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