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695 lines
14 KiB
695 lines
14 KiB
8 years ago
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#include "bot_common.h"
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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_validateInterval.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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#if 0
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for (int i = 0; i < MAX_HOSTAGES; ++i)
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{
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HostageInfo *info = &m_hostage[i];
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info->hostage = NULL;
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info->knownPos = Vector(0, 0, 0);
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info->isValid = false;
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info->isAlive = false;
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info->isFree = true;
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}
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#endif
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}
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// Reset at round start
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void CSGameState::Reset()
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{
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int i;
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CCSBotManager *ctrl = TheCSBots();
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m_isRoundOver = false;
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// bomb
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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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#if 0
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m_bombsiteCount = ctrl->GetZoneCount();
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m_isPlantedBombPosKnown = false;
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m_plantedBombsite = UNKNOWN;
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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 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 = RANDOM_LONG(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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InitializeHostageInfo();
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#endif
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}
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// Update game state based on events we have received
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void CSGameState::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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#if 0
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switch (event)
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{
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case EVENT_BOMB_PLANTED:
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SetBombState(PLANTED);
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if (m_owner->m_iTeam == TERRORIST && other != NULL)
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{
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UpdatePlantedBomb(&other->pev->origin);
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}
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break;
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case EVENT_BOMB_DEFUSED:
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SetBombState(DEFUSED);
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break;
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case EVENT_BOMB_EXPLODED:
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SetBombState(EXPLODED);
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break;
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case EVENT_ALL_HOSTAGES_RESCUED:
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m_allHostagesRescued = true;
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break;
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case EVENT_TERRORISTS_WIN:
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case EVENT_CTS_WIN:
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case EVENT_ROUND_DRAW:
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m_isRoundOver = true;
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break;
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default:
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break;
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}
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#endif
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}
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// True if round has been won or lost (but not yet reset)
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bool CSGameState::IsRoundOver() const
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{
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return m_isRoundOver;
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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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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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float CSGameState::TimeSinceLastSawLooseBomb() const
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{
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return m_lastSawLooseBomb.GetElapsedTime();
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}
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bool CSGameState::IsLooseBombLocationKnown() const
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{
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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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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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float CSGameState::TimeSinceLastSawBomber() const
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{
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return m_lastSawBomber.GetElapsedTime();
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}
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bool CSGameState::IsPlantedBombLocationKnown() const
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{
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// if (m_bombState != PLANTED)
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// return false;
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return false;//m_isPlantedBombPosKnown;
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}
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// Return the zone index of the planted bombsite, or UNKNOWN
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int CSGameState::GetPlantedBombsite() 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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// Return true if we are currently in the bombsite where the bomb is planted
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bool CSGameState::IsAtPlantedBombsite() const
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{
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#if 0
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if (m_bombState != PLANTED)
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return false;
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CCSBotManager *ctrl = TheCSBots();
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const CCSBotManager::Zone *zone = ctrl->GetClosestZone(&m_owner->pev->origin);
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if (zone != NULL)
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{
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return (m_plantedBombsite == zone->m_index);
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}
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#endif
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return false;
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}
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// Return the zone index of the next bombsite to search
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int CSGameState::GetNextBombsiteToSearch()
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{
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// if (m_bombsiteCount <= 0)
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return 0;
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#if 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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{
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m_isBombsiteClear[i] = false;
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}
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m_bombsiteSearchIndex = 0;
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return GetNextBombsiteToSearch();
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#endif
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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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const Vector *CSGameState::GetBombPosition() const
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{
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#if 0
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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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#endif
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return NULL;
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}
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// We see the planted bomb at 'pos'
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void CSGameState::UpdatePlantedBomb(const Vector *pos)
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{
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#if 0
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CCSBotManager *ctrl = TheCSBots();
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const CCSBotManager::Zone *zone = ctrl->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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m_isPlantedBombPosKnown = true;
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SetBombState(PLANTED);
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#endif
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}
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// Someone told us where the bomb is planted
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void CSGameState::MarkBombsiteAsPlanted(int zoneIndex)
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{
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#if 0
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m_plantedBombsite = zoneIndex;
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SetBombState(PLANTED);
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#endif
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}
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// Someone told us a bombsite is clear
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void CSGameState::ClearBombsite(int zoneIndex)
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{
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#if 0
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if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount)
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m_isBombsiteClear[zoneIndex] = true;
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#endif
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}
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bool CSGameState::IsBombsiteClear(int zoneIndex) const
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{
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#if 0
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if (zoneIndex >= 0 && zoneIndex < m_bombsiteCount)
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return m_isBombsiteClear[zoneIndex];
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#endif
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return false;
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}
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#if 0
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void CSGameState::InitializeHostageInfo()
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{
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m_hostageCount = 0;
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m_allHostagesRescued = 0;
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m_haveSomeHostagesBeenTaken = 0;
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CBaseEntity *hostage = NULL;
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while ((hostage = UTIL_FindEntityByClassname(hostage, "hostage_entity")) != NULL)
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{
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if (m_hostageCount >= MAX_HOSTAGES)
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break;
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if (hostage->pev->takedamage != DAMAGE_YES)
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continue;
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m_hostage[m_hostageCount].hostage = static_cast<CHostage *>(hostage);
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m_hostage[m_hostageCount].knownPos = hostage->pev->origin;
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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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#endif
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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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#if 0
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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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const Vector *closePos = NULL;
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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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const Vector *hostagePos = NULL;
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if (m_owner->m_iTeam == 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 = &hostage->pev->origin;
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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 = TheNavAreaGrid.GetNearestNavArea(hostagePos);
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if (hostageArea != NULL)
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{
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ShortestPathCost pc;
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float travelDistance = NavAreaTravelDistance(startArea, hostageArea, pc);
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if (travelDistance >= 0.0f && travelDistance < closeDistance)
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{
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closePos = hostagePos;
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closeDistance = travelDistance;
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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 != NULL && closePos != NULL)
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{
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knowPos = const_cast<Vector *>(closePos);
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}
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return close;
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}
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#endif
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// Return the location of a "free" hostage, or NULL if we dont know of any
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#if 0
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const Vector *CSGameState::GetRandomFreeHostagePosition()
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{
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// TODO: use static?
