/* * * 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 CS_GAMESTATE_H #define CS_GAMESTATE_H #ifdef _WIN32 #pragma once #endif class CCSBot; // This class represents the game state as known by a particular bot class CSGameState { public: CSGameState() {}; CSGameState(CCSBot *owner); void Reset(); void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other); // Event handling bool IsRoundOver() const; // true if round has been won or lost (but not yet reset) // bomb defuse scenario enum BombState { MOVING, // being carried by a Terrorist LOOSE, // loose on the ground somewhere PLANTED, // planted and ticking DEFUSED, // the bomb has been defused EXPLODED, // the bomb has exploded }; bool IsBombMoving() const { return (m_bombState == MOVING); } bool IsBombLoose() const { return (m_bombState == LOOSE); } bool IsBombPlanted() const { return (m_bombState == PLANTED); } bool IsBombDefused() const { return (m_bombState == DEFUSED); } bool IsBombExploded() const { return (m_bombState == EXPLODED); } void UpdateLooseBomb(const Vector *pos); // we see the loose bomb float TimeSinceLastSawLooseBomb() const; // how long has is been since we saw the loose bomb bool IsLooseBombLocationKnown() const; // do we know where the loose bomb is void UpdateBomber(const Vector *pos); // we see the bomber float TimeSinceLastSawBomber() const; // how long has is been since we saw the bomber void UpdatePlantedBomb(const Vector *pos); // we see the planted bomb bool IsPlantedBombLocationKnown() const; // do we know where the bomb was planted void MarkBombsiteAsPlanted(int zoneIndex); // mark bombsite as the location of the planted bomb enum { UNKNOWN = -1 }; int GetPlantedBombsite() const; // return the zone index of the planted bombsite, or UNKNOWN bool IsAtPlantedBombsite() const; // return true if we are currently in the bombsite where the bomb is planted int GetNextBombsiteToSearch(); // return the zone index of the next bombsite to search bool IsBombsiteClear(int zoneIndex) const; // return true if given bombsite has been cleared void ClearBombsite(int zoneIndex); // mark bombsite as clear const Vector *GetBombPosition() const; // return where we think the bomb is, or NULL if we don't know // hostage rescue scenario //enum ValidateStatusType:unsigned char //C++11 feature private: CCSBot *m_owner; // who owns this gamestate bool m_isRoundOver; // true if round is over, but no yet reset // bomb defuse scenario void SetBombState(BombState state); BombState GetBombState() { return m_bombState; } BombState m_bombState; // what we think the bomb is doing IntervalTimer m_lastSawBomber; Vector m_bomberPos; IntervalTimer m_lastSawLooseBomb; Vector m_looseBombPos; CountdownTimer m_validateInterval; }; #endif // CS_GAMESTATE_H