199 lines
5.3 KiB
C++
199 lines
5.3 KiB
C++
//========= Copyright © 1996-2005, 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;
|
|
#if defined( REPLAY_ENABLED )
|
|
virtual bool IsReplay() = 0;
|
|
#endif
|
|
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;
|
|
};
|
|
|
|
|
|
#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;
|
|
// called after running a move command
|
|
virtual void PostClientMessagesSent( void ) = 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
|