/* * * 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 extern CBotManager *TheBots; // The manager for Counter-Strike specific bots class CCSBotManager: public CBotManager { public: 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() = 0; // (EXTEND) invoked when a new round begins virtual void StartFrame() = 0; // (EXTEND) called each frame virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) = 0; virtual unsigned int GetPlayerPriority(CBasePlayer *player) const = 0; // return priority of player (0 = max pri) virtual bool IsImportantPlayer(CBasePlayer *player) const = 0; // return true if player is important to scenario (VIP, bomb carrier, etc) public: // the supported game scenarios enum GameScenarioType { SCENARIO_DEATHMATCH, SCENARIO_DEFUSE_BOMB, SCENARIO_RESCUE_HOSTAGES, SCENARIO_ESCORT_VIP }; GameScenarioType GetScenario() const { return m_gameScenario; } // "zones" // depending on the game mode, these are bomb zones, rescue zones, etc. enum { MAX_ZONES = 4 }; // max # of zones in a map enum { MAX_ZONE_NAV_AREAS = 16 }; // max # of nav areas in a zone struct Zone { CBaseEntity *m_entity; // the map entity CNavArea *m_area[MAX_ZONE_NAV_AREAS]; // nav areas that overlap this zone int m_areaCount; Vector m_center; bool m_isLegacy; // if true, use pev->origin and 256 unit radius as zone int m_index; Extent m_extent; }; const Zone *GetZone(int i) const { return &m_zone[i]; } int GetZoneCount() const { return m_zoneCount; } // pick a zone at random and return it const Zone *GetRandomZone() const { if (!m_zoneCount) return NULL; return &m_zone[RANDOM_LONG(0, m_zoneCount - 1)]; } bool IsBombPlanted() const { return m_isBombPlanted; } // returns true if bomb has been planted float GetBombPlantTimestamp() const { return m_bombPlantTimestamp; } // return time bomb was planted bool IsTimeToPlantBomb() const { return (gpGlobals->time >= m_earliestBombPlantTimestamp); } // return true if it's ok to try to plant bomb CBasePlayer *GetBombDefuser() const { return m_bombDefuser; } // return the player currently defusing the bomb, or NULL CBaseEntity *GetLooseBomb() { return m_looseBomb; } // return the bomb if it is loose on the ground CNavArea *GetLooseBombArea() const { return m_looseBombArea; } // return area that bomb is in/near float GetLastSeenEnemyTimestamp() const { return m_lastSeenEnemyTimestamp; } // return the last time anyone has seen an enemy void SetLastSeenEnemyTimestamp() { m_lastSeenEnemyTimestamp = gpGlobals->time; } float GetRoundStartTime() const { return m_roundStartTimestamp; } float GetElapsedRoundTime() const { return gpGlobals->time - m_roundStartTimestamp; } // return the elapsed time since the current round began bool IsDefenseRushing() const { return m_isDefenseRushing; } // returns true if defense team has "decided" to rush this round bool IsRoundOver() const { return m_isRoundOver; } // return true if the round has ended unsigned int GetNavPlace() const { return m_navPlace; } void SetNavPlace(unsigned int place) { m_navPlace = place; } public: GameScenarioType m_gameScenario; // what kind of game are we playing Zone m_zone[MAX_ZONES]; int m_zoneCount; bool m_isBombPlanted; // true if bomb has been planted float m_bombPlantTimestamp; // time bomb was planted float m_earliestBombPlantTimestamp; // don't allow planting until after this time has elapsed CBasePlayer *m_bombDefuser; // the player currently defusing a bomb EHANDLE m_looseBomb; // will be non-NULL if bomb is loose on the ground CNavArea *m_looseBombArea; // area that bomb is is/near bool m_isRoundOver; // true if the round has ended float m_radioMsgTimestamp[24][2]; float m_lastSeenEnemyTimestamp; float m_roundStartTimestamp; // the time when the current round began bool m_isDefenseRushing; // whether defensive team is rushing this round or not unsigned int m_navPlace; CountdownTimer m_respawnTimer; bool m_isRespawnStarted; bool m_canRespawn; bool m_bServerActive; }; inline int OtherTeam(int team) { return (team == TERRORIST) ? CT : TERRORIST; } inline CCSBotManager *TheCSBots() { return reinterpret_cast(TheBots); }