/* * * 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 bool ForEachPlayer(Functor &func) { for (int i = 1; i <= gpGlobals->maxClients; ++i) { CBasePlayer *player = static_cast(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