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// botman's Half-Life bot example
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//
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// http://planethalflife.com/botman/
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//
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// bot.cpp
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//
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#include "extdll.h"
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#include "util.h"
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#include "client.h"
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#include "cbase.h"
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#include "player.h"
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#include "items.h"
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#include "effects.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "gamerules.h"
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#include "animation.h"
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#include "bot.h"
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#include <sys/types.h>
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#include <sys/stat.h>
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extern DLL_GLOBAL ULONG g_ulModelIndexPlayer;
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// Set in combat.cpp. Used to pass the damage inflictor for death messages.
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extern entvars_t *g_pevLastInflictor;
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extern DLL_GLOBAL BOOL g_fGameOver;
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extern int gmsgHealth;
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extern int gmsgCurWeapon;
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extern int gmsgSetFOV;
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#define PLAYER_SEARCH_RADIUS (float)40
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int f_Observer = 0; // flag to indicate if player is in observer mode
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int f_botskill = 3; // default bot skill level
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int f_botdontshoot = 0;
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// array of bot respawn information
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respawn_t bot_respawn[32] = {
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL},
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{FALSE, BOT_IDLE, "", "", "", NULL}, {FALSE, BOT_IDLE, "", "", "", NULL}};
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#define MAX_SKINS 10
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// indicate which models are currently used for random model allocation
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BOOL skin_used[MAX_SKINS] = {
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FALSE, FALSE, FALSE, FALSE, FALSE,
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FALSE, FALSE, FALSE, FALSE, FALSE};
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// store the names of the models...
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const char *bot_skins[MAX_SKINS] = {
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"barney", "gina", "gman", "gordon", "helmet",
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"hgrunt", "recon", "robo", "scientist", "zombie"};
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// store the player names for each of the models...
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const char *bot_names[MAX_SKINS] = {
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"Barney", "Gina", "G-Man", "Gordon", "Helmet",
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"H-Grunt", "Recon", "Robo", "Scientist", "Zombie"};
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// how often (out of 1000 times) the bot will pause, based on bot skill
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float pause_frequency[5] = {4, 7, 10, 15, 20};
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// how long the bot will delay when paused, based on bot skill
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float pause_time[5][2] = {
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{0.2, 0.5}, {0.5, 1.0}, {0.7, 1.3}, {1.0, 1.7}, {1.2, 2.0}};
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extern ammo_check_t ammo_check[];
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// sounds for TakeDamage speaking effects...
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char hgrunt_sounds[][30] = { HG_SND1, HG_SND2, HG_SND3, HG_SND4, HG_SND5 };
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char barney_sounds[][30] = { BA_SND1, BA_SND2, BA_SND3, BA_SND4, BA_SND5 };
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char scientist_sounds[][30] = { SC_SND1, SC_SND2, SC_SND3, SC_SND4, SC_SND5 };
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LINK_ENTITY_TO_CLASS( bot, CBot );
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inline edict_t *CREATE_FAKE_CLIENT( const char *netname )
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{
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return (*g_engfuncs.pfnCreateFakeClient)( netname );
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}
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inline char *GET_INFOBUFFER( edict_t *e )
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{
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return (*g_engfuncs.pfnGetInfoKeyBuffer)( e );
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}
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inline char *GET_INFO_KEY_VALUE( const char *infobuffer, const char *key )
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{
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return (g_engfuncs.pfnInfoKeyValue( infobuffer, key ));
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}
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inline void SET_CLIENT_KEY_VALUE( int clientIndex, const char *infobuffer,
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const char *key, const char *value )
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{
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(*g_engfuncs.pfnSetClientKeyValue)( clientIndex, infobuffer, key, value );
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}
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void BotDebug( char *buffer )
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{
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// print out debug messages to the HUD of all players
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// this allows you to print messages from bots to your display
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// as you are playing the game. Use STRING(pev->netname) in
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// buffer to see the name of the bot.
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, buffer );
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}
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void BotCreate(const char *skin, const char *name, const char *skill)
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{
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edict_t *BotEnt;
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CBot *BotClass;
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int skill_level;
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char c_skill[2];
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char c_skin[BOT_SKIN_LEN+1];
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char c_name[BOT_NAME_LEN+1];
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char c_index[3];
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int i, j, length;
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int index; // index into array of predefined names
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BOOL found = FALSE;
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if ((skin == NULL) || (*skin == 0))
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{
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// pick a random skin
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index = RANDOM_LONG(0, 9); // there are ten possible skins
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// check if this skin has already been used...
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while (skin_used[index] == TRUE)
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{
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index++;
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if (index == MAX_SKINS)
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index = 0;
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}
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skin_used[index] = TRUE;
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// check if all skins are used...
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for (i = 0; i < MAX_SKINS; i++)
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{
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if (skin_used[i] == FALSE)
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break;
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}
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// if all skins are used, reset used to FALSE for next selection
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if (i == MAX_SKINS)
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{
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for (i = 0; i < MAX_SKINS; i++)
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skin_used[i] = FALSE;
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}
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strcpy( c_skin, bot_skins[index] );
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}
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else
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{
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strncpy( c_skin, skin, BOT_SKIN_LEN);
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c_skin[BOT_SKIN_LEN] = 0; // make sure c_skin is null terminated
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}
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for (i = 0; c_skin[i] != 0; i++)
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c_skin[i] = tolower( c_skin[i] ); // convert to all lowercase
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index = 0;
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while ((!found) && (index < MAX_SKINS))
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{
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if (strcmp(c_skin, bot_skins[index]) == 0)
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found = TRUE;
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else
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index++;
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}
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if (found == TRUE)
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{
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if ((name != NULL) && (*name != 0))
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{
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strncpy( c_name, name, 31 );
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c_name[31] = 0; // make sure c_name is null terminated
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}
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else
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{
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strcpy( c_name, bot_names[index] );
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}
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}
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else
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{
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char dir_name[32];
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char filename[128];
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struct stat stat_str;
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GET_GAME_DIR(dir_name);
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sprintf(filename, "%s\\models\\player\\%s", dir_name, c_skin);
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if (stat(filename, &stat_str) != 0)
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{
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sprintf(filename, "valve\\models\\player\\%s", c_skin);
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if (stat(filename, &stat_str) != 0)
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{
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char err_msg[80];
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sprintf( err_msg, "model \"%s\" is unknown.\n", c_skin );
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, err_msg );
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if (IS_DEDICATED_SERVER())
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printf( "%s\n", err_msg );
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY,
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"use barney, gina, gman, gordon, helmet, hgrunt,\n");
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if (IS_DEDICATED_SERVER())
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printf("use barney, gina, gman, gordon, helmet, hgrunt,\n");
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY,
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" recon, robo, scientist, or zombie\n");
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if (IS_DEDICATED_SERVER())
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printf(" recon, robo, scientist, or zombie\n");
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return;
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}
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}
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// copy the name of the model to the bot's name...
