mirror of
https://github.com/rehlds/resemiclip.git
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165 lines
5.1 KiB
C++
165 lines
5.1 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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#pragma once
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class BotProfile;
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// The base bot class from which bots for specific games are derived
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class CBot: public CBasePlayer {
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public:
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virtual void Spawn() = 0;
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// invoked when injured by something
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
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// invoked when killed
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virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
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virtual BOOL IsNetClient() = 0;
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virtual void Think() = 0;
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virtual BOOL IsBot() = 0;
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virtual Vector GetAutoaimVector(float flDelta) = 0;
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// invoked when in contact with a CWeaponBox
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virtual void OnTouchingWeapon(CWeaponBox *box) = 0;
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virtual bool Initialize(const BotProfile *profile) = 0;
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virtual void SpawnBot() = 0;
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// lightweight maintenance, invoked frequently
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virtual void Upkeep() = 0;
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// heavyweight algorithms, invoked less often
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virtual void Update() = 0;
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virtual void Run() = 0;
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virtual void Walk() = 0;
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virtual void Crouch() = 0;
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virtual void StandUp() = 0;
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virtual void MoveForward() = 0;
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virtual void MoveBackward() = 0;
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virtual void StrafeLeft() = 0;
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virtual void StrafeRight() = 0;
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// returns true if jump was started
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#define MUST_JUMP true
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virtual bool Jump(bool mustJump = false) = 0;
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// zero any MoveForward(), Jump(), etc
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virtual void ClearMovement() = 0;
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// Weapon interface
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virtual void UseEnvironment() = 0;
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virtual void PrimaryAttack() = 0;
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virtual void ClearPrimaryAttack() = 0;
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virtual void TogglePrimaryAttack() = 0;
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virtual void SecondaryAttack() = 0;
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virtual void Reload() = 0;
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// invoked when event occurs in the game (some events have NULL entities)
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virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) = 0;
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// return true if we can see the point
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virtual bool IsVisible(const Vector *pos, bool testFOV = false) const = 0;
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// return true if we can see any part of the player
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virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL) const = 0;
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enum VisiblePartType:uint8
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{
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NONE = 0x00,
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CHEST = 0x01,
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HEAD = 0x02,
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LEFT_SIDE = 0x04, // the left side of the object from our point of view (not their left side)
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RIGHT_SIDE = 0x08, // the right side of the object from our point of view (not their right side)
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FEET = 0x10
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};
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// if enemy is visible, return the part we see
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virtual bool IsEnemyPartVisible(VisiblePartType part) const = 0;
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// return true if player is facing towards us
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virtual bool IsPlayerFacingMe(CBasePlayer *other) const = 0;
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// returns true if other player is pointing right at us
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virtual bool IsPlayerLookingAtMe(CBasePlayer *other) const = 0;
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virtual void ExecuteCommand() = 0;
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virtual void SetModel(const char *modelName) = 0;
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public:
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unsigned int GetID() const { return m_id; }
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bool IsRunning() const { return m_isRunning; }
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bool IsCrouching() const { return m_isCrouching; }
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// return time last jump began
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float GetJumpTimestamp() const { return m_jumpTimestamp; }
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// return our personality profile
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const BotProfile *GetProfile() const { return m_profile; }
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public:
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// the "personality" profile of this bot
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const BotProfile *m_profile;
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// unique bot ID
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unsigned int m_id;
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// Think mechanism variables
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float m_flNextBotThink;
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float m_flNextFullBotThink;
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// Command interface variables
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float m_flPreviousCommandTime;
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// run/walk mode
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bool m_isRunning;
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// true if crouching (ducking)
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bool m_isCrouching;
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float m_forwardSpeed;
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float m_strafeSpeed;
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float m_verticalSpeed;
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// bitfield of movement buttons
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unsigned short m_buttonFlags;
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// time when we last began a jump
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float m_jumpTimestamp;
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// the PostureContext represents the current settings of walking and crouching
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struct PostureContext
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{
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bool isRunning;
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bool isCrouching;
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};
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enum { MAX_POSTURE_STACK = 8 };
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PostureContext m_postureStack[MAX_POSTURE_STACK];
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// index of top of stack
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int m_postureStackIndex;
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};
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