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777 lines
19 KiB
777 lines
19 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Encapsulation of the current scenario/game state. Allows each bot imperfect knowledge.
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth ([email protected]), 2003
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#include "cbase.h"
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#include "keyvalues.h"
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#include "cs_bot.h"
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#include "cs_gamestate.h"
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#include "cs_simple_hostage.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//--------------------------------------------------------------------------------------------------------------
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CSGameState::CSGameState( CCSBot *owner )
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{
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m_owner = owner;
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m_isRoundOver = false;
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m_bombState = MOVING;
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m_lastSawBomber.Invalidate();
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m_lastSawLooseBomb.Invalidate();
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m_isPlantedBombPosKnown = false;
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m_plantedBombsite = UNKNOWN;
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m_bombsiteCount = 0;
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m_bombsiteSearchIndex = 0;
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for( int i=0; i<MAX_HOSTAGES; ++i )
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{
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m_hostage[i].hostage = NULL;
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m_hostage[i].isValid = false;
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m_hostage[i].isAlive = false;
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m_hostage[i].isFree = true;
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m_hostage[i].knownPos = Vector( 0, 0, 0 );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Reset at round start
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*/
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void CSGameState::Reset( void )
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{
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m_isRoundOver = false;
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// bomb -----------------------------------------------------------------------
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if ( !CSGameRules()->IsPlayingCoopGuardian() )
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{
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m_lastSawLooseBomb.Invalidate();
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m_bombState = MOVING;
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}
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m_lastSawBomber.Invalidate();
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m_isPlantedBombPosKnown = false;
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m_plantedBombsite = UNKNOWN;
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m_bombsiteCount = TheCSBots()->GetZoneCount();
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int i;
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for( i=0; i<m_bombsiteCount; ++i )
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{
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m_isBombsiteClear[i] = false;
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m_bombsiteSearchOrder[i] = i;
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}
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// shuffle the bombsite search order
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// allows T's to plant at random site, and TEAM_CT's to search in a random order
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// NOTE: VS6 std::random_shuffle() doesn't work well with an array of two elements (most maps)
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for( i=0; i < m_bombsiteCount; ++i )
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{
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int swap = m_bombsiteSearchOrder[i];
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int rnd = RandomInt( i, m_bombsiteCount-1 );
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m_bombsiteSearchOrder[i] = m_bombsiteSearchOrder[ rnd ];
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m_bombsiteSearchOrder[ rnd ] = swap;
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}
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m_bombsiteSearchIndex = 0;
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// hostage ---------------------------------------------------------------------
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InitializeHostageInfo();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Update game state based on events we have received
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*/
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void CSGameState::OnHostageRescuedAll( IGameEvent *event )
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{
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m_allHostagesRescued = true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Update game state based on events we have received
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*/
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void CSGameState::OnRoundEnd( IGameEvent *event )
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{
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m_isRoundOver = true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Update game state based on events we have received
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*/
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void CSGameState::OnRoundStart( IGameEvent *event )
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{
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Reset();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Update game state based on events we have received
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*/
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void CSGameState::OnBombPlanted( IGameEvent *event )
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{
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// change state - the event is announced to everyone
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SetBombState( PLANTED );
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CBasePlayer *plantingPlayer = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
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// Terrorists always know where the bomb is
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if (m_owner->GetTeamNumber() == TEAM_TERRORIST && plantingPlayer)
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{
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UpdatePlantedBomb( plantingPlayer->GetAbsOrigin() );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Update game state based on events we have received
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*/