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strncpy( c_name, skin, BOT_SKIN_LEN);
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c_name[BOT_SKIN_LEN] = 0; // make sure c_skin is null terminated
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}
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length = strlen(c_name);
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// remove any illegal characters from name...
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for (i = 0; i < length; i++)
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{
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if ((c_name[i] <= ' ') || (c_name[i] > '~') ||
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(c_name[i] == '"'))
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{
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for (j = i; j < length; j++) // shuffle chars left (and null)
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c_name[j] = c_name[j+1];
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length--;
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}
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}
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skill_level = 0;
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if ((skill != NULL) && (*skill != 0))
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sscanf( skill, "%d", &skill_level );
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else
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skill_level = f_botskill;
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if ((skill_level < 1) || (skill_level > 5))
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skill_level = f_botskill;
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sprintf( c_skill, "%d", skill_level );
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BotEnt = CREATE_FAKE_CLIENT( c_name );
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if (FNullEnt( BotEnt ))
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{
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "Max. Players reached. Can't create bot!\n");
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if (IS_DEDICATED_SERVER())
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printf("Max. Players reached. Can't create bot!\n");
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}
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else
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{
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char ptr[128]; // allocate space for message from ClientConnect
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char *infobuffer;
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int clientIndex;
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index = 0;
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while ((bot_respawn[index].is_used) && (index < 32))
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index++;
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if (index >= 32)
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{
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "Can't create bot!\n");
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return;
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}
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sprintf(c_index, "%d", index);
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bot_respawn[index].is_used = TRUE; // this slot is used
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// don't store the name here, it might change if same as another
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strcpy(bot_respawn[index].skin, c_skin);
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strcpy(bot_respawn[index].skill, c_skill);
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sprintf(ptr, "Creating bot \"%s\" using model %s with skill=%d\n", c_name, c_skin, skill_level);
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, ptr);
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if (IS_DEDICATED_SERVER())
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printf("%s", ptr);
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BotClass = GetClassPtr( (CBot *) VARS(BotEnt) );
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infobuffer = GET_INFOBUFFER( BotClass->edict( ) );
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clientIndex = BotClass->entindex( );
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SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "model", c_skin );
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SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "skill", c_skill );
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SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "index", c_index );
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ClientConnect( BotClass->edict( ), c_name, "127.0.0.1", ptr );
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DispatchSpawn( BotClass->edict( ) );
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}
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}
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void CBot::Spawn( )
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{
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char c_skill[2];
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char c_index[3];
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CBasePlayer::Spawn();
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pev->flags = FL_CLIENT | FL_FAKECLIENT;
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// set the respawn index value based on key from BotCreate
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strcpy(c_index, GET_INFO_KEY_VALUE(GET_INFOBUFFER(edict( )), "index") );
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sscanf(c_index, "%d", &respawn_index);
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bot_respawn[respawn_index].pBot = (CBasePlayer *)this;
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// get the bot's name and save it in respawn array...
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strcpy(bot_respawn[respawn_index].name, STRING(pev->netname));
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bot_respawn[respawn_index].state = BOT_IDLE;
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pev->ideal_yaw = pev->v_angle.y;
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pev->yaw_speed = BOT_YAW_SPEED;
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// bot starts out in "paused" state since it hasn't moved yet...
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bot_was_paused = TRUE;
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v_prev_origin = pev->origin;
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f_shoot_time = 0;
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// get bot's skill level (0=good, 4=bad)
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strcpy(c_skill, GET_INFO_KEY_VALUE(GET_INFOBUFFER(edict( )), "skill") );
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sscanf(c_skill, "%d", &bot_skill);
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bot_skill--; // make 0 based for array index (now 0-4)
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f_max_speed = CVAR_GET_FLOAT("sv_maxspeed");
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f_speed_check_time = gpGlobals->time + 2.0;
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ladder_dir = 0;
|
|
|
|
|
|
|
|
// pick a wander direction (50% of the time to the left, 50% to the right)
|
|
|
|
if (RANDOM_LONG(1, 100) <= 50)
|
|
|
|
wander_dir = WANDER_LEFT;
|
|
|
|
else
|
|
|
|
wander_dir = WANDER_RIGHT;
|
|
|
|
|
|
|
|
f_pause_time = 0;
|
|
|
|
f_find_item = 0;
|
|
|
|
|
|
|
|
if (g_pGameRules->IsTeamplay()) // is team play enabled?
|
|
|
|
{
|
|
|
|
strcpy(model_name, g_pGameRules->GetTeamID(this));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
strcpy(model_name, GET_INFO_KEY_VALUE(GET_INFOBUFFER(edict( )), "model") );
|
|
|
|
}
|
|
|
|
|
|
|
|
bot_model = 0;
|
|
|
|
if ((strcmp( model_name, "hgrunt" ) == 0) ||
|
|
|
|
(strcmp( model_name, "recon" ) == 0))
|
|
|
|
{
|
|
|
|
bot_model = MODEL_HGRUNT;
|
|
|
|
}
|
|
|
|
else if (strcmp( model_name, "barney") == 0)
|
|
|
|
{
|
|
|
|
bot_model = MODEL_BARNEY;
|
|
|
|
}
|
|
|
|
else if (strcmp( model_name, "scientist") == 0)
|
|
|
|
{
|
|
|
|
bot_model = MODEL_SCIENTIST;
|
|
|
|
}
|
|
|
|
|
|
|
|
f_pain_time = gpGlobals->time + 5.0;
|
|
|
|
|
|
|
|
b_use_health_station = FALSE;
|
|
|
|
b_use_HEV_station = FALSE;
|
|
|
|
b_use_button = FALSE;
|
|
|
|
f_use_button_time = 0;
|
|
|
|
b_lift_moving = FALSE;
|
|
|
|
f_use_ladder_time = 0;
|
|
|
|
f_fire_gauss = -1; // -1 means not charging gauss gun
|
|
|
|
|
|
|
|
b_see_tripmine = FALSE;
|
|
|
|
b_shoot_tripmine = FALSE;
|
|
|
|
|
|
|
|
f_weapon_inventory_time = 0;
|
|
|
|
f_dont_avoid_wall_time = 0;
|
|
|
|
f_bot_use_time = 0;
|
|
|
|
f_wall_on_right = 0;
|
|
|
|
f_wall_on_left = 0;
|
|
|
|
|
|
|
|
pBotEnemy = NULL;
|
|
|
|
pBotUser = NULL;
|
|
|
|
pBotPickupItem = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int CBot::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,
|
|
|
|
float flDamage, int bitsDamageType )
|
|
|
|
{
|
|
|
|
CBaseEntity *pAttacker = CBaseEntity::Instance(pevAttacker);
|
|
|
|
char sound[40];
|
|
|
|
int ret_damage;
|
|
|
|
|
|
|
|
// do the damage first...
