//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: provides an interface for dlls to query information about players from the game dll // //=============================================================================// #ifndef IPLAYERINFO_H #define IPLAYERINFO_H #ifdef _WIN32 #pragma once #endif #include "mathlib/vector.h" // helper class for user commands class CBotCmd { public: CBotCmd() { Reset(); } virtual ~CBotCmd() { }; void Reset() { command_number = 0; tick_count = 0; viewangles.Init(); forwardmove = 0.0f; sidemove = 0.0f; upmove = 0.0f; buttons = 0; impulse = 0; weaponselect = 0; weaponsubtype = 0; random_seed = 0; mousedx = 0; mousedy = 0; hasbeenpredicted = false; } CBotCmd& operator =( const CBotCmd& src ) { if ( this == &src ) return *this; command_number = src.command_number; tick_count = src.tick_count; viewangles = src.viewangles; forwardmove = src.forwardmove; sidemove = src.sidemove; upmove = src.upmove; buttons = src.buttons; impulse = src.impulse; weaponselect = src.weaponselect; weaponsubtype = src.weaponsubtype; random_seed = src.random_seed; mousedx = src.mousedx; mousedy = src.mousedy; hasbeenpredicted = src.hasbeenpredicted; return *this; } // For matching server and client commands for debugging int command_number; // the tick the client created this command int tick_count; // Player instantaneous view angles. QAngle viewangles; // Intended velocities // forward velocity. float forwardmove; // sideways velocity. float sidemove; // upward velocity. float upmove; // Attack button states int buttons; // Impulse command issued. byte impulse; // Current weapon id int weaponselect; int weaponsubtype; int random_seed; // For shared random functions short mousedx; // mouse accum in x from create move short mousedy; // mouse accum in y from create move // Client only, tracks whether we've predicted this command at least once bool hasbeenpredicted; }; abstract_class IPlayerInfo { public: // returns the players name (UTF-8 encoded) virtual const char *GetName() = 0; // returns the userid (slot number) virtual int GetUserID() = 0; // returns the string of their network (i.e Steam) ID virtual const char *GetNetworkIDString() = 0; // returns the team the player is on virtual int GetTeamIndex() = 0; // changes the player to a new team (if the game dll logic allows it) virtual void ChangeTeam( int iTeamNum ) = 0; // returns the number of kills this player has (exact meaning is mod dependent) virtual int GetFragCount() = 0; // returns the number of deaths this player has (exact meaning is mod dependent) virtual int GetDeathCount() = 0; // returns if this player slot is actually valid virtual bool IsConnected() = 0; // returns the armor/health of the player (exact meaning is mod dependent) virtual int GetArmorValue() = 0; // extensions added to V2 // various player flags virtual bool IsHLTV() = 0; virtual bool IsPlayer() = 0; virtual bool IsFakeClient() = 0; virtual bool IsDead() = 0; virtual bool IsInAVehicle() = 0; virtual bool IsObserver() = 0; // player position and size virtual const Vector GetAbsOrigin() = 0; virtual const QAngle GetAbsAngles() = 0; virtual const Vector GetPlayerMins() = 0; virtual const Vector GetPlayerMaxs() = 0; // the name of the weapon currently being carried virtual const char *GetWeaponName() = 0; // the name of the player model in use virtual const char *GetModelName() = 0; // current player health virtual const int GetHealth() = 0; // max health value virtual const int GetMaxHealth() = 0; // the last user input from this player virtual CBotCmd GetLastUserCommand() = 0; virtual bool IsReplay() = 0; }; #define INTERFACEVERSION_PLAYERINFOMANAGER "PlayerInfoManager002" abstract_class IPlayerInfoManager { public: virtual IPlayerInfo *GetPlayerInfo( edict_t *pEdict ) = 0; virtual CGlobalVars *GetGlobalVars() = 0; }; abstract_class IBotController { public: // change the bots position virtual void SetAbsOrigin( Vector & vec ) = 0; virtual void SetAbsAngles( QAngle & ang ) = 0; virtual void SetLocalOrigin( const Vector& origin ) = 0; virtual const Vector GetLocalOrigin( void ) = 0; virtual void SetLocalAngles( const QAngle& angles ) = 0; virtual const QAngle GetLocalAngles( void ) = 0; // strip them of weapons, etc virtual void RemoveAllItems( bool removeSuit ) = 0; // give them a weapon virtual void SetActiveWeapon( const char *WeaponName ) = 0; // check various effect flags virtual bool IsEFlagSet( int nEFlagMask ) = 0; // fire a virtual move command to the bot virtual void RunPlayerMove( CBotCmd *ucmd ) = 0; }; #define INTERFACEVERSION_PLAYERBOTMANAGER "BotManager001" abstract_class IBotManager { public: virtual IBotController *GetBotController( edict_t *pEdict ) = 0; // create a new bot and spawn it into the server virtual edict_t *CreateBot( const char *botname ) = 0; }; #endif // IPLAYERINFO_H