Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef BOT_UTIL_H
#define BOT_UTIL_H
#ifdef _WIN32
#pragma once
#endif
#define COS_TABLE_SIZE 256
#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))
class CBasePlayer;
class BotProfile;
enum PriorityType
{
PRIORITY_LOW, PRIORITY_MEDIUM, PRIORITY_HIGH, PRIORITY_UNINTERRUPTABLE
};
// Simple class for tracking intervals of game time
class IntervalTimer
{
public:
IntervalTimer() { m_timestamp = -1.0f; }
void Reset() { m_timestamp = gpGlobals->time; }
void Start() { m_timestamp = gpGlobals->time; }
void Invalidate() { m_timestamp = -1.0f; }
bool HasStarted() const { return (m_timestamp > 0.0f); }
// if not started, elapsed time is very large
float GetElapsedTime() const { return (HasStarted()) ? (gpGlobals->time - m_timestamp) : 99999.9f; }
bool IsLessThen(float duration) const { return (gpGlobals->time - m_timestamp < duration) ? true : false; }
bool IsGreaterThen(float duration) const { return (gpGlobals->time - m_timestamp > duration) ? true : false; }
private:
float m_timestamp;
};
// Simple class for counting down a short interval of time
class CountdownTimer
{
public:
CountdownTimer() { m_timestamp = -1.0f; m_duration = 0.0f; }
void Reset() { m_timestamp = gpGlobals->time + m_duration; }
void Start(float duration) { m_timestamp = gpGlobals->time + duration; m_duration = duration; }
bool HasStarted() const { return (m_timestamp > 0.0f); }
void Invalidate() { m_timestamp = -1.0f; }
bool IsElapsed() const { return (gpGlobals->time > m_timestamp); }
private:
float m_duration;
float m_timestamp;
};
// Return true if the given entity is valid
inline bool IsEntityValid(CBaseEntity *entity)
{
if (entity == NULL)
return false;
if (FNullEnt(entity->pev))
return false;
if (FStrEq(STRING(entity->pev->netname), ""))
return false;
if (entity->pev->flags & FL_DORMANT)
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;
}
// Iterate over all active players in the game, invoking functor on each.
// If functor returns false, stop iteration and return false.
template <typename Functor>
bool ForEachPlayer(Functor &func)
{
for (int i = 1; i <= gpGlobals->maxClients; ++i)
{
CBasePlayer *player = static_cast<CBasePlayer *>(UTIL_PlayerByIndex(i));
if (!IsEntityValid((CBaseEntity *)player))
continue;
if (!player->IsPlayer())
continue;
if (func(player) == false)
return false;
}
return true;
}
extern cvar_t cv_bot_traceview;
extern cvar_t cv_bot_stop;
extern cvar_t cv_bot_show_nav;
extern cvar_t cv_bot_show_danger;
extern cvar_t cv_bot_nav_edit;
extern cvar_t cv_bot_nav_zdraw;
extern cvar_t cv_bot_walk;
extern cvar_t cv_bot_difficulty;
extern cvar_t cv_bot_debug;
extern cvar_t cv_bot_quicksave;
extern cvar_t cv_bot_quota;
extern cvar_t cv_bot_quota_match;
extern cvar_t cv_bot_prefix;
extern cvar_t cv_bot_allow_rogues;
extern cvar_t cv_bot_allow_pistols;
extern cvar_t cv_bot_allow_shotguns;
extern cvar_t cv_bot_allow_sub_machine_guns;
extern cvar_t cv_bot_allow_rifles;
extern cvar_t cv_bot_allow_machine_guns;
extern cvar_t cv_bot_allow_grenades;
extern cvar_t cv_bot_allow_snipers;
extern cvar_t cv_bot_allow_shield;
extern cvar_t cv_bot_join_team;
extern cvar_t cv_bot_join_after_player;
extern cvar_t cv_bot_auto_vacate;
extern cvar_t cv_bot_zombie;
extern cvar_t cv_bot_defer_to_human;
extern cvar_t cv_bot_chatter;
extern cvar_t cv_bot_profile_db;
#define IS_ALIVE true
int UTIL_HumansOnTeam(int teamID, bool isAlive = false);
#define IGNORE_SPECTATORS true
int UTIL_HumansInGame(bool ignoreSpectators = false);
bool UTIL_IsNameTaken(const char *name, bool ignoreHumans = false);
int UTIL_ClientsInGame();
int UTIL_ActivePlayersInGame();
int UTIL_BotsInGame();
//bool UTIL_KickBotFromTeam(TeamName kickTeam);
bool UTIL_IsTeamAllBots(int team);
CBasePlayer *UTIL_GetClosestPlayer(const Vector *pos, float *distance = NULL);
CBasePlayer *UTIL_GetClosestPlayer(const Vector *pos, int team, float *distance = NULL);
const char *UTIL_GetBotPrefix();
void UTIL_ConstructBotNetName(char *name, int nameLength, const BotProfile *profile);
bool UTIL_IsVisibleToTeam(const Vector &spot, int team, float maxRange = -1.0f);
CBasePlayer *UTIL_GetLocalPlayer();
NOXREF Vector UTIL_ComputeOrigin(entvars_t *pevVars);
NOXREF Vector UTIL_ComputeOrigin(CBaseEntity *pEntity);
NOXREF Vector UTIL_ComputeOrigin(edict_t *pentEdict);
NOXREF void UTIL_DrawBeamFromEnt(int iIndex, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue);
void UTIL_DrawBeamPoints(Vector vecStart, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue);
// 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.
void CONSOLE_ECHO(char *pszMsg, ...);
void CONSOLE_ECHO_LOGGED(char *pszMsg, ...);
void BotPrecache();
void InitBotTrig();
float BotCOS(float angle);
float BotSIN(float angle);
bool IsGameEventAudible(enum GameEventType event, CBaseEntity *entity, CBaseEntity *other, float *range, PriorityType *priority, bool *isHostile);
void HintMessageToAllPlayers(const char *message);
#endif // BOT_UTIL_H