|
|
|
|
ret_damage = CBasePlayer::TakeDamage( pevInflictor, pevAttacker, flDamage,
|
|
|
|
bitsDamageType );
|
|
|
|
|
|
|
|
// if the bot doesn't have an enemy and someone is shooting at it then
|
|
|
|
// turn in the attacker's direction...
|
|
|
|
if (pBotEnemy == NULL)
|
|
|
|
{
|
|
|
|
// face the attacker...
|
|
|
|
Vector v_enemy = pAttacker->pev->origin - pev->origin;
|
|
|
|
Vector bot_angles = UTIL_VecToAngles( v_enemy );
|
|
|
|
|
|
|
|
pev->ideal_yaw = bot_angles.y;
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
// stop using health or HEV stations...
|
|
|
|
b_use_health_station = FALSE;
|
|
|
|
b_use_HEV_station = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if bot model is known, attacker is not a bot,
|
|
|
|
// time for pain sound, and bot has some of health left...
|
|
|
|
|
|
|
|
if ((bot_model != 0) && (pAttacker->IsNetClient()) &&
|
|
|
|
(f_pain_time <= gpGlobals->time) && (pev->health > 0) &&
|
|
|
|
( !IS_DEDICATED_SERVER() ))
|
|
|
|
{
|
|
|
|
float distance = (pAttacker->pev->origin - pev->origin).Length( );
|
|
|
|
|
|
|
|
// check if the distance to attacker is close enough (otherwise
|
|
|
|
// the attacker is too far away to hear the pain sounds)
|
|
|
|
|
|
|
|
if (distance <= 400)
|
|
|
|
{
|
|
|
|
// speak pain sounds about 50% of the time
|
|
|
|
if (RANDOM_LONG(1, 100) <= 50)
|
|
|
|
{
|
|
|
|
f_pain_time = gpGlobals->time + 5.0;
|
|
|
|
|
|
|
|
if (bot_model == MODEL_HGRUNT)
|
|
|
|
strcpy( sound, hgrunt_sounds[RANDOM_LONG(0,4)] );
|
|
|
|
else if (bot_model == MODEL_BARNEY)
|
|
|
|
strcpy( sound, barney_sounds[RANDOM_LONG(0,4)] );
|
|
|
|
else if (bot_model == MODEL_SCIENTIST)
|
|
|
|
strcpy( sound, scientist_sounds[RANDOM_LONG(0,4)] );
|
|
|
|
|
|
|
|
EMIT_SOUND(ENT(pevAttacker), CHAN_VOICE, sound,
|
|
|
|
RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return ret_damage;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBot::Use( CBaseEntity *pActivator, CBaseEntity *pCaller,
|
|
|
|
USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
if (g_pGameRules->IsTeamplay()) // is team play enabled?
|
|
|
|
{
|
|
|
|
// check the bot and player are on the same team...
|
|
|
|
|
|
|
|
if (UTIL_TeamsMatch(g_pGameRules->GetTeamID(this),
|
|
|
|
g_pGameRules->GetTeamID(pActivator)))
|
|
|
|
{
|
|
|
|
if (pBotEnemy == NULL) // is bot NOT currently engaged in combat?
|
|
|
|
{
|
|
|
|
if (pBotUser == NULL) // does bot NOT have a "user"
|
|
|
|
{
|
|
|
|
// tell teammate that bot will cover them...
|
|
|
|
|
|
|
|
EMIT_SOUND(ENT(pActivator->pev), CHAN_VOICE, USE_TEAMPLAY_SND,
|
|
|
|
1.0, ATTN_NORM);
|
|
|
|
|
|
|
|
pBotUser = pActivator;
|
|
|
|
f_bot_use_time = gpGlobals->time;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// tell teammate that you'll see them later..
|
|
|
|
|
|
|
|
EMIT_SOUND(ENT(pActivator->pev), CHAN_VOICE, USE_TEAMPLAY_LATER_SND,
|
|
|
|
1.0, ATTN_NORM);
|
|
|
|
|
|
|
|
pBotUser = NULL;
|
|
|
|
f_bot_use_time = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pActivator->pev), CHAN_VOICE, USE_TEAMPLAY_ENEMY_SND, 1.0,
|
|
|
|
ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int CBot::BotInFieldOfView(Vector dest)
|
|
|
|
{
|
|
|
|
// find angles from source to destination...
|
|
|
|
Vector entity_angles = UTIL_VecToAngles( dest );
|
|
|
|
|
|
|
|
// make yaw angle 0 to 360 degrees if negative...
|
|
|
|
if (entity_angles.y < 0)
|
|
|
|
entity_angles.y += 360;
|
|
|
|
|
|
|
|
// get bot's current view angle...
|
|
|
|
float view_angle = pev->v_angle.y;
|
|
|
|
|
|
|
|
// make view angle 0 to 360 degrees if negative...
|
|
|
|
if (view_angle < 0)
|
|
|
|
view_angle += 360;
|
|
|
|
|
|
|
|
// return the absolute value of angle to destination entity
|
|
|
|
// zero degrees means straight ahead, 45 degrees to the left or
|
|
|
|
// 45 degrees to the right is the limit of the normal view angle
|
|
|
|
|
|
|
|
return abs((int)view_angle - (int)entity_angles.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CBot::BotEntityIsVisible( Vector dest )
|
|
|
|
{
|
|
|
|
TraceResult tr;
|
|
|
|
|
|
|
|
// trace a line from bot's eyes to destination...
