Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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#include "bot/bot_common.h"
/*
* Globals initialization
*/
// 30 times per second, just like human clients
float g_flBotCommandInterval = 1.0 / 30.0;
// full AI only 10 times per second
float g_flBotFullThinkInterval = 1.0 / 10.0;
// Nasty Hack. See client.cpp/ClientCommand()
const char *BotArgs[4] = { NULL };
bool UseBotArgs = false;
CBot::CBot()
{
// the profile will be attached after this instance is constructed
m_profile = NULL;
// assign this bot a unique ID
static unsigned int nextID = 1;
// wraparound (highly unlikely)
if (nextID == 0)
++nextID;
m_id = nextID++;
m_postureStackIndex = 0;
}
// Prepare bot for action
bool CBot::Initialize(const BotProfile *profile)
{
m_profile = profile;
return true;
}
void CBot::Spawn()
{
// Let CBasePlayer set some things up
CBasePlayer::Spawn();
// Make sure everyone knows we are a bot
pev->flags |= (FL_CLIENT | FL_FAKECLIENT);
// Bots use their own thinking mechanism
SetThink(NULL);
pev->nextthink = -1;
m_flNextBotThink = gpGlobals->time + g_flBotCommandInterval;
m_flNextFullBotThink = gpGlobals->time + g_flBotFullThinkInterval;
m_flPreviousCommandTime = gpGlobals->time;
m_isRunning = true;
m_isCrouching = false;
m_postureStackIndex = 0;
m_jumpTimestamp = 0.0f;
// Command interface variable initialization
ResetCommand();
// Allow derived classes to setup at spawn time
SpawnBot();
}
Vector CBot::GetAutoaimVector(float flDelta)
{
UTIL_MakeVectors(pev->v_angle + pev->punchangle);
return gpGlobals->v_forward;
}
void CBot::BotThink()
{
if (gpGlobals->time >= m_flNextBotThink)
{
m_flNextBotThink = gpGlobals->time + g_flBotCommandInterval;
Upkeep();
if (gpGlobals->time >= m_flNextFullBotThink)
{
m_flNextFullBotThink = gpGlobals->time + g_flBotFullThinkInterval;
ResetCommand();
Update();
}
ExecuteCommand();
}
}
void CBot::MoveForward()
{
m_forwardSpeed = GetMoveSpeed();
m_buttonFlags |= IN_FORWARD;
// make mutually exclusive
m_buttonFlags &= ~IN_BACK;
}
void CBot::MoveBackward()
{
m_forwardSpeed = -GetMoveSpeed();
m_buttonFlags |= IN_BACK;
// make mutually exclusive
m_buttonFlags &= ~IN_FORWARD;
}
void CBot::StrafeLeft()
{
m_strafeSpeed = -GetMoveSpeed();
m_buttonFlags |= IN_MOVELEFT;
// make mutually exclusive
m_buttonFlags &= ~IN_MOVERIGHT;
}
void CBot::StrafeRight()
{
m_strafeSpeed = GetMoveSpeed();
m_buttonFlags |= IN_MOVERIGHT;
// make mutually exclusive
m_buttonFlags &= ~IN_MOVELEFT;
}
bool CBot::Jump(bool mustJump)
{
if (IsJumping() || IsCrouching())
return false;
if (!mustJump)
{
const float minJumpInterval = 0.9f; // 1.5f;
if (gpGlobals->time - m_jumpTimestamp < minJumpInterval)
return false;
}
// still need sanity check for jumping frequency
const float sanityInterval = 0.3f;
if (gpGlobals->time - m_jumpTimestamp < sanityInterval)
return false;
// jump
m_buttonFlags |= IN_JUMP;
m_jumpTimestamp = gpGlobals->time;
return true;
}
// Zero any MoveForward(), Jump(), etc
void CBot::ClearMovement()
{
ResetCommand();
}
