Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#ifndef BASE_CONTROL_H
#define BASE_CONTROL_H
#pragma warning( disable : 4530 ) // STL uses exceptions, but we are not compiling with them - ignore warning
extern float g_BotUpkeepInterval; ///< duration between bot upkeeps
extern float g_BotUpdateInterval; ///< duration between bot updates
const int g_BotUpdateSkipCount = 2; ///< number of upkeep periods to skip update
class CNavArea;
//--------------------------------------------------------------------------------------------------------------
class CBaseGrenade;
/**
* An ActiveGrenade is a representation of a grenade in the world * NOTE: Currently only used for smoke grenade line-of-sight testing * @todo Use system allow bots to avoid HE and Flashbangs */ class ActiveGrenade { public: ActiveGrenade( CBaseGrenade *grenadeEntity );
void OnEntityGone( void ); ///< called when the grenade in the world goes away
void Update( void ); ///< called every frame
bool IsValid( void ) const ; ///< return true if this grenade is valid
bool IsEntity( CBaseGrenade *grenade ) const { return (grenade == m_entity) ? true : false; } CBaseGrenade *GetEntity( void ) const { return m_entity; }
const Vector &GetDetonationPosition( void ) const { return m_detonationPosition; } const Vector &GetPosition( void ) const; bool IsSmoke( void ) const { return m_isSmoke; } bool IsFlashbang( void ) const { return m_isFlashbang; } bool IsMolotov( void ) const { return m_isMolotov; } bool IsDecoy( void ) const { return m_isDecoy; } bool IsSensor( void ) const { return m_isSensor; } CBaseGrenade *GetGrenade( void ) { return m_entity; } float GetRadius( void ) const { return m_radius; } void SetRadius( float radius ) { m_radius = radius; }
private: CBaseGrenade *m_entity; ///< the entity
Vector m_detonationPosition; ///< the location where the grenade detonated (smoke)
float m_dieTimestamp; ///< time this should go away after m_entity is NULL
bool m_isSmoke; ///< true if this is a smoke grenade
bool m_isFlashbang; ///< true if this is a flashbang grenade
bool m_isMolotov; ///< true if this is a molotov grenade
bool m_isDecoy; ///< true if this is a decoy grenade
bool m_isSensor; ///< true if this is a sensor grenade
float m_radius; };
typedef CUtlLinkedList<ActiveGrenade *> ActiveGrenadeList;
//--------------------------------------------------------------------------------------------------------------
/**
* This class manages all active bots, propagating events to them and updating them. */ class CBotManager { public: CBotManager(); virtual ~CBotManager();
CBasePlayer *AllocateAndBindBotEntity( edict_t *ed ); ///< allocate the appropriate entity for the bot and bind it to the given edict
virtual CBasePlayer *AllocateBotEntity( void ) = 0; ///< factory method to allocate the appropriate entity for the bot
virtual void ClientDisconnect( CBaseEntity *entity ) = 0; virtual bool ClientCommand( CBasePlayer *player, const CCommand &args ) = 0;
virtual void ServerActivate( void ) = 0; virtual void ServerDeactivate( void ) = 0; virtual bool ServerCommand( const char * pcmd ) = 0;
virtual void RestartRound( void ); ///< (EXTEND) invoked when a new round begins
virtual void StartFrame( void ); ///< (EXTEND) called each frame
virtual unsigned int GetPlayerPriority( CBasePlayer *player ) const = 0; ///< return priority of player (0 = max pri)
void AddGrenade( CBaseGrenade *grenade ); ///< add an active grenade to the bot's awareness
void RemoveGrenade( CBaseGrenade *grenade ); ///< the grenade entity in the world is going away
void SetGrenadeRadius( CBaseGrenade *grenade, float radius ); ///< the radius of the grenade entity (or associated smoke cloud)
void ValidateActiveGrenades( void ); ///< destroy any invalid active grenades
void DestroyAllGrenades( void ); bool IsLineBlockedBySmoke( const Vector &from, const Vector &to, float grenadeBloat = 1.0f ); ///< return true if line intersects smoke volume, with grenade radius increased by the grenadeBloat factor
bool IsInsideSmokeCloud( const Vector *pos, float radius ); ///< return true if sphere at position overlaps a smoke cloud
//
// Invoke functor on all active grenades.
// If any functor call return false, return false. Otherwise, return true.
//
template < typename T > bool ForEachGrenade( T &func ) { int it = m_activeGrenadeList.Head();
while( it != m_activeGrenadeList.InvalidIndex() ) { ActiveGrenade *ag = m_activeGrenadeList[ it ];
int current = it; it = m_activeGrenadeList.Next( it );
// lazy validation
if (!ag->IsValid()) { m_activeGrenadeList.Remove( current ); delete ag; continue; } else { if (func( ag ) == false) { return false; } } }
return true; }
enum { MAX_DBG_MSG_SIZE = 1024 }; struct DebugMessage { char m_string[ MAX_DBG_MSG_SIZE ]; IntervalTimer m_age; };
// debug message history -------------------------------------------------------------------------------
int GetDebugMessageCount( void ) const; ///< get number of debug messages in history
const DebugMessage *GetDebugMessage( int which = 0 ) const; ///< return the debug message emitted by the bot (0 = most recent)
void ClearDebugMessages( void ); void AddDebugMessage( const char *msg );
ActiveGrenadeList m_activeGrenadeList;///< the list of active grenades the bots are aware of
private:
enum { MAX_DBG_MSGS = 6 }; DebugMessage m_debugMessage[ MAX_DBG_MSGS ]; ///< debug message history
int m_debugMessageCount; int m_currentDebugMessage;
IntervalTimer m_frameTimer; ///< for measuring each frame's duration
};
inline CBasePlayer *CBotManager::AllocateAndBindBotEntity( edict_t *ed ) { CBasePlayer::s_PlayerEdict = ed; return AllocateBotEntity(); }
inline int CBotManager::GetDebugMessageCount( void ) const { return m_debugMessageCount; }
inline const CBotManager::DebugMessage *CBotManager::GetDebugMessage( int which ) const { if (which >= m_debugMessageCount) return NULL;
int i = m_currentDebugMessage - which; if (i < 0) i += MAX_DBG_MSGS;
return &m_debugMessage[ i ]; }
// global singleton to create and control bots
extern CBotManager *TheBots;
#endif
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