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const Vector *freePos[MAX_HOSTAGES];
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int freeCount = 0;
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if (m_owner == NULL)
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return NULL;
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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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const Vector *hostagePos = NULL;
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if (m_owner->m_iTeam == 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->pev->origin;
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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[RANDOM_LONG(0, freeCount - 1)];
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}
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return NULL;
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}
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#endif
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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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#if 0
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CSGameState::ValidateStatusType CSGameState::ValidateHostagePositions()
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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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int 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)
|
||
|
++startValidCount;
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < m_hostageCount; ++i)
|
||
|
{
|
||
|
HostageInfo *info = &m_hostage[i];
|
||
|
|
||
|
if (!info->hostage)
|
||
|
continue;
|
||
|
|
||
|
// if we can see a hostage, update our knowledge of it
|
||
|
if (m_owner->IsVisible(&info->hostage->pev->origin, CHECK_FOV))
|
||
|
{
|
||
|
if (info->hostage->pev->takedamage == DAMAGE_YES)
|
||
|
{
|
||
|
// live hostage
|
||
|
// if hostage is being escorted by a CT, we don't "see" it, we see the CT
|
||
|
if (info->hostage->IsFollowingSomeone())
|
||
|
{
|
||
|
info->isValid = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
info->knownPos = info->hostage->pev->origin;
|
||
|
info->isValid = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// dead hostage
|
||
|
// if we thought it was alive, this is news to us
|
||
|
if (info->isAlive)
|
||
|
status |= HOSTAGE_DIED;
|
||
|
|
||
|
info->isAlive = false;
|
||
|
info->isValid = false;
|
||
|
}
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// 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
|
||
|
if (m_owner->IsVisible(&info->knownPos, CHECK_FOV))
|
||
|
{
|
||
|
// we can see where we thought the hostage was - verify it is still there and alive
|
||
|
if (info->hostage->pev->takedamage != DAMAGE_YES)
|
||
|
{
|
||
|
// 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->pev->origin - 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 (ValidateStatusType) status;
|
||
|
}
|
||
|
|
||
|
// Return the nearest visible free hostage
|
||
|
// Since we can actually see any hostage we return, we know its actual position
|
||
|
|
||
|
CHostage *CSGameState::GetNearestVisibleFreeHostage() const
|
||
|
{
|
||
|
CHostage *close = NULL;
|
||
|
float closeRangeSq = 999999999.9f;
|
||
|
float rangeSq;
|
||
|
|
||
|
Vector pos;
|
||
|
|
||
|
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->pev->takedamage != DAMAGE_YES)
|
||
|
continue;
|
||
|
|
||
|
// if this hostage is following someone, its not free
|
||
|
if (info->hostage->IsFollowingSomeone())
|
||
|
continue;
|
||
|
|
||
|
// TODO: Use travel distance here
|
||
|
pos = info->hostage->pev->origin + Vector(0, 0, HumanHeight * 0.75f);
|
||
|
rangeSq = (pos - m_owner->pev->origin).LengthSquared();
|
||
|
|
||
|
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() 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->m_iTeam == CT)
|
||
|
{
|
||
|
// CT's have perfect knowledge via their radar
|
||
|
if (info->hostage != NULL && 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() 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->m_iTeam == CT)
|
||
|
{
|
||
|
// CT's have perfect knowledge via their radar
|
||
|
if (info->hostage->IsAlive())// == DAMAGE_YES)
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (info->isValid && info->isAlive)
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Someone told us all the hostages are gone
|
||
|
|
||
|
void CSGameState::AllHostagesGone()
|
||
|
{
|
||
|
for (int i = 0; i < m_hostageCount; ++i)
|
||
|
m_hostage[i].isValid = false;
|
||
|
}
|
||
|
#endif
|