// Returns true if we are in the midst of a jump
bool CBot::IsJumping()
{
// if long time after last jump, we can't be jumping
if (gpGlobals->time - m_jumpTimestamp > 3.0f)
return false;
// if we just jumped, we're still jumping
if (gpGlobals->time - m_jumpTimestamp < 1.0f)
return true;
// a little after our jump, we're jumping until we hit the ground
if (pev->flags & FL_ONGROUND)
return false;
return true;
}
void CBot::Crouch()
{
m_isCrouching = true;
}
void CBot::StandUp()
{
m_isCrouching = false;
}
void CBot::UseEnvironment()
{
m_buttonFlags |= IN_USE;
}
void CBot::PrimaryAttack()
{
m_buttonFlags |= IN_ATTACK;
}
void CBot::ClearPrimaryAttack()
{
m_buttonFlags &= ~IN_ATTACK;
}
void CBot::TogglePrimaryAttack()
{
if (m_buttonFlags & IN_ATTACK)
m_buttonFlags &= ~IN_ATTACK;
else
m_buttonFlags |= IN_ATTACK;
}
void CBot::SecondaryAttack()
{
m_buttonFlags |= IN_ATTACK2;
}
void CBot::Reload()
{
m_buttonFlags |= IN_RELOAD;
}
// Returns ratio of ammo left to max ammo (1 = full clip, 0 = empty)
float CBot::GetActiveWeaponAmmoRatio() const
{
CBasePlayerWeapon *weapon = GetActiveWeapon();
if (!weapon)
return 0.0f;
// weapons with no ammo are always full
if (weapon->m_iClip < 0)
return 1.0f;
return (float)weapon->m_iClip / (float)weapon->iMaxClip();
}
// Return true if active weapon has an empty clip
bool CBot::IsActiveWeaponClipEmpty() const
{
CBasePlayerWeapon *weapon = GetActiveWeapon();
if (weapon != NULL && weapon->m_iClip == 0)
return true;
return false;
}
// Return true if active weapon has no ammo at all
bool CBot::IsActiveWeaponOutOfAmmo() const
{
CBasePlayerWeapon *gun = GetActiveWeapon();
if (gun == NULL)
return true;
if (gun->m_iClip < 0)
return false;
if (gun->m_iClip == 0 && m_rgAmmo[ gun->m_iPrimaryAmmoType ] <= 0)
return true;
return false;
}
// Return true if looking thru weapon's scope
bool CBot::IsUsingScope() const
{
// if our field of view is less than 90, we're looking thru a scope (maybe only true for CS...)
if (m_iFOV < 90.0f)
return true;
return false;
}
void CBot::ExecuteCommand()
{
byte adjustedMSec;
// Adjust msec to command time interval
adjustedMSec = ThrottledMsec();
// player model is "munged"
pev->angles = pev->v_angle;
pev->angles.x /= -3.0f;
// save the command time
m_flPreviousCommandTime = gpGlobals->time;
if (IsCrouching())
{
m_buttonFlags |= IN_DUCK;
}
// Run the command
PLAYER_RUN_MOVE(edict(), pev->v_angle, m_forwardSpeed, m_strafeSpeed, m_verticalSpeed, m_buttonFlags, 0, adjustedMSec);
}
void CBot::ResetCommand()
{
m_forwardSpeed = 0.0f;
m_strafeSpeed = 0.0f;
m_verticalSpeed = 0.0f;
m_buttonFlags = 0;
}
byte CBot::ThrottledMsec() const
{
int iNewMsec;
// Estimate Msec to use for this command based on time passed from the previous command
iNewMsec = (int)((gpGlobals->time - m_flPreviousCommandTime) * 1000);
// Doh, bots are going to be slower than they should if this happens.
// Upgrade that CPU or use less bots!
if (iNewMsec > 255)
iNewMsec = 255;
return (byte)iNewMsec;
}
// Do a "client command" - useful for invoking menu choices, etc.