|
|
|
|
UTIL_TraceLine( pev->origin + pev->view_ofs, dest, ignore_monsters,
|
|
|
|
ENT(pev), &tr );
|
|
|
|
|
|
|
|
// check if line of sight to object is not blocked (i.e. visible)
|
|
|
|
if (tr.flFraction >= 1.0)
|
|
|
|
return TRUE;
|
|
|
|
else
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
float CBot::BotChangeYaw( float speed )
|
|
|
|
{
|
|
|
|
float ideal;
|
|
|
|
float current;
|
|
|
|
float current_180; // current +/- 180 degrees
|
|
|
|
float diff;
|
|
|
|
|
|
|
|
// turn from the current v_angle yaw to the ideal_yaw by selecting
|
|
|
|
// the quickest way to turn to face that direction
|
|
|
|
|
|
|
|
current = pev->v_angle.y;
|
|
|
|
ideal = pev->ideal_yaw;
|
|
|
|
|
|
|
|
// find the difference in the current and ideal angle
|
|
|
|
diff = abs(current - ideal);
|
|
|
|
|
|
|
|
// check if the bot is already facing the ideal_yaw direction...
|
|
|
|
if (diff <= 1)
|
|
|
|
return diff; // return number of degrees turned
|
|
|
|
|
|
|
|
// check if difference is less than the max degrees per turn
|
|
|
|
if (diff < speed)
|
|
|
|
speed = diff; // just need to turn a little bit (less than max)
|
|
|
|
|
|
|
|
// here we have four cases, both angle positive, one positive and
|
|
|
|
// the other negative, one negative and the other positive, or
|
|
|
|
// both negative. handle each case separately...
|
|
|
|
|
|
|
|
if ((current >= 0) && (ideal >= 0)) // both positive
|
|
|
|
{
|
|
|
|
if (current > ideal)
|
|
|
|
current -= speed;
|
|
|
|
else
|
|
|
|
current += speed;
|
|
|
|
}
|
|
|
|
else if ((current >= 0) && (ideal < 0))
|
|
|
|
{
|
|
|
|
current_180 = current - 180;
|
|
|
|
|
|
|
|
if (current_180 > ideal)
|
|
|
|
current += speed;
|
|
|
|
else
|
|
|
|
current -= speed;
|
|
|
|
}
|
|
|
|
else if ((current < 0) && (ideal >= 0))
|
|
|
|
{
|
|
|
|
current_180 = current + 180;
|
|
|
|
if (current_180 > ideal)
|
|
|
|
current += speed;
|
|
|
|
else
|
|
|
|
current -= speed;
|
|
|
|
}
|
|
|
|
else // (current < 0) && (ideal < 0) both negative
|
|
|
|
{
|
|
|
|
if (current > ideal)
|
|
|
|
current -= speed;
|
|
|
|
else
|
|
|
|
current += speed;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (current > 180)
|
|
|
|
current -= 360;
|
|
|
|
if (current < -180)
|
|
|
|
current += 360;
|
|
|
|
|
|
|
|
pev->v_angle.y = current;
|
|
|
|
|
|
|
|
pev->angles.x = 0;
|
|
|
|
pev->angles.y = pev->v_angle.y;
|
|
|
|
pev->angles.z = 0;
|
|
|
|
|
|
|
|
return speed; // return number of degrees turned
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBot::BotOnLadder( float moved_distance )
|
|
|
|
{
|
|
|
|
// moves the bot up or down a ladder. if the bot can't move
|
|
|
|
// (i.e. get's stuck with someone else on ladder), the bot will
|
|
|
|
// change directions and go the other way on the ladder.
|
|
|
|
|
|
|
|
if (ladder_dir == LADDER_UP) // is the bot currently going up?
|
|
|
|
{
|
|
|
|
pev->v_angle.x = -60; // look upwards
|
|
|
|
|
|
|
|
// check if the bot hasn't moved much since the last location...
|
|
|
|
if (moved_distance <= 1)
|
|
|
|
{
|
|
|
|
// the bot must be stuck, change directions...
|
|
|
|
|
|
|
|
pev->v_angle.x = 60; // look downwards
|
|
|
|
ladder_dir = LADDER_DOWN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ladder_dir == LADDER_DOWN) // is the bot currently going down?
|
|
|
|
{
|
|
|
|
pev->v_angle.x = 60; // look downwards
|
|
|
|
|
|
|
|
// check if the bot hasn't moved much since the last location...
|
|
|
|
if (moved_distance <= 1)
|
|
|
|
{
|
|
|
|
// the bot must be stuck, change directions...
|
|
|
|
|
|
|
|
pev->v_angle.x = -60; // look upwards
|
|
|
|
ladder_dir = LADDER_UP;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // the bot hasn't picked a direction yet, try going up...
|
|
|
|
{
|
|
|
|
pev->v_angle.x = -60; // look upwards
|
|
|
|
ladder_dir = LADDER_UP;
|
|
|
|
}
|
|
|
|
|
|
|
|
// move forward (i.e. in the direction the bot is looking, up or down)
|
|
|
|
pev->button |= IN_FORWARD;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBot::BotUnderWater( void )
|
|
|
|
{
|
|
|
|
// handle movements under water. right now, just try to keep from
|
|
|
|
// drowning by swimming up towards the surface and look to see if
|
|
|
|
// there is a surface the bot can jump up onto to get out of the
|
|
|
|
// water. bots DON'T like water!
|
|
|
|
|
|
|
|
Vector v_src, v_forward;
|
|
|
|
TraceResult tr;
|
|
|
|
int contents;
|
|
|
|
|
|
|
|
// swim up towards the surface
|
|
|
|
pev->v_angle.x = -60; // look upwards
|
|
|
|
|
|
|
|
// move forward (i.e. in the direction the bot is looking, up or down)
|
|
|
|
pev->button |= IN_FORWARD;
|
|
|
|
|
|
|
|
// set gpGlobals angles based on current view angle (for TraceLine)
|
|
|
|
UTIL_MakeVectors( pev->v_angle );
|
|
|
|
|
|
|
|
// look from eye position straight forward (remember: the bot is looking
|
|
|
|
// upwards at a 60 degree angle so TraceLine will go out and up...
|
|
|
|
|
|
|
|
v_src = pev->origin + pev->view_ofs; // EyePosition()
|
|
|
|
v_forward = v_src + gpGlobals->v_forward * 90;
|
|
|
|
|
|
|
|
// trace from the bot's eyes straight forward...
|
|
|
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// check if the trace didn't hit anything (i.e. nothing in the way)...
|
|
|
|
if (tr.flFraction >= 1.0)
|
|
|
|
{
|
|
|
|
// find out what the contents is of the end of the trace...
|
|
|
|
contents = UTIL_PointContents( tr.vecEndPos );
|
|
|
|
|
|
|
|
// check if the trace endpoint is in open space...
|
|
|
|
if (contents == CONTENTS_EMPTY)
|
|
|
|
{
|
|
|
|
// ok so far, we are at the surface of the water, continue...
|
|
|
|
|
|
|
|
v_src = tr.vecEndPos;
|
|
|
|
v_forward = v_src;
|
|
|
|
v_forward.z -= 90;
|
|
|
|
|
|
|
|
// trace from the previous end point straight down...
|
|
|
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters,
|
|
|
|
ENT(pev), &tr);
|
|
|
|
|
|
|
|
// check if the trace hit something...
