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