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diff --git a/game/shared/cstrike/bot/bot_manager.h b/game/shared/cstrike/bot/bot_manager.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+// Author: Michael S. Booth ([email protected]), 2003
+
+#ifndef BASE_CONTROL_H
+#define BASE_CONTROL_H
+
+#pragma warning( disable : 4530 ) // STL uses exceptions, but we are not compiling with them - ignore warning
+
+extern float g_BotUpkeepInterval; ///< duration between bot upkeeps
+extern float g_BotUpdateInterval; ///< duration between bot updates
+const int g_BotUpdateSkipCount = 2; ///< number of upkeep periods to skip update
+
+class CNavArea;
+
+/// TODO: move CS-specific defines into CSBot files
+enum
+{
+ SmokeGrenadeRadius = 155,
+ FlashbangGrenadeRadius = 115,
+ HEGrenadeRadius = 115,
+};
+
+//--------------------------------------------------------------------------------------------------------------
+class CBaseGrenade;
+
+/**
+ * An ActiveGrenade is a representation of a grenade in the world
+ * NOTE: Currently only used for smoke grenade line-of-sight testing
+ * @todo Use system allow bots to avoid HE and Flashbangs
+ */
+class ActiveGrenade
+{
+public:
+ ActiveGrenade( CBaseGrenade *grenadeEntity );
+
+ void OnEntityGone( void ); ///< called when the grenade in the world goes away
+ void Update( void ); ///< called every frame
+ bool IsValid( void ) const ; ///< return true if this grenade is valid
+
+ bool IsEntity( CBaseGrenade *grenade ) const { return (grenade == m_entity) ? true : false; }
+ CBaseGrenade *GetEntity( void ) const { return m_entity; }
+
+ const Vector &GetDetonationPosition( void ) const { return m_detonationPosition; }
+ const Vector &GetPosition( void ) const;
+ bool IsSmoke( void ) const { return m_isSmoke; }
+ bool IsFlashbang( void ) const { return m_isFlashbang; }
+ CBaseGrenade *GetGrenade( void ) { return m_entity; }
+ float GetRadius( void ) const { return m_radius; }
+ void SetRadius( float radius ) { m_radius = radius; }
+
+private:
+ CBaseGrenade *m_entity; ///< the entity
+ Vector m_detonationPosition; ///< the location where the grenade detonated (smoke)
+ float m_dieTimestamp; ///< time this should go away after m_entity is NULL
+ bool m_isSmoke; ///< true if this is a smoke grenade
+ bool m_isFlashbang; ///< true if this is a flashbang grenade
+ float m_radius;
+};
+
+typedef CUtlLinkedList<ActiveGrenade *> ActiveGrenadeList;
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * This class manages all active bots, propagating events to them and updating them.
+ */
+class CBotManager
+{
+public:
+ CBotManager();
+ virtual ~CBotManager();
+
+ CBasePlayer *AllocateAndBindBotEntity( edict_t *ed ); ///< allocate the appropriate entity for the bot and bind it to the given edict
+ virtual CBasePlayer *AllocateBotEntity( void ) = 0; ///< factory method to allocate the appropriate entity for the bot
+
+ virtual void ClientDisconnect( CBaseEntity *entity ) = 0;
+ virtual bool ClientCommand( CBasePlayer *player, const CCommand &args ) = 0;
+
+ virtual void ServerActivate( void ) = 0;
+ virtual void ServerDeactivate( void ) = 0;
+ virtual bool ServerCommand( const char * pcmd ) = 0;
+
+ virtual void RestartRound( void ); ///< (EXTEND) invoked when a new round begins
+ virtual void StartFrame( void ); ///< (EXTEND) called each frame
+
+ virtual unsigned int GetPlayerPriority( CBasePlayer *player ) const = 0; ///< return priority of player (0 = max pri)
+
+
+ void AddGrenade( CBaseGrenade *grenade ); ///< add an active grenade to the bot's awareness
+ void RemoveGrenade( CBaseGrenade *grenade ); ///< the grenade entity in the world is going away
+ void SetGrenadeRadius( CBaseGrenade *grenade, float radius ); ///< the radius of the grenade entity (or associated smoke cloud)
+ void ValidateActiveGrenades( void ); ///< destroy any invalid active grenades
+ void DestroyAllGrenades( void );
+ bool IsLineBlockedBySmoke( const Vector &from, const Vector &to, float grenadeBloat = 1.0f ); ///< return true if line intersects smoke volume, with grenade radius increased by the grenadeBloat factor
+ bool IsInsideSmokeCloud( const Vector *pos ); ///< return true if position is inside a smoke cloud
+
+ //
+ // Invoke functor on all active grenades.
+ // If any functor call return false, return false. Otherwise, return true.
+ //
+ template < typename T >
+ bool ForEachGrenade( T &func )
+ {
+ int it = m_activeGrenadeList.Head();
+
+ while( it != m_activeGrenadeList.InvalidIndex() )
+ {
+ ActiveGrenade *ag = m_activeGrenadeList[ it ];
+
+ int current = it;
+ it = m_activeGrenadeList.Next( it );
+
+ // lazy validation
+ if (!ag->IsValid())
+ {
+ m_activeGrenadeList.Remove( current );
+ delete ag;
+ continue;
+ }
+ else
+ {
+ if (func( ag ) == false)
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+ }
+
+ enum { MAX_DBG_MSG_SIZE = 1024 };
+ struct DebugMessage
+ {
+ char m_string[ MAX_DBG_MSG_SIZE ];
+ IntervalTimer m_age;
+ };
+
+ // debug message history -------------------------------------------------------------------------------
+ int GetDebugMessageCount( void ) const; ///< get number of debug messages in history
+ const DebugMessage *GetDebugMessage( int which = 0 ) const; ///< return the debug message emitted by the bot (0 = most recent)
+ void ClearDebugMessages( void );
+ void AddDebugMessage( const char *msg );
+
+
+private:
+ ActiveGrenadeList m_activeGrenadeList;///< the list of active grenades the bots are aware of
+
+ enum { MAX_DBG_MSGS = 6 };
+ DebugMessage m_debugMessage[ MAX_DBG_MSGS ]; ///< debug message history
+ int m_debugMessageCount;
+ int m_currentDebugMessage;
+
+ IntervalTimer m_frameTimer; ///< for measuring each frame's duration
+};
+
+
+inline CBasePlayer *CBotManager::AllocateAndBindBotEntity( edict_t *ed )
+{
+ CBasePlayer::s_PlayerEdict = ed;
+ return AllocateBotEntity();
+}
+
+inline int CBotManager::GetDebugMessageCount( void ) const
+{
+ return m_debugMessageCount;
+}
+
+inline const CBotManager::DebugMessage *CBotManager::GetDebugMessage( int which ) const
+{
+ if (which >= m_debugMessageCount)
+ return NULL;
+
+ int i = m_currentDebugMessage - which;
+ if (i < 0)
+ i += MAX_DBG_MSGS;
+
+ return &m_debugMessage[ i ];
+}
+
+
+
+
+
+// global singleton to create and control bots
+extern CBotManager *TheBots;
+
+
+#endif