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.
117 lines
4.2 KiB
C++
117 lines
4.2 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 TUTOR_BASE_TUTOR_H
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#define TUTOR_BASE_TUTOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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class TutorMessageEvent
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{
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public:
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TutorMessageEvent(int mid, int duplicateID, float time, float lifetime, int priority);
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virtual ~TutorMessageEvent();
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bool IsActive(float time);
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int GetPriority();
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float GetTimeActive(float time);
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void SetActivationTime(float time);
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int GetID();
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int GetDuplicateID();
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void AddParameter(char *str);
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char *GetNextParameter(char *buf, int buflen);
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int GetNumParameters();
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void SetNext(TutorMessageEvent *next);
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TutorMessageEvent *GetNext();
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private:
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int m_messageID;
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int m_duplicateID;
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float m_activationTime;
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float m_lifetime;
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int m_priority;
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int m_numParameters;
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struct TutorMessageEventParam *m_paramList;
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TutorMessageEvent *m_next;
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};
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class CBaseTutor
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{
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public:
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CBaseTutor();
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virtual ~CBaseTutor();
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virtual void TutorThink(float time) = 0;
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virtual void PurgeMessages() = 0;
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virtual void CallEventHandler(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0;
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virtual void ShowTutorMessage(TutorMessageEvent *event) = 0;
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virtual bool IsEntityInViewOfPlayer(CBaseEntity *entity, CBasePlayer *player);
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virtual bool IsBombsiteInViewOfPlayer(CBaseEntity *entity, CBasePlayer *player);
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virtual bool IsEntityInBombsite(CBaseEntity *bombsite, CBaseEntity *entity);
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virtual bool IsPlayerLookingAtPosition(Vector *origin, CBasePlayer *player);
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virtual bool IsPlayerLookingAtEntity(CBaseEntity *entity, CBasePlayer *player);
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virtual void HandleShotFired(Vector source, Vector target) = 0;
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virtual struct TutorMessage *GetTutorMessageDefinition(int messageID) = 0;
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#ifdef HOOK_GAMEDLL
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bool IsEntityInViewOfPlayer_(CBaseEntity *entity, CBasePlayer *player);
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bool IsBombsiteInViewOfPlayer_(CBaseEntity *entity, CBasePlayer *player);
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bool IsEntityInBombsite_(CBaseEntity *bombsite, CBaseEntity *entity);
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bool IsPlayerLookingAtPosition_(Vector *origin, CBasePlayer *player);
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bool IsPlayerLookingAtEntity_(CBaseEntity *entity, CBasePlayer *player);
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#endif
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public:
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void StartFrame(float time);
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void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL);
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void ShotFired(Vector source, Vector target);
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void DisplayMessageToPlayer(CBasePlayer *player, int id, const char *szMessage, TutorMessageEvent *event);
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void DrawLineToEntity(CBasePlayer *player, int entindex, int id);
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void DisplayNewStateDescriptionToPlayer();
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void CloseCurrentWindow();
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void CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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void CalculatePathForObjective(CBaseEntity *player);
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bool DoMessagesHaveSameID(int id1, int id2);
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protected:
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CBaseTutorStateSystem *m_stateSystem;
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TutorMessageEvent *m_eventList;
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float m_deadAirStartTime;
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float m_roundStartTime;
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};
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extern CBaseTutor *TheTutor;
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#endif // TUTOR_BASE_TUTOR_H
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