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void CSGameState::OnBombDefused( IGameEvent *event )
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{
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// change state - the event is announced to everyone
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SetBombState( DEFUSED );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Update game state based on events we have received
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*/
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void CSGameState::OnBombExploded( IGameEvent *event )
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{
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// change state - the event is announced to everyone
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SetBombState( EXPLODED );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* True if round has been won or lost (but not yet reset)
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*/
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bool CSGameState::IsRoundOver( void ) const
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{
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return m_isRoundOver;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CSGameState::SetBombState( BombState state )
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{
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// if state changed, reset "last seen" timestamps
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if (m_bombState != state)
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{
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m_bombState = state;
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CSGameState::UpdateLooseBomb( const Vector &pos )
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{
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m_looseBombPos = pos;
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m_lastSawLooseBomb.Reset();
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// we saw the loose bomb, update our state
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SetBombState( LOOSE );
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}
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//--------------------------------------------------------------------------------------------------------------
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float CSGameState::TimeSinceLastSawLooseBomb( void ) const
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{
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return m_lastSawLooseBomb.GetElapsedTime();
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}
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//--------------------------------------------------------------------------------------------------------------
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bool CSGameState::IsLooseBombLocationKnown( void ) const
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{
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if ( CSGameRules()->IsPlayingCoopGuardian() )
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return true;
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if (m_bombState != LOOSE)
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return false;
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return (m_lastSawLooseBomb.HasStarted()) ? true : false;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CSGameState::UpdateBomber( const Vector &pos )
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{
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m_bomberPos = pos;
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m_lastSawBomber.Reset();
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// we saw the bomber, update our state
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SetBombState( MOVING );
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}
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//--------------------------------------------------------------------------------------------------------------
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float CSGameState::TimeSinceLastSawBomber( void ) const
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{
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return m_lastSawBomber.GetElapsedTime();
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}
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//--------------------------------------------------------------------------------------------------------------
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bool CSGameState::IsPlantedBombLocationKnown( void ) const
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{
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if (m_bombState != PLANTED)
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return false;
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return m_isPlantedBombPosKnown;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return the zone index of the planted bombsite, or UNKNOWN
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*/
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int CSGameState::GetPlantedBombsite( void ) const
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{
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if (m_bombState != PLANTED)
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return UNKNOWN;
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return m_plantedBombsite;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we are currently in the bombsite where the bomb is planted
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*/
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bool CSGameState::IsAtPlantedBombsite( void ) const
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{
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if (m_bombState != PLANTED)
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return false;
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Vector myOrigin = GetCentroid( m_owner );
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const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone( myOrigin );
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if (zone)
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{
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return (m_plantedBombsite == zone->m_index);
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return the zone index of the next bombsite to search
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*/
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int CSGameState::GetNextBombsiteToSearch( void )
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{
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if (m_bombsiteCount <= 0)
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return 0;
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int i;
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// return next non-cleared bombsite index
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for( i=m_bombsiteSearchIndex; i<m_bombsiteCount; ++i )
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{
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int z = m_bombsiteSearchOrder[i];
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if (!m_isBombsiteClear[z])
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{
