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