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+// NextBotCombatCharacter.h
+// Next generation bot system
+// Author: Michael Booth, April 2005
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#ifndef _NEXT_BOT_H_
+#define _NEXT_BOT_H_
+
+#include "NextBotInterface.h"
+#include "NextBotManager.h"
+
+#ifdef TERROR
+#include "player_lagcompensation.h"
+#endif
+
+class NextBotCombatCharacter;
+struct animevent_t;
+
+extern ConVar NextBotStop;
+
+
+//----------------------------------------------------------------------------------------------------------------
+//----------------------------------------------------------------------------------------------------------------
+/**
+ * A Next Bot derived from CBaseCombatCharacter
+ */
+class NextBotCombatCharacter : public CBaseCombatCharacter, public INextBot
+{
+public:
+ DECLARE_CLASS( NextBotCombatCharacter, CBaseCombatCharacter );
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+
+ NextBotCombatCharacter( void );
+ virtual ~NextBotCombatCharacter() { }
+
+ virtual void Spawn( void );
+
+ virtual Vector EyePosition( void );
+
+ virtual INextBot *MyNextBotPointer( void ) { return this; }
+
+ // Event hooks into NextBot system ---------------------------------------
+ virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
+ virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info );
+ virtual void Event_Killed( const CTakeDamageInfo &info );
+ virtual void HandleAnimEvent( animevent_t *event );
+ virtual void OnNavAreaChanged( CNavArea *enteredArea, CNavArea *leftArea ); // invoked (by UpdateLastKnownArea) when we enter a new nav area (or it is reset to NULL)
+ virtual void Touch( CBaseEntity *other );
+ virtual void SetModel( const char *szModelName );
+ virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
+ virtual void Ignite( float flFlameLifetime, CBaseEntity *pAttacker );
+ //------------------------------------------------------------------------
+
+ virtual bool IsUseableEntity( CBaseEntity *entity, unsigned int requiredCaps = 0 );
+ void UseEntity( CBaseEntity *entity, USE_TYPE useType = USE_TOGGLE );
+
+ // Implement this if you use MOVETYPE_CUSTOM
+ virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity );
+
+ virtual bool BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector );
+
+ // hook to INextBot update
+ void DoThink( void );
+
+ // expose to public
+ int GetLastHitGroup( void ) const; // where on our body were we injured last
+
+ virtual bool IsAreaTraversable( const CNavArea *area ) const; // return true if we can use the given area
+
+ virtual CBaseCombatCharacter *GetLastAttacker( void ) const; // return the character who last attacked me
+
+ // begin INextBot public interface ----------------------------------------------------------------
+ virtual NextBotCombatCharacter *GetEntity( void ) const { return const_cast< NextBotCombatCharacter * >( this ); }
+ virtual NextBotCombatCharacter *GetNextBotCombatCharacter( void ) const { return const_cast< NextBotCombatCharacter * >( this ); }
+
+
+private:
+ EHANDLE m_lastAttacker;
+
+ bool m_didModelChange;
+};
+
+
+inline CBaseCombatCharacter *NextBotCombatCharacter::GetLastAttacker( void ) const
+{
+ return ( m_lastAttacker.Get() == NULL ) ? NULL : m_lastAttacker->MyCombatCharacterPointer();
+}
+
+inline int NextBotCombatCharacter::GetLastHitGroup( void ) const
+{
+ return LastHitGroup();
+}
+
+//-----------------------------------------------------------------------------------------------------
+class NextBotDestroyer
+{
+public:
+ NextBotDestroyer( int team );
+ bool operator() ( INextBot *bot );
+ int m_team; // the team to delete bots from, or TEAM_ANY for any team
+};
+
+#endif // _NEXT_BOT_H_