//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef BOT_UTIL_H #define BOT_UTIL_H #include "convar.h" #include "util.h" //-------------------------------------------------------------------------------------------------------------- enum PriorityType { PRIORITY_LOW, PRIORITY_MEDIUM, PRIORITY_HIGH, PRIORITY_UNINTERRUPTABLE }; extern ConVar cv_bot_traceview; extern ConVar cv_bot_stop; extern ConVar cv_bot_show_nav; extern ConVar cv_bot_walk; extern ConVar cv_bot_difficulty; extern ConVar cv_bot_debug; extern ConVar cv_bot_debug_target; extern ConVar cv_bot_quota; extern ConVar cv_bot_quota_mode; extern ConVar cv_bot_prefix; extern ConVar cv_bot_allow_rogues; extern ConVar cv_bot_allow_pistols; extern ConVar cv_bot_allow_shotguns; extern ConVar cv_bot_allow_sub_machine_guns; extern ConVar cv_bot_allow_rifles; extern ConVar cv_bot_allow_machine_guns; extern ConVar cv_bot_allow_grenades; extern ConVar cv_bot_allow_snipers; extern ConVar cv_bot_allow_shield; extern ConVar cv_bot_join_team; extern ConVar cv_bot_join_after_player; extern ConVar cv_bot_auto_vacate; extern ConVar cv_bot_zombie; extern ConVar cv_bot_defer_to_human_goals; extern ConVar cv_bot_defer_to_human_items; extern ConVar cv_bot_chatter; extern ConVar cv_bot_profile_db; extern ConVar cv_bot_dont_shoot; extern ConVar cv_bot_eco_limit; extern ConVar cv_bot_auto_follow; extern ConVar cv_bot_flipout; #if CS_CONTROLLABLE_BOTS_ENABLED extern ConVar cv_bot_controllable; #endif #define RAD_TO_DEG( deg ) ((deg) * 180.0 / M_PI) #define DEG_TO_RAD( rad ) ((rad) * M_PI / 180.0) #define SIGN( num ) (((num) < 0) ? -1 : 1) #define ABS( num ) (SIGN(num) * (num)) #define CREATE_FAKE_CLIENT ( *g_engfuncs.pfnCreateFakeClient ) #define GET_USERINFO ( *g_engfuncs.pfnGetInfoKeyBuffer ) #define SET_KEY_VALUE ( *g_engfuncs.pfnSetKeyValue ) #define SET_CLIENT_KEY_VALUE ( *g_engfuncs.pfnSetClientKeyValue ) class BotProfile; extern void BotPrecache( void ); extern int UTIL_ClientsInGame( void ); extern bool UTIL_IsNameTaken( const char *name, bool ignoreHumans = false ); ///< return true if given name is already in use by another player #define IS_ALIVE true extern int UTIL_HumansOnTeam( int teamID, bool isAlive = false ); extern int UTIL_BotsInGame( void ); extern bool UTIL_IsTeamAllBots( int team ); extern void UTIL_DrawBeamFromEnt( int iIndex, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue ); extern void UTIL_DrawBeamPoints( Vector vecStart, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue ); extern CBasePlayer *UTIL_GetClosestPlayer( const Vector &pos, float *distance = NULL ); extern CBasePlayer *UTIL_GetClosestPlayer( const Vector &pos, int team, float *distance = NULL ); extern bool UTIL_KickBotFromTeam( int kickTeam, bool bQueue = false ); ///< kick a bot from the given team. If no bot exists on the team, return false, if bQueue is true kick will occur at round restart extern bool UTIL_IsVisibleToTeam( const Vector &spot, int team ); ///< return true if anyone on the given team can see the given spot extern bool UTIL_IsRandomSpawnFarEnoughAwayFromTeam( const Vector &spot, int team ); ///< return true if this spot is far enough away from everyone on specified team defined via /// return true if moving from "start" to "finish" will cross a player's line of fire. extern bool IsCrossingLineOfFire( const Vector &start, const Vector &finish, CBaseEntity *ignore = NULL, int ignoreTeam = 0 ); extern void UTIL_ConstructBotNetName(char *name, int nameLength, const BotProfile *bot); ///< constructs a complete name including prefix /** * Echos text to the console, and prints it on the client's screen. This is NOT tied to the developer cvar. * If you are adding debugging output in cstrike, use UTIL_DPrintf() (debug.h) instead. */ extern void CONSOLE_ECHO( char * pszMsg, ... ); extern void InitBotTrig( void ); extern float BotCOS( float angle ); extern float BotSIN( float angle ); extern void HintMessageToAllPlayers( const char *message ); bool WildcardMatch( const char *query, const char *test ); ///< Performs a simple case-insensitive string comparison, honoring trailing * wildcards //-------------------------------------------------------------------------------------------------------------- /** * Return true if the given entity is valid */ inline bool IsEntityValid( CBaseEntity *entity ) { if (entity == NULL) return false; if (FNullEnt( entity->edict() )) return false; return true; } //-------------------------------------------------------------------------------------------------------------- /** * Given two line segments: startA to endA, and startB to endB, return true if they intesect * and put the intersection point in "result". * Note that this computes the intersection of the 2D (x,y) projection of the line segments. */ inline bool IsIntersecting2D( const Vector &startA, const Vector &endA, const Vector &startB, const Vector &endB, Vector *result = NULL ) { float denom = (endA.x - startA.x) * (endB.y - startB.y) - (endA.y - startA.y) * (endB.x - startB.x); if (denom == 0.0f) { // parallel return false; } float numS = (startA.y - startB.y) * (endB.x - startB.x) - (startA.x - startB.x) * (endB.y - startB.y); if (numS == 0.0f) { // coincident return true; } float numT = (startA.y - startB.y) * (endA.x - startA.x) - (startA.x - startB.x) * (endA.y - startA.y); float s = numS / denom; if (s < 0.0f || s > 1.0f) { // intersection is not within line segment of startA to endA return false; } float t = numT / denom; if (t < 0.0f || t > 1.0f) { // intersection is not within line segment of startB to endB return false; } // compute intesection point if (result) *result = startA + s * (endA - startA); return true; } #endif