void CBot::ClientCommand(const char *cmd, const char *arg1, const char *arg2, const char *arg3)
{
#if 0
BotArgs[0] = cmd;
BotArgs[1] = arg1;
BotArgs[2] = arg2;
BotArgs[3] = arg3;
UseBotArgs = true;
::ClientCommand(ENT(pev));
UseBotArgs = false;
#endif
}
// Returns TRUE if given entity is our enemy
bool CBot::IsEnemy(CBaseEntity *ent) const
{
// only Players (real and AI) can be enemies
if (!ent->IsPlayer())
return false;
// corpses are no threat
if (!ent->IsAlive())
return false;
CBasePlayer *player = static_cast<CBasePlayer *>(ent);
// if they are on our team, they are our friends
// if (player->m_iTeam == m_iTeam)
// return false;
// yep, we hate 'em
return true;
}
// Return number of enemies left alive
int CBot::GetEnemiesRemaining() const
{
int count = 0;
for (int i = 1; i <= gpGlobals->maxClients; ++i)
{
CBaseEntity *player = UTIL_PlayerByIndex(i);
if (player == NULL)
continue;
if (FNullEnt(player->pev))
continue;
if (FStrEq(STRING(player->pev->netname), ""))
continue;
if (!IsEnemy(player))
continue;
if (!player->IsAlive())
continue;
count++;
}
return count;
}
// Return number of friends left alive
int CBot::GetFriendsRemaining() const
{
int count = 0;
for (int i = 1; i <= gpGlobals->maxClients; ++i)
{
CBaseEntity *player = UTIL_PlayerByIndex(i);
if (player == NULL)
continue;
if (FNullEnt(player->pev))
continue;
if (FStrEq(STRING(player->pev->netname), ""))
continue;
if (IsEnemy(player))
continue;
if (!player->IsAlive())
continue;
if (player == static_cast<CBaseEntity *>(const_cast<CBot *>(this)))
continue;
count++;
}
return count;
}
bool CBot::IsLocalPlayerWatchingMe() const
{
// avoid crash during spawn
if (pev == NULL)
return false;
int myIndex = const_cast<CBot *>(this)->entindex();
CBasePlayer *player = UTIL_GetLocalPlayer();
if (player == NULL)
return false;
#if 0
if ((player->pev->flags & FL_SPECTATOR || player->m_iTeam == SPECTATOR) && player->pev->iuser2 == myIndex)
{
switch (player->pev->iuser1)
{
case OBS_CHASE_LOCKED:
case OBS_CHASE_FREE:
case OBS_IN_EYE:
return true;
}
}
#endif
return false;
}
NOXREF void CBot::Print(char *format, ...) const
{
va_list varg;
char buffer[1024];
// prefix the message with the bot's name
Q_sprintf(buffer, "%s: ", STRING(pev->netname));
SERVER_PRINT(buffer);
va_start(varg, format);
vsprintf(buffer, format, varg);
va_end(varg);
SERVER_PRINT(buffer);
}
void CBot::PrintIfWatched(char *format, ...) const
{
if (!cv_bot_debug.value)
return;
if ((IsLocalPlayerWatchingMe() && (cv_bot_debug.value == 1 || cv_bot_debug.value == 3))
|| (cv_bot_debug.value == 2 || cv_bot_debug.value == 4))
{
va_list varg;
char buffer[1024];
// prefix the message with the bot's name (this can be NULL if bot was just added)
const char *name;
if (pev == NULL)
name = "(NULL pev)";
else
name = STRING(pev->netname);
Q_sprintf(buffer, "%s: ", (name != NULL) ? name : "(NULL netname)");
SERVER_PRINT(buffer);
va_start(varg, format);
vsprintf(buffer, format, varg);
va_end(varg);
SERVER_PRINT(buffer);
}
}
ActiveGrenade::ActiveGrenade(int weaponID, CGrenade *grenadeEntity)
{
m_id = weaponID;
m_entity = grenadeEntity;
m_detonationPosition = grenadeEntity->pev->origin;
m_dieTimestamp = 0;
}
void ActiveGrenade::OnEntityGone()
{
#if 0
if (m_id == WEAPON_SMOKEGRENADE)
{
// smoke lingers after grenade is gone
const float smokeLingerTime = 4.0f;
m_dieTimestamp = gpGlobals->time + smokeLingerTime;
}
#endif
m_entity = NULL;
}
bool ActiveGrenade::IsValid() const
{
if (!m_entity)
{
if (gpGlobals->time > m_dieTimestamp)
return false;
}
return true;
}
const Vector *ActiveGrenade::GetPosition() const
{
return &m_entity->pev->origin;
}