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m_bombsiteSearchIndex = i;
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return z;
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}
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}
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// all the bombsites are clear, someone must have been mistaken - start search over
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for( i=0; i<m_bombsiteCount; ++i )
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m_isBombsiteClear[i] = false;
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m_bombsiteSearchIndex = 0;
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return GetNextBombsiteToSearch();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns position of bomb in its various states (moving, loose, planted),
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* or NULL if we don't know where the bomb is
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*/
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const Vector *CSGameState::GetBombPosition( void ) const
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{
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switch( m_bombState )
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{
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case MOVING:
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{
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if (!m_lastSawBomber.HasStarted())
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return NULL;
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return &m_bomberPos;
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}
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case LOOSE:
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{
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if (IsLooseBombLocationKnown())
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return &m_looseBombPos;
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return NULL;
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}
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case PLANTED:
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{
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if (IsPlantedBombLocationKnown())
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return &m_plantedBombPos;
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return NULL;
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}
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}
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return NULL;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* We see the planted bomb at 'pos'
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*/
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void CSGameState::UpdatePlantedBomb( const Vector &pos )
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{
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const CCSBotManager::Zone *zone = TheCSBots()->GetClosestZone( pos );
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if (zone == NULL)
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{
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CONSOLE_ECHO( "ERROR: Bomb planted outside of a zone!\n" );
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m_plantedBombsite = UNKNOWN;
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}
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else
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{
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m_plantedBombsite = zone->m_index;
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}
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m_plantedBombPos = pos;
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// add an epsilon to handle bomb origin slightly embedded in a model/world
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m_plantedBombPos.z += 1.0f;
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m_isPlantedBombPosKnown = true;
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SetBombState( PLANTED );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Someone told us where the bomb is planted
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*/
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void CSGameState::MarkBombsiteAsPlanted( int zoneIndex )
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{
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m_plantedBombsite = zoneIndex;
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SetBombState( PLANTED );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Someone told us a bombsite is clear
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*/
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void CSGameState::ClearBombsite( int zoneIndex )
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{
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if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount)
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m_isBombsiteClear[ zoneIndex ] = true;
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}
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//--------------------------------------------------------------------------------------------------------------
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bool CSGameState::IsBombsiteClear( int zoneIndex ) const
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{
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if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount)
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return m_isBombsiteClear[ zoneIndex ];
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Initialize our knowledge of the number and location of hostages
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*/
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void CSGameState::InitializeHostageInfo( void )
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{
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m_hostageCount = 0;
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m_allHostagesRescued = false;
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m_haveSomeHostagesBeenTaken = false;
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for( int i=0; i<g_Hostages.Count(); ++i )
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{
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m_hostage[ m_hostageCount ].hostage = g_Hostages[i];
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m_hostage[ m_hostageCount ].knownPos = g_Hostages[i]->GetAbsOrigin();
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m_hostage[ m_hostageCount ].isValid = true;
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m_hostage[ m_hostageCount ].isAlive = true;
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m_hostage[ m_hostageCount ].isFree = true;
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++m_hostageCount;
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return the closest free and live hostage
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* If we are a CT this information is perfect.
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* Otherwise, this is based on our individual memory of the game state.
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* If NULL is returned, we don't think there are any hostages left, or we dont know where they are.
