Team Fortress 2 Source Code as on 22/4/2020
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// NextBotCombatCharacter.h
// Next generation bot system
// Author: Michael Booth, April 2005
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _NEXT_BOT_H_
#define _NEXT_BOT_H_
#include "NextBotInterface.h"
#include "NextBotManager.h"
#ifdef TERROR
#include "player_lagcompensation.h"
#endif
class NextBotCombatCharacter;
struct animevent_t;
extern ConVar NextBotStop;
//----------------------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------------------------
/**
* A Next Bot derived from CBaseCombatCharacter
*/
class NextBotCombatCharacter : public CBaseCombatCharacter, public INextBot
{
public:
DECLARE_CLASS( NextBotCombatCharacter, CBaseCombatCharacter );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
NextBotCombatCharacter( void );
virtual ~NextBotCombatCharacter() { }
virtual void Spawn( void );
virtual Vector EyePosition( void );
virtual INextBot *MyNextBotPointer( void ) { return this; }
// Event hooks into NextBot system ---------------------------------------
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual void HandleAnimEvent( animevent_t *event );
virtual void OnNavAreaChanged( CNavArea *enteredArea, CNavArea *leftArea ); // invoked (by UpdateLastKnownArea) when we enter a new nav area (or it is reset to NULL)
virtual void Touch( CBaseEntity *other );
virtual void SetModel( const char *szModelName );
virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
virtual void Ignite( float flFlameLifetime, CBaseEntity *pAttacker );
//------------------------------------------------------------------------
virtual bool IsUseableEntity( CBaseEntity *entity, unsigned int requiredCaps = 0 );
void UseEntity( CBaseEntity *entity, USE_TYPE useType = USE_TOGGLE );
// Implement this if you use MOVETYPE_CUSTOM
virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity );
virtual bool BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector );
// hook to INextBot update
void DoThink( void );
// expose to public
int GetLastHitGroup( void ) const; // where on our body were we injured last
virtual bool IsAreaTraversable( const CNavArea *area ) const; // return true if we can use the given area
virtual CBaseCombatCharacter *GetLastAttacker( void ) const; // return the character who last attacked me
// begin INextBot public interface ----------------------------------------------------------------
virtual NextBotCombatCharacter *GetEntity( void ) const { return const_cast< NextBotCombatCharacter * >( this ); }
virtual NextBotCombatCharacter *GetNextBotCombatCharacter( void ) const { return const_cast< NextBotCombatCharacter * >( this ); }
private:
EHANDLE m_lastAttacker;
bool m_didModelChange;
};
inline CBaseCombatCharacter *NextBotCombatCharacter::GetLastAttacker( void ) const
{
return ( m_lastAttacker.Get() == NULL ) ? NULL : m_lastAttacker->MyCombatCharacterPointer();
}
inline int NextBotCombatCharacter::GetLastHitGroup( void ) const
{
return LastHitGroup();
}
//-----------------------------------------------------------------------------------------------------
class NextBotDestroyer
{
public:
NextBotDestroyer( int team );
bool operator() ( INextBot *bot );
int m_team; // the team to delete bots from, or TEAM_ANY for any team
};
#endif // _NEXT_BOT_H_