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
{
|
|
|
|
contents = UTIL_PointContents( tr.vecEndPos );
|
|
|
|
|
|
|
|
// if contents isn't water then assume it's land, jump!
|
|
|
|
if (contents != CONTENTS_WATER)
|
|
|
|
{
|
|
|
|
pev->button |= IN_JUMP;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBot::BotFindItem( void )
|
|
|
|
{
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
CBaseEntity *pPickupEntity = NULL;
|
|
|
|
Vector pickup_origin;
|
|
|
|
Vector entity_origin;
|
|
|
|
float radius = 500;
|
|
|
|
BOOL can_pickup;
|
|
|
|
float min_distance;
|
|
|
|
char item_name[40];
|
|
|
|
TraceResult tr;
|
|
|
|
Vector vecStart;
|
|
|
|
Vector vecEnd;
|
|
|
|
int angle_to_entity;
|
|
|
|
|
|
|
|
pBotPickupItem = NULL;
|
|
|
|
|
|
|
|
min_distance = radius + 1.0;
|
|
|
|
|
|
|
|
while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, radius )) != NULL)
|
|
|
|
{
|
|
|
|
can_pickup = FALSE; // assume can't use it until known otherwise
|
|
|
|
|
|
|
|
strcpy(item_name, STRING(pEntity->pev->classname));
|
|
|
|
|
|
|
|
// see if this is a "func_" type of entity (func_button, etc.)...
|
|
|
|
if (strncmp("func_", item_name, 5) == 0)
|
|
|
|
{
|
|
|
|
// BModels have 0,0,0 for origin so must use VecBModelOrigin...
|
|
|
|
entity_origin = VecBModelOrigin(pEntity->pev);
|
|
|
|
|
|
|
|
vecStart = pev->origin + pev->view_ofs;
|
|
|
|
vecEnd = entity_origin;
|
|
|
|
|
|
|
|
angle_to_entity = BotInFieldOfView( vecEnd - vecStart );
|
|
|
|
|
|
|
|
// check if entity is outside field of view (+/- 45 degrees)
|
|
|
|
if (angle_to_entity > 45)
|
|
|
|
continue; // skip this item if bot can't "see" it
|
|
|
|
|
|
|
|
// check if entity is a ladder (ladders are a special case)...
|
|
|
|
if (strcmp("func_ladder", item_name) == 0)
|
|
|
|
{
|
|
|
|
// force ladder origin to same z coordinate as bot since
|
|
|
|
// the VecBModelOrigin is the center of the ladder. For
|
|
|
|
// LONG ladders, the center MAY be hundreds of units above
|
|
|
|
// the bot. Fake an origin at the same level as the bot...
|
|
|
|
|
|
|
|
entity_origin.z = pev->origin.z;
|
|
|
|
vecEnd = entity_origin;
|
|
|
|
|
|
|
|
// trace a line from bot's eyes to func_ladder entity...
|
|
|
|
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// check if traced all the way up to the entity (didn't hit wall)
|
|
|
|
if (tr.flFraction >= 1.0)
|
|
|
|
{
|
|
|
|
// find distance to item for later use...
|
|
|
|
float distance = (vecEnd - vecStart).Length( );
|
|
|
|
|
|
|
|
// use the ladder about 100% of the time, if haven't
|
|
|
|
// used a ladder in at least 5 seconds...
|
|
|
|
if ((RANDOM_LONG(1, 100) <= 100) &&
|
|
|
|
((f_use_ladder_time + 5) < gpGlobals->time))
|
|
|
|
{
|
|
|
|
// if close to ladder...
|
|
|
|
if (distance < 100)
|
|
|
|
{
|
|
|
|
// don't avoid walls for a while
|
|
|
|
f_dont_avoid_wall_time = gpGlobals->time + 5.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
can_pickup = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// trace a line from bot's eyes to func_ entity...
|
|
|
|
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// check if traced all the way up to the entity (didn't hit wall)
|
|
|
|
if (strcmp(item_name, STRING(tr.pHit->v.classname)) == 0)
|
|
|
|
{
|
|
|
|
// find distance to item for later use...
|
|
|
|
float distance = (vecEnd - vecStart).Length( );
|
|
|
|
|
|
|
|
// check if entity is wall mounted health charger...
|
|
|
|
if (strcmp("func_healthcharger", item_name) == 0)
|
|
|
|
{
|
|
|
|
// check if the bot can use this item and
|
|
|
|
// check if the recharger is ready to use (has power left)...
|
|
|
|
if ((pev->health < 100) && (pEntity->pev->frame == 0))
|
|
|
|
{
|
|
|
|
// check if flag not set...
|
|
|
|
if (!b_use_health_station)
|
|
|
|
{
|
|
|
|
// check if close enough and facing it directly...
|
|
|
|
if ((distance < PLAYER_SEARCH_RADIUS) &&
|
|
|
|
(angle_to_entity <= 10))
|
|
|
|
{
|
|
|
|
b_use_health_station = TRUE;
|
|
|
|
f_use_health_time = gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if close to health station...
|
|
|
|
if (distance < 100)
|
|
|
|
{
|
|
|
|
// don't avoid walls for a while
|
|
|
|
f_dont_avoid_wall_time = gpGlobals->time + 5.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
can_pickup = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// don't need or can't use this item...
|
|
|
|
b_use_health_station = FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is wall mounted HEV charger...
|
|
|
|
else if (strcmp("func_recharge", item_name) == 0)
|
|
|
|
{
|
|
|
|
// check if the bot can use this item and
|
|
|
|
// check if the recharger is ready to use (has power left)...
|
|
|
|
if ((pev->armorvalue < MAX_NORMAL_BATTERY) &&
|
|
|
|
(pev->weapons & (1<<WEAPON_SUIT)) &&
|
|
|
|
(pEntity->pev->frame == 0))
|
|
|
|
{
|
|
|
|
// check if flag not set and facing it...
|
|
|
|
if (!b_use_HEV_station)
|
|
|
|
{
|
|
|
|
// check if close enough and facing it directly...
