vector m_plantedBombPos;
|
|
|
|
// hostage rescue scenario
|
|
struct HostageInfo
|
|
{
|
|
CHostage *hostage;
|
|
Vector knownPos;
|
|
bool isValid;
|
|
bool isAlive;
|
|
bool isFree; // not being escorted by a CT
|
|
}
|
|
m_hostage[ MAX_HOSTAGES ];
|
|
int m_hostageCount; // number of hostages left in map
|
|
CountdownTimer m_validateInterval;
|
|
NOXREF CBaseEntity *GetNearestHostage(void) const; // return the closest live hostage
|
|
void InitializeHostageInfo(void); // initialize our knowledge of the number and location of hostages
|
|
|
|
bool m_allHostagesRescued; // if true, so every hostages been is rescued
|
|
bool m_haveSomeHostagesBeenTaken; // true if a hostage has been moved by a CT (and we've seen it)
|
|
|
|
};/* size: 348, cachelines: 6, members: 19 */
|
|
|
|
#endif // CS_GAMESTATE_H
|