yapb-noob-edition/ext/hlsdk/util.h
jeefo 29c00565dc
aim: verify camp angles from nav data before using them
aim: tweaked a bit grenade handling, so bots should use them more
aim: reduce time between selecting grenade and throwing it away
aim: removed hacks in look angles code, due to removing yb_whoose_your_daddy cvar
aim: use direct enemy origin from visibility check, and not re-calculate it
aim: update enemy prediction, so it now depends on frame interval for a bot
aim: additional height offset are tweaked, and now used only for difficulty 4
nav: tweaked a bit player avoidance code, and it's not preventing bot from checking terrain
nav: do not check banned nodes, when bucket sizes re too low
nav: cover nodes are now selected depending on total bots on server
nav: let bot enter pause task after long jump
nav: extend velocity by a little for a jump, like it was in first versions of bot
nav: stuck checking is now taken in account lower minimal speed if bot is ducking
fix: navigation reachability timers, so bots will have correct current node index while camping
fix: bots are unable to finish pickup or destroy breakable task, if target is not reachable
fix: cover nodes are now calculated as they should
fix: manual calling bots add_[t/ct] now ignores yb_join_team cvar
bot: tweaked a little difficulty levels, so level 4 is now nightmare level, and 3 is very heard
bot: minor refactoring and moving functions to correct source file
bot: add yb_economics_disrespect_percent, so bots can ignore economics and buy more different guns
bot: add yb_check_darkness that allows to disable darkness checks for bot, thus disallowing usage of flashlight
bot: camp buttons are now lightly depends on bot health
chat: welcome chat message from bots is now sent during first freeze time period
crlib: switch over to stdint.h and remove crlib-own types
crlib: fixed alignment in sse code
2023-04-07 14:46:49 +03:00

148 lines
4.7 KiB
C

/***
*
* Copyright (c) 1999-2005, Valve Corporation. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef SDKUTIL_H
#define SDKUTIL_H
extern globalvars_t *globals;
extern enginefuncs_t engfuncs;
extern gamefuncs_t dllapi;
// Use this instead of ALLOC_STRING on constant strings
#define STRING(offset) (const char *)(globals->pStringBase + (int)offset)
// form fwgs-hlsdk
#if defined (CR_ARCH_X64)
static inline int MAKE_STRING (const char *val) {
long long ptrdiff = val - STRING (0);
if (ptrdiff > INT_MAX || ptrdiff < INT_MIN) {
return engfuncs.pfnAllocString (val);
}
return static_cast <int> (ptrdiff);
}
#else
#define MAKE_STRING(str) ((uint64_t)(str) - (uint64_t)(STRING(0)))
#endif
#define ENGINE_STR(str) (const_cast <char *> (STRING (engfuncs.pfnAllocString (str))))
// Dot products for view cone checking
#define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees
#define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
#define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks
typedef enum { ignore_monsters = 1, dont_ignore_monsters = 0, missile = 2 } IGNORE_MONSTERS;
typedef enum { ignore_glass = 1, dont_ignore_glass = 0 } IGNORE_GLASS;
typedef enum { point_hull = 0, human_hull = 1, large_hull = 2, head_hull = 3 } HULL;
typedef struct hudtextparms_s {
float x;
float y;
int effect;
uint8_t r1, g1, b1, a1;
uint8_t r2, g2, b2, a2;
float fadeinTime;
float fadeoutTime;
float holdTime;
float fxTime;
int channel;
} hudtextparms_t;
#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
#define AMBIENT_SOUND_EVERYWHERE 1
#define AMBIENT_SOUND_SMALLRADIUS 2
#define AMBIENT_SOUND_MEDIUMRADIUS 4
#define AMBIENT_SOUND_LARGERADIUS 8
#define AMBIENT_SOUND_START_SILENT 16
#define AMBIENT_SOUND_NOT_LOOPING 32
#define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements
#define SND_SPAWNING (1 << 8) // duplicated in protocol.h we're spawing, used in some cases for ambients
#define SND_STOP (1 << 5) // duplicated in protocol.h stop sound
#define SND_CHANGE_VOL (1 << 6) // duplicated in protocol.h change sound vol
#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch
#define LFO_SQUARE 1
#define LFO_TRIANGLE 2
#define LFO_RANDOM 3
// func_rotating
#define SF_BRUSH_ROTATE_Y_AXIS 0
#define SF_BRUSH_ROTATE_INSTANT 1
#define SF_BRUSH_ROTATE_BACKWARDS 2
#define SF_BRUSH_ROTATE_Z_AXIS 4
#define SF_BRUSH_ROTATE_X_AXIS 8
#define SF_PENDULUM_AUTO_RETURN 16
#define SF_PENDULUM_PASSABLE 32
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS 512
#define PUSH_BLOCK_ONLY_X 1
#define PUSH_BLOCK_ONLY_Y 2
#define VEC_HULL_MIN Vector(-16, -16, -36)
#define VEC_HULL_MAX Vector(16, 16, 36)
#define VEC_HUMAN_HULL_MIN Vector(-16, -16, 0)
#define VEC_HUMAN_HULL_MAX Vector(16, 16, 72)
#define VEC_HUMAN_HULL_DUCK Vector(16, 16, 36)
#define VEC_VIEW Vector(0, 0, 28)
#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18)
#define VEC_DUCK_HULL_MAX Vector(16, 16, 18)
#define VEC_DUCK_VIEW Vector(0, 0, 12)
#define SVC_TEMPENTITY 23
#define SVC_CENTERPRINT 26
#define SVC_INTERMISSION 30
#define SVC_CDTRACK 32
#define SVC_WEAPONANIM 35
#define SVC_ROOMTYPE 37
#define SVC_DIRECTOR 51
// triggers
#define SF_TRIGGER_ALLOWMONSTERS 1 // monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS 2 // players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES 4 // only pushables can fire this trigger
// func breakable
#define SF_BREAK_TRIGGER_ONLY 1 // may only be broken by trigger
#define SF_BREAK_TOUCH 2 // can be 'crashed through' by running player (plate glass)
#define SF_BREAK_PRESSURE 4 // can be broken by a player standing on it
#define SF_BREAK_CROWBAR 256 // instant break if hit with crowbar
// func_pushable (it's also func_breakable, so don't collide with those flags)
#define SF_PUSH_BREAKABLE 128
#define SF_LIGHT_START_OFF 1
#define SPAWNFLAG_NOMESSAGE 1
#define SPAWNFLAG_NOTOUCH 1
#define SPAWNFLAG_DROIDONLY 4
#define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons)
#define TELE_PLAYER_ONLY 1
#define TELE_SILENT 2
#define SF_TRIG_PUSH_ONCE 1
#endif