/* * * 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 class CNavArea; class CGrenade; class ActiveGrenade { public: int m_id; CGrenade *m_entity; Vector m_detonationPosition; float m_dieTimestamp; }; typedef std::list ActiveGrenadeList; class CBotManager { public: 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() = 0; virtual void StartFrame() = 0; // Events are propogated to all bots. virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) = 0; // Invoked when event occurs in the game (some events have NULL entity). virtual unsigned int GetPlayerPriority(CBasePlayer *player) const = 0; // return priority of player (0 = max pri) public: // the list of active grenades the bots are aware of ActiveGrenadeList m_activeGrenadeList; };