Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/*
*
* 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