|
|
|
|
if ((distance < PLAYER_SEARCH_RADIUS) &&
|
|
|
|
(angle_to_entity <= 10))
|
|
|
|
{
|
|
|
|
b_use_HEV_station = TRUE;
|
|
|
|
f_use_HEV_time = gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if close to HEV recharger...
|
|
|
|
if (distance < 100)
|
|
|
|
{
|
|
|
|
// don't avoid walls for a while
|
|
|
|
f_dont_avoid_wall_time = gpGlobals->time + 5.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
can_pickup = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// don't need or can't use this item...
|
|
|
|
b_use_HEV_station = FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is a button...
|
|
|
|
else if (strcmp("func_button", item_name) == 0)
|
|
|
|
{
|
|
|
|
// use the button about 100% of the time, if haven't
|
|
|
|
// used a button in at least 5 seconds...
|
|
|
|
if ((RANDOM_LONG(1, 100) <= 100) &&
|
|
|
|
((f_use_button_time + 5) < gpGlobals->time))
|
|
|
|
{
|
|
|
|
// check if flag not set and facing it...
|
|
|
|
if (!b_use_button)
|
|
|
|
{
|
|
|
|
// check if close enough and facing it directly...
|
|
|
|
if ((distance < PLAYER_SEARCH_RADIUS) &&
|
|
|
|
(angle_to_entity <= 10))
|
|
|
|
{
|
|
|
|
b_use_button = TRUE;
|
|
|
|
b_lift_moving = FALSE;
|
|
|
|
f_use_button_time = gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if close to button...
|
|
|
|
if (distance < 100)
|
|
|
|
{
|
|
|
|
// don't avoid walls for a while
|
|
|
|
f_dont_avoid_wall_time = gpGlobals->time + 5.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
can_pickup = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// don't need or can't use this item...
|
|
|
|
b_use_button = FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is an armed tripmine beam
|
|
|
|
else if (strcmp("beam", item_name) == 0)
|
|
|
|
{
|
|
|
|
CBeam *pBeam = (CBeam *)pEntity;
|
|
|
|
|
|
|
|
// Vector v_beam_start = pBeam->GetStartPos();
|
|
|
|
// Vector v_beam_end = pBeam->GetEndPos();
|
|
|
|
//
|
|
|
|
// if (FInViewCone( &v_beam_start ) && FVisible( v_beam_start ))
|
|
|
|
// {
|
|
|
|
// BotDebug("I see a beam start!\n");
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if (FInViewCone( &v_beam_end ) && FVisible( v_beam_end ))
|
|
|
|
// {
|
|
|
|
// BotDebug("I see a beam end!\n");
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
|
|
|
|
else // everything else...
|
|
|
|
{
|
|
|
|
entity_origin = pEntity->pev->origin;
|
|
|
|
|
|
|
|
vecStart = pev->origin + pev->view_ofs;
|
|
|
|
vecEnd = entity_origin;
|
|
|
|
|
|
|
|
// find angles from bot origin to entity...
|
|
|
|
angle_to_entity = BotInFieldOfView( vecEnd - vecStart );
|
|
|
|
|
|
|
|
// check if entity is outside field of view (+/- 45 degrees)
|
|
|
|
if (angle_to_entity > 45)
|
|
|
|
continue; // skip this item if bot can't "see" it
|
|
|
|
|
|
|
|
// check if line of sight to object is not blocked (i.e. visible)
|
|
|
|
if (BotEntityIsVisible( vecEnd ))
|
|
|
|
{
|
|
|
|
|
|
|
|
// check if entity is a weapon...
|
|
|
|
if (strncmp("weapon_", item_name, 7) == 0)
|
|
|
|
{
|
|
|
|
CBasePlayerWeapon *pWeapon = (CBasePlayerWeapon *)pEntity;
|
|
|
|
|
|
|
|
if ((pWeapon->m_pPlayer) || (pWeapon->pev->effects & EF_NODRAW))
|
|
|
|
{
|
|
|
|
// someone owns this weapon or it hasn't respawned yet
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (g_pGameRules->CanHavePlayerItem( this, pWeapon ))
|
|
|
|
{
|
|
|
|
can_pickup = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is ammo...
|
|
|
|
else if (strncmp("ammo_", item_name, 5) == 0)
|
|
|
|
{
|
|
|
|
CBasePlayerAmmo *pAmmo = (CBasePlayerAmmo *)pEntity;
|
|
|
|
BOOL ammo_found = FALSE;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// check if the item is not visible (i.e. has not respawned)
|
|
|
|
if (pAmmo->pev->effects & EF_NODRAW)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
i = 0;
|
|
|
|
while (ammo_check[i].ammo_name[0])
|
|
|
|
{
|
|
|
|
if (strcmp(ammo_check[i].ammo_name, item_name) == 0)
|
|
|
|
{
|
|
|
|
ammo_found = TRUE;
|
|
|
|
|
|
|
|
// see if the bot can pick up this item...
|
|
|
|
if (g_pGameRules->CanHaveAmmo( this,
|
|
|
|
ammo_check[i].weapon_name, ammo_check[i].max_carry))
|
|
|
|
{
|
|
|
|
can_pickup = TRUE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
if (ammo_found == FALSE)
|
|
|
|
{
|
|
|
|
sprintf(message, "unknown ammo: %s\n", item_name);
|
|
|
|
BotDebug(message);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is a battery...
|
|
|
|
else if (strcmp("item_battery", item_name) == 0)
|
|
|
|
{
|
|
|
|
CItem *pBattery = (CItem *)pEntity;
|
|
|
|
|
|
|
|
// check if the item is not visible (i.e. has not respawned)
|
|
|
|
if (pBattery->pev->effects & EF_NODRAW)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// check if the bot can use this item...
|
|
|
|
if ((pev->armorvalue < MAX_NORMAL_BATTERY) &&
|
|
|
|
(pev->weapons & (1<<WEAPON_SUIT)))
|
|
|
|
{
|
|
|
|
can_pickup = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is a healthkit...
|
|
|
|
else if (strcmp("item_healthkit", item_name) == 0)
|
|
|
|
{
|
|
|
|
CItem *pHealthKit = (CItem *)pEntity;
|
|
|
|
|
|
|
|
// check if the item is not visible (i.e. has not respawned)
|
|
|
|
if (pHealthKit->pev->effects & EF_NODRAW)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// check if the bot can use this item...