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* NOTE: a T can remember a hostage who has died. knowPos will be filled in, but NULL will be
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* returned, since CHostages get deleted when they die.
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*/
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CHostage *CSGameState::GetNearestFreeHostage( Vector *knowPos ) const
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{
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if (m_owner == NULL)
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return NULL;
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CNavArea *startArea = m_owner->GetLastKnownArea();
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if (startArea == NULL)
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return NULL;
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CHostage *close = NULL;
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Vector closePos( 0, 0, 0 );
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float closeDistance = 9999999999.9f;
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for( int i=0; i<m_hostageCount; ++i )
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{
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CHostage *hostage = m_hostage[i].hostage;
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Vector hostagePos;
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if (m_owner->GetTeamNumber() == TEAM_CT)
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{
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// we know exactly where the hostages are, and if they are alive
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if (!m_hostage[i].hostage || !m_hostage[i].hostage->IsValid())
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continue;
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if (m_hostage[i].hostage->IsFollowingSomeone())
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continue;
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hostagePos = m_hostage[i].hostage->GetAbsOrigin();
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}
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else
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{
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// use our memory of where we think the hostages are
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if (m_hostage[i].isValid == false)
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continue;
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hostagePos = m_hostage[i].knownPos;
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}
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CNavArea *hostageArea = TheNavMesh->GetNearestNavArea( hostagePos );
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if (hostageArea)
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{
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ShortestPathCost cost;
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float travelDistance = NavAreaTravelDistance( startArea, hostageArea, cost );
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if (travelDistance >= 0.0f && travelDistance < closeDistance)
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{
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closeDistance = travelDistance;
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closePos = hostagePos;
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close = hostage;
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}
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}
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}
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// return where we think the hostage is
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if (knowPos && close)
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*knowPos = closePos;
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return close;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return the location of a "free" hostage, or NULL if we dont know of any
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*/
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const Vector *CSGameState::GetRandomFreeHostagePosition( void ) const
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{
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if (m_owner == NULL)
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return NULL;
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static Vector freePos[ MAX_HOSTAGES ];
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int freeCount = 0;
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for( int i=0; i<m_hostageCount; ++i )
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{
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const HostageInfo *info = &m_hostage[i];
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if (m_owner->GetTeamNumber() == TEAM_CT)
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{
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// we know exactly where the hostages are, and if they are alive
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if (!info->hostage || !info->hostage->IsAlive())
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continue;
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// escorted hostages are not "free"
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if (info->hostage->IsFollowingSomeone())
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continue;
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freePos[ freeCount++ ] = info->hostage->GetAbsOrigin();
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}
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else
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{
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// use our memory of where we think the hostages are
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if (info->isValid == false)
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continue;
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freePos[ freeCount++ ] = info->knownPos;
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}
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}
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if (freeCount)
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{
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return &freePos[ RandomInt( 0, freeCount-1 ) ];
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}
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return NULL;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* If we can see any of the positions where we think a hostage is, validate it
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* Return status of any changes (a hostage died or was moved)
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*/
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unsigned char CSGameState::ValidateHostagePositions( void )
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{
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// limit how often we validate
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if (!m_validateInterval.IsElapsed())
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return NO_CHANGE;
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const float validateInterval = 0.5f;
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m_validateInterval.Start( validateInterval );
