ReGameDLL_CS/regamedll/game_shared/bot/bot_manager.h

106 lines
3.7 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.
*
*/
#pragma once
// STL uses exceptions, but we are not compiling with them - ignore warning
#pragma warning(disable : 4530)
#include <list>
class CNavArea;
class CGrenade;
class ActiveGrenade
{
public:
ActiveGrenade(int weaponID, CGrenade *grenadeEntity);
void OnEntityGone();
void CheckOnEntityGone();
bool IsValid() const;
bool IsEntity(CGrenade *grenade) const { return grenade == m_entity; }
int GetID() const { return m_id; }
const Vector *GetDetonationPosition() const { return &m_detonationPosition; }
const Vector *GetPosition();
private:
int m_id;
EntityHandle<CGrenade> m_entity;
Vector m_detonationPosition;
float m_dieTimestamp;
};
typedef std::list<ActiveGrenade *> ActiveGrenadeList;
class CBotManager
{
public:
CBotManager();
virtual ~CBotManager() {}
virtual void ClientDisconnect(CBasePlayer *pPlayer) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual void ServerActivate() = 0;
virtual void ServerDeactivate() = 0;
virtual void ServerCommand(const char *pcmd) = 0;
virtual void AddServerCommand(const char *cmd) = 0;
virtual void AddServerCommands() = 0;
virtual void RestartRound();
virtual void StartFrame();
// Events are propogated to all bots.
virtual void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr); // Invoked when event occurs in the game (some events have NULL entity).
virtual unsigned int GetPlayerPriority(CBasePlayer *pPlayer) const = 0; // return priority of player (0 = max pri)
#ifdef REGAMEDLL_API
void OnEvent_OrigFunc(GameEventType event, CBaseEntity* pEntity = nullptr, CBaseEntity* pOther = nullptr);
#endif
public:
const char *GetNavMapFilename() const; // return the filename for this map's "nav" file
void AddGrenade(int type, CGrenade *grenade); // add an active grenade to the bot's awareness
void RemoveGrenade(CGrenade *grenade); // the grenade entity in the world is going away
void ValidateActiveGrenades(); // destroy any invalid active grenades
void DestroyAllGrenades();
bool IsLineBlockedBySmoke(const Vector *from, const Vector *to); // return true if line intersects smoke volume
bool IsInsideSmokeCloud(const Vector *pos); // return true if position is inside a smoke cloud
private:
// the list of active grenades the bots are aware of
ActiveGrenadeList m_activeGrenadeList;
};
GameEventType NameToGameEvent(const char *name);