|
|
|
|
if (pev->health < 100)
|
|
|
|
{
|
|
|
|
can_pickup = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is a packed up weapons box...
|
|
|
|
else if (strcmp("weaponbox", item_name) == 0)
|
|
|
|
{
|
|
|
|
can_pickup = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is the spot from RPG laser
|
|
|
|
else if (strcmp("laser_spot", item_name) == 0)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is an armed tripmine
|
|
|
|
else if (strcmp("monster_tripmine", item_name) == 0)
|
|
|
|
{
|
|
|
|
float distance = (pEntity->pev->origin - pev->origin).Length( );
|
|
|
|
|
|
|
|
if (b_see_tripmine)
|
|
|
|
{
|
|
|
|
// see if this tripmine is closer to bot...
|
|
|
|
if (distance < (v_tripmine_origin - pev->origin).Length())
|
|
|
|
{
|
|
|
|
v_tripmine_origin = pEntity->pev->origin;
|
|
|
|
b_shoot_tripmine = FALSE;
|
|
|
|
|
|
|
|
// see if bot is far enough to shoot the tripmine...
|
|
|
|
if (distance >= 375)
|
|
|
|
{
|
|
|
|
b_shoot_tripmine = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
b_see_tripmine = TRUE;
|
|
|
|
v_tripmine_origin = pEntity->pev->origin;
|
|
|
|
b_shoot_tripmine = FALSE;
|
|
|
|
|
|
|
|
// see if bot is far enough to shoot the tripmine...
|
|
|
|
if (distance >= 375) // 375 is damage radius
|
|
|
|
{
|
|
|
|
b_shoot_tripmine = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is an armed satchel charge
|
|
|
|
else if (strcmp("monster_satchel", item_name) == 0)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if entity is a snark (squeak grenade)
|
|
|
|
else if (strcmp("monster_snark", item_name) == 0)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
} // end if object is visible
|
|
|
|
} // end else not "func_" entity
|
|
|
|
|
|
|
|
if (can_pickup) // if the bot found something it can pickup...
|
|
|
|
{
|
|
|
|
float distance = (entity_origin - pev->origin).Length( );
|
|
|
|
|
|
|
|
// see if it's the closest item so far...
|
|
|
|
if (distance < min_distance)
|
|
|
|
{
|
|
|
|
min_distance = distance; // update the minimum distance
|
|
|
|
pPickupEntity = pEntity; // remember this entity
|
|
|
|
pickup_origin = entity_origin; // remember location of entity
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // end while loop
|
|
|
|
|
|
|
|
if (pPickupEntity != NULL)
|
|
|
|
{
|
|
|
|
// let's head off toward that item...
|
|
|
|
Vector v_item = pickup_origin - pev->origin;
|
|
|
|
|
|
|
|
Vector bot_angles = UTIL_VecToAngles( v_item );
|
|
|
|
|
|
|
|
pev->ideal_yaw = bot_angles.y;
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
pBotPickupItem = pPickupEntity; // save the item bot is trying to get
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBot::BotUseLift( float moved_distance )
|
|
|
|
{
|
|
|
|
// just need to press the button once, when the flag gets set...
|
|
|
|
if (f_use_button_time == gpGlobals->time)
|
|
|
|
{
|
|
|
|
pev->button = IN_USE;
|
|
|
|
|
|
|
|
// face opposite from the button
|
|
|
|
pev->ideal_yaw = -pev->ideal_yaw; // rotate 180 degrees
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if the bot has waited too long for the lift to move...
|
|
|
|
if (((f_use_button_time + 2.0) < gpGlobals->time) &&
|
|
|
|
(!b_lift_moving))
|
|
|
|
{
|
|
|
|
// clear use button flag
|
|
|
|
b_use_button = FALSE;
|
|
|
|
|
|
|
|
// bot doesn't have to set f_find_item since the bot
|
|
|
|
// should already be facing away from the button
|
|
|
|
|
|
|
|
f_move_speed = f_max_speed;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if lift has started moving...
|
|
|
|
if ((moved_distance > 1) && (!b_lift_moving))
|
|
|
|
{
|
|
|
|
b_lift_moving = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if lift has stopped moving...
|
|
|
|
if ((moved_distance <= 1) && (b_lift_moving))
|
|
|
|
{
|
|
|
|
TraceResult tr1, tr2;
|
|
|
|
Vector v_src, v_forward, v_right, v_left;
|
|
|
|
Vector v_down, v_forward_down, v_right_down, v_left_down;
|
|
|
|
|
|
|
|
b_use_button = FALSE;
|
|
|
|
|
|
|
|
// TraceLines in 4 directions to find which way to go...
|
|
|
|
|
|
|
|
UTIL_MakeVectors( pev->v_angle );
|
|
|
|
|
|
|
|
v_src = pev->origin + pev->view_ofs;
|
|
|
|
v_forward = v_src + gpGlobals->v_forward * 90;
|
|
|
|
v_right = v_src + gpGlobals->v_right * 90;
|
|
|
|
v_left = v_src + gpGlobals->v_right * -90;
|
|
|
|
|
|
|
|
v_down = pev->v_angle;
|
|
|
|
v_down.x = v_down.x + 45; // look down at 45 degree angle
|
|
|
|
|
|
|
|
UTIL_MakeVectors( v_down );
|
|
|
|
|
|
|
|
v_forward_down = v_src + gpGlobals->v_forward * 100;
|
|
|
|
v_right_down = v_src + gpGlobals->v_right * 100;
|
|
|
|
v_left_down = v_src + gpGlobals->v_right * -100;
|
|
|
|
|
|
|
|
// try tracing forward first...
|
|
|
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), &tr1);
|
|
|
|
UTIL_TraceLine( v_src, v_forward_down, dont_ignore_monsters, ENT(pev), &tr2);
|
|
|
|
|
|
|
|
// check if we hit a wall or didn't find a floor...
|
|
|
|
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
|
|
|
{
|
|
|
|
// try tracing to the RIGHT side next...
|
|
|
|
UTIL_TraceLine( v_src, v_right, dont_ignore_monsters, ENT(pev), &tr1);
|
|
|
|
UTIL_TraceLine( v_src, v_right_down, dont_ignore_monsters, ENT(pev), &tr2);
|
|
|
|
|
|
|
|
// check if we hit a wall or didn't find a floor...
|
|
|
|
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
|
|
|
{
|
|
|
|
// try tracing to the LEFT side next...
|
|
|
|
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters, ENT(pev), &tr1);
|
|
|
|
UTIL_TraceLine( v_src, v_left_down, dont_ignore_monsters, ENT(pev), &tr2);
|
|
|
|
|
|
|
|
// check if we hit a wall or didn't find a floor...