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// check the status of hostages
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unsigned char status = NO_CHANGE;
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int i;
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int startValidCount = 0;
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for( i=0; i<m_hostageCount; ++i )
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if (m_hostage[i].isValid)
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++startValidCount;
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for( i=0; i<m_hostageCount; ++i )
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{
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HostageInfo *info = &m_hostage[i];
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if (!info->hostage )
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continue;
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// if we can see a hostage, update our knowledge of it
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Vector pos = info->hostage->GetAbsOrigin() + Vector( 0, 0, HalfHumanHeight );
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if (m_owner->IsVisible( pos, CHECK_FOV ))
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{
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if (info->hostage->IsAlive())
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{
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// live hostage
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// if hostage is being escorted by a CT, we don't "see" it, we see the CT
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if (info->hostage->IsFollowingSomeone())
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{
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info->isValid = false;
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}
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else
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{
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info->knownPos = info->hostage->GetAbsOrigin();
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info->isValid = true;
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}
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}
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else
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{
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// dead hostage
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// if we thought it was alive, this is news to us
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if (info->isAlive)
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status |= HOSTAGE_DIED;
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info->isAlive = false;
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info->isValid = false;
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}
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continue;
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}
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// if we dont know where this hostage is, nothing to validate
|
|
if (!info->isValid)
|
|
continue;
|
|
|
|
// can't directly see this hostage
|
|
// check line of sight to where we think this hostage is, to see if we noticed that is has moved
|
|
pos = info->knownPos + Vector( 0, 0, HalfHumanHeight );
|
|
if (m_owner->IsVisible( pos, CHECK_FOV ))
|
|
{
|
|
// we can see where we thought the hostage was - verify it is still there and alive
|
|
|
|
if (!info->hostage->IsValid())
|
|
{
|
|
// since we have line of sight to an invalid hostage, it must be dead
|
|
// discovered that hostage has been killed
|
|
status |= HOSTAGE_DIED;
|
|
info->isAlive = false;
|
|
info->isValid = false;
|
|
continue;
|
|
}
|
|
|
|
if (info->hostage->IsFollowingSomeone())
|
|
{
|
|
// discovered the hostage has been taken
|
|
status |= HOSTAGE_GONE;
|
|
info->isValid = false;
|
|
continue;
|
|
}
|
|
|
|
const float tolerance = 50.0f;
|
|
if ((info->hostage->GetAbsOrigin() - info->knownPos).IsLengthGreaterThan( tolerance ))
|
|
{
|
|
// discovered that hostage has been moved
|
|
status |= HOSTAGE_GONE;
|
|
info->isValid = false;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
int endValidCount = 0;
|
|
for( i=0; i<m_hostageCount; ++i )
|
|
if (m_hostage[i].isValid)
|
|
++endValidCount;
|
|
|
|
if (endValidCount == 0 && startValidCount > 0)
|
|
{
|
|
// we discovered all the hostages are gone
|
|
status &= ~HOSTAGE_GONE;
|
|
status |= HOSTAGES_ALL_GONE;
|
|
}
|
|
|
|
return status;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return the nearest visible free hostage
|
|
* Since we can actually see any hostage we return, we know its actual position
|
|
*/
|
|
CHostage *CSGameState::GetNearestVisibleFreeHostage( void ) const
|
|
{
|
|
CHostage *close = NULL;
|
|
float closeRangeSq = 999999999.9f;
|
|
float rangeSq;
|
|
|
|
Vector pos;
|
|
Vector myOrigin = GetCentroid( m_owner );
|
|
|
|
for( int i=0; i<m_hostageCount; ++i )
|
|
{
|
|
const HostageInfo *info = &m_hostage[i];
|
|
|
|
if ( !info->hostage )
|
|
continue;
|
|
|
|
// if the hostage is dead or rescued, its not free
|
|
if (!info->hostage->IsAlive())
|
|
continue;
|
|
|
|
// if this hostage is following someone, its not free
|
|
if (info->hostage->IsFollowingSomeone())
|
|
continue;
|
|
|
|
/// @todo Use travel distance here
|
|
pos = info->hostage->GetAbsOrigin();
|
|
rangeSq = (pos - myOrigin).LengthSqr();
|
|
|
|
if (rangeSq < closeRangeSq)
|
|
{
|
|
if (!m_owner->IsVisible( pos ))
|
|
continue;
|
|
|
|
close = info->hostage;
|
|
closeRangeSq = rangeSq;
|
|
}
|
|
}
|
|
|
|
return close;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return true if there are no free hostages
|
|
*/
|
|
bool CSGameState::AreAllHostagesBeingRescued( void ) const
|
|
{
|
|
// if the hostages have all been rescued, they are not being rescued any longer
|
|
if (m_allHostagesRescued)
|
|
return false;
|
|
|
|
bool isAllDead = true;
|
|
|
|
for( int i=0; i<m_hostageCount; ++i )
|
|
{
|
|
const HostageInfo *info = &m_hostage[i];
|
|
|
|
if (m_owner->GetTeamNumber() == TEAM_CT)
|
|
{
|
|
// CT's have perfect knowledge via their radar
|
|
if (info->hostage && info->hostage->IsValid())
|
|
{
|
|
if (!info->hostage->IsFollowingSomeone())
|
|
return false;
|
|
|
|
isAllDead = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (info->isValid && info->isAlive)
|
|
return false;
|
|
|
|
if (info->isAlive)
|
|
isAllDead = false;
|
|
}
|
|
}
|
|
|
|
// if all of the remaining hostages are dead, they arent being rescued
|
|
if (isAllDead)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* All hostages have been rescued or are dead
|
|
*/
|
|
bool CSGameState::AreAllHostagesGone( void ) const
|
|
{
|
|
if (m_allHostagesRescued)
|
|
return true;
|
|
|
|
// do we know that all the hostages are dead
|
|
for( int i=0; i<m_hostageCount; ++i )
|
|
{
|
|
const HostageInfo *info = &m_hostage[i];
|
|
|
|
if (m_owner->GetTeamNumber() == TEAM_CT)
|
|
{
|
|
// CT's have perfect knowledge via their radar
|
|
if (info->hostage && info->hostage->IsAlive())
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (info->isValid && info->isAlive)
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Someone told us all the hostages are gone
|
|
*/
|
|
void CSGameState::AllHostagesGone( void )
|
|
{
|
|
for( int i=0; i<m_hostageCount; ++i )
|
|
m_hostage[i].isValid = false;
|
|
}
|
|
|