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243 lines
7.6 KiB
243 lines
7.6 KiB
8 years ago
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef BOT_UTIL_H
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#define BOT_UTIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define COS_TABLE_SIZE 256
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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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class CBasePlayer;
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class BotProfile;
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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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// Simple class for tracking intervals of game time
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class IntervalTimer
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{
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public:
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IntervalTimer() { m_timestamp = -1.0f; }
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void Reset() { m_timestamp = gpGlobals->time; }
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void Start() { m_timestamp = gpGlobals->time; }
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void Invalidate() { m_timestamp = -1.0f; }
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bool HasStarted() const { return (m_timestamp > 0.0f); }
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// if not started, elapsed time is very large
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float GetElapsedTime() const { return (HasStarted()) ? (gpGlobals->time - m_timestamp) : 99999.9f; }
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bool IsLessThen(float duration) const { return (gpGlobals->time - m_timestamp < duration) ? true : false; }
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bool IsGreaterThen(float duration) const { return (gpGlobals->time - m_timestamp > duration) ? true : false; }
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private:
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float m_timestamp;
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};
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// Simple class for counting down a short interval of time
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class CountdownTimer
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{
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public:
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CountdownTimer() { m_timestamp = -1.0f; m_duration = 0.0f; }
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void Reset() { m_timestamp = gpGlobals->time + m_duration; }
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void Start(float duration) { m_timestamp = gpGlobals->time + duration; m_duration = duration; }
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bool HasStarted() const { return (m_timestamp > 0.0f); }
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void Invalidate() { m_timestamp = -1.0f; }
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bool IsElapsed() const { return (gpGlobals->time > m_timestamp); }
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private:
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float m_duration;
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float m_timestamp;
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};
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// Return true if the given entity is valid
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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->pev))
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return false;
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if (FStrEq(STRING(entity->pev->netname), ""))
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return false;
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if (entity->pev->flags & FL_DORMANT)
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return false;
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return true;
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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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inline bool IsIntersecting2D(const Vector &startA, const Vector &endA, const Vector &startB, const Vector &endB, 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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{
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*result = startA + s * (endA - startA);
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}
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return true;
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}
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// Iterate over all active players in the game, invoking functor on each.
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// If functor returns false, stop iteration and return false.
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template <typename Functor>
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bool ForEachPlayer(Functor &func)
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{
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for (int i = 1; i <= gpGlobals->maxClients; ++i)
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{
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CBasePlayer *player = static_cast<CBasePlayer *>(UTIL_PlayerByIndex(i));
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if (!IsEntityValid((CBaseEntity *)player))
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continue;
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if (!player->IsPlayer())
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continue;
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if (func(player) == false)
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return false;
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}
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return true;
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}
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extern cvar_t cv_bot_traceview;
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extern cvar_t cv_bot_stop;
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extern cvar_t cv_bot_show_nav;
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extern cvar_t cv_bot_show_danger;
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extern cvar_t cv_bot_nav_edit;
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extern cvar_t cv_bot_nav_zdraw;
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extern cvar_t cv_bot_walk;
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extern cvar_t cv_bot_difficulty;
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extern cvar_t cv_bot_debug;
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extern cvar_t cv_bot_quicksave;
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extern cvar_t cv_bot_quota;
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extern cvar_t cv_bot_quota_match;
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extern cvar_t cv_bot_prefix;
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extern cvar_t cv_bot_allow_rogues;
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extern cvar_t cv_bot_allow_pistols;
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extern cvar_t cv_bot_allow_shotguns;
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extern cvar_t cv_bot_allow_sub_machine_guns;
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extern cvar_t cv_bot_allow_rifles;
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extern cvar_t cv_bot_allow_machine_guns;
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extern cvar_t cv_bot_allow_grenades;
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extern cvar_t cv_bot_allow_snipers;
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extern cvar_t cv_bot_allow_shield;
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extern cvar_t cv_bot_join_team;
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extern cvar_t cv_bot_join_after_player;
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extern cvar_t cv_bot_auto_vacate;
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extern cvar_t cv_bot_zombie;
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extern cvar_t cv_bot_defer_to_human;
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extern cvar_t cv_bot_chatter;
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extern cvar_t cv_bot_profile_db;
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#define IS_ALIVE true
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int UTIL_HumansOnTeam(int teamID, bool isAlive = false);
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#define IGNORE_SPECTATORS true
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int UTIL_HumansInGame(bool ignoreSpectators = false);
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bool UTIL_IsNameTaken(const char *name, bool ignoreHumans = false);
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int UTIL_ClientsInGame();
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int UTIL_ActivePlayersInGame();
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int UTIL_BotsInGame();
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//bool UTIL_KickBotFromTeam(TeamName kickTeam);
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bool UTIL_IsTeamAllBots(int team);
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CBasePlayer *UTIL_GetClosestPlayer(const Vector *pos, float *distance = NULL);
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CBasePlayer *UTIL_GetClosestPlayer(const Vector *pos, int team, float *distance = NULL);
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const char *UTIL_GetBotPrefix();
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void UTIL_ConstructBotNetName(char *name, int nameLength, const BotProfile *profile);
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bool UTIL_IsVisibleToTeam(const Vector &spot, int team, float maxRange = -1.0f);
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CBasePlayer *UTIL_GetLocalPlayer();
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NOXREF Vector UTIL_ComputeOrigin(entvars_t *pevVars);
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NOXREF Vector UTIL_ComputeOrigin(CBaseEntity *pEntity);
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NOXREF Vector UTIL_ComputeOrigin(edict_t *pentEdict);
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NOXREF void UTIL_DrawBeamFromEnt(int iIndex, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue);
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void UTIL_DrawBeamPoints(Vector vecStart, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue);
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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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void CONSOLE_ECHO(char *pszMsg, ...);
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void CONSOLE_ECHO_LOGGED(char *pszMsg, ...);
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void BotPrecache();
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void InitBotTrig();
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float BotCOS(float angle);
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float BotSIN(float angle);
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bool IsGameEventAudible(enum GameEventType event, CBaseEntity *entity, CBaseEntity *other, float *range, PriorityType *priority, bool *isHostile);
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void HintMessageToAllPlayers(const char *message);
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#endif // BOT_UTIL_H
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