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242 lines
7.6 KiB
242 lines
7.6 KiB
/* |
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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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