|
|
|
|
if ((tr1.flFraction < 1.0) || (tr2.flFraction >= 1.0))
|
|
|
|
{
|
|
|
|
// only thing to do is turn around...
|
|
|
|
pev->ideal_yaw += 180; // turn all the way around
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pev->ideal_yaw += 90; // turn to the LEFT
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pev->ideal_yaw -= 90; // turn to the RIGHT
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
}
|
|
|
|
|
|
|
|
BotChangeYaw( pev->yaw_speed );
|
|
|
|
|
|
|
|
f_move_speed = f_max_speed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBot::BotTurnAtWall( TraceResult *tr )
|
|
|
|
{
|
|
|
|
Vector Normal;
|
|
|
|
float Y, Y1, Y2, D1, D2, Z;
|
|
|
|
|
|
|
|
// Find the normal vector from the trace result. The normal vector will
|
|
|
|
// be a vector that is perpendicular to the surface from the TraceResult.
|
|
|
|
|
|
|
|
Normal = UTIL_VecToAngles(tr->vecPlaneNormal);
|
|
|
|
|
|
|
|
// Since the bot keeps it's view angle in -180 < x < 180 degrees format,
|
|
|
|
// and since TraceResults are 0 < x < 360, we convert the bot's view
|
|
|
|
// angle (yaw) to the same format at TraceResult.
|
|
|
|
|
|
|
|
Y = pev->v_angle.y;
|
|
|
|
Y = Y + 180;
|
|
|
|
if (Y > 359) Y -= 360;
|
|
|
|
|
|
|
|
// Turn the normal vector around 180 degrees (i.e. make it point towards
|
|
|
|
// the wall not away from it. That makes finding the angles that the
|
|
|
|
// bot needs to turn a little easier.
|
|
|
|
|
|
|
|
Normal.y = Normal.y - 180;
|
|
|
|
if (Normal.y < 0)
|
|
|
|
Normal.y += 360;
|
|
|
|
|
|
|
|
// Here we compare the bots view angle (Y) to the Normal - 90 degrees (Y1)
|
|
|
|
// and the Normal + 90 degrees (Y2). These two angles (Y1 & Y2) represent
|
|
|
|
// angles that are parallel to the wall surface, but heading in opposite
|
|
|
|
// directions. We want the bot to choose the one that will require the
|
|
|
|
// least amount of turning (saves time) and have the bot head off in that
|
|
|
|
// direction.
|
|
|
|
|
|
|
|
Y1 = Normal.y - 90;
|
|
|
|
if (RANDOM_LONG(1, 100) <= 50)
|
|
|
|
{
|
|
|
|
Y1 = Y1 - RANDOM_FLOAT(5.0, 20.0);
|
|
|
|
}
|
|
|
|
if (Y1 < 0) Y1 += 360;
|
|
|
|
|
|
|
|
Y2 = Normal.y + 90;
|
|
|
|
if (RANDOM_LONG(1, 100) <= 50)
|
|
|
|
{
|
|
|
|
Y2 = Y2 + RANDOM_FLOAT(5.0, 20.0);
|
|
|
|
}
|
|
|
|
if (Y2 > 359) Y2 -= 360;
|
|
|
|
|
|
|
|
// D1 and D2 are the difference (in degrees) between the bot's current
|
|
|
|
// angle and Y1 or Y2 (respectively).
|
|
|
|
|
|
|
|
D1 = abs(Y - Y1);
|
|
|
|
if (D1 > 179) D1 = abs(D1 - 360);
|
|
|
|
D2 = abs(Y - Y2);
|
|
|
|
if (D2 > 179) D2 = abs(D2 - 360);
|
|
|
|
|
|
|
|
// If difference 1 (D1) is more than difference 2 (D2) then the bot will
|
|
|
|
// have to turn LESS if it heads in direction Y1 otherwise, head in
|
|
|
|
// direction Y2. I know this seems backwards, but try some sample angles
|
|
|
|
// out on some graph paper and go through these equations using a
|
|
|
|
// calculator, you'll see what I mean.
|
|
|
|
|
|
|
|
if (D1 > D2)
|
|
|
|
Z = Y1;
|
|
|
|
else
|
|
|
|
Z = Y2;
|
|
|
|
|
|
|
|
// convert from TraceResult 0 to 360 degree format back to bot's
|
|
|
|
// -180 to 180 degree format.
|
|
|
|
|
|
|
|
if (Z > 180)
|
|
|
|
Z -= 360;
|
|
|
|
|
|
|
|
// set the direction to head off into...
|
|
|
|
pev->ideal_yaw = Z;
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
f_move_speed = 0; // don't move while turning
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CBot::BotCantMoveForward( TraceResult *tr )
|
|
|
|
{
|
|
|
|
// use some TraceLines to determine if anything is blocking the current
|
|
|
|
// path of the bot.
|
|
|
|
|
|
|
|
Vector v_src, v_forward;
|
|
|
|
|
|
|
|
UTIL_MakeVectors( pev->v_angle );
|
|
|
|
|
|
|
|
// first do a trace from the bot's eyes forward...
|
|
|
|
|
|
|
|
v_src = pev->origin + pev->view_ofs; // EyePosition()
|
|
|
|
v_forward = v_src + gpGlobals->v_forward * 40;
|
|
|
|
|
|
|
|
// trace from the bot's eyes straight forward...
|
|
|
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), tr);
|
|
|
|
|
|
|
|
// check if the trace hit something...
|
|
|
|
if (tr->flFraction < 1.0)
|
|
|
|
{
|
|
|
|
return TRUE; // bot's head will hit something
|
|
|
|
}
|
|
|
|
|
|
|
|
// bot's head is clear, check at waist level...
|
|
|
|
|
|
|
|
v_src = pev->origin;
|
|
|
|
v_forward = v_src + gpGlobals->v_forward * 40;
|
|
|
|
|
|
|
|
// trace from the bot's waist straight forward...
|
|
|
|
UTIL_TraceLine( v_src, v_forward, dont_ignore_monsters, ENT(pev), tr);
|
|
|
|
|
|
|
|
// check if the trace hit something...
|
|
|
|
if (tr->flFraction < 1.0)
|
|
|
|
{
|
|
|
|
return TRUE; // bot's body will hit something
|
|
|
|
}
|
|
|
|
|
|
|
|
return FALSE; // bot can move forward, return false
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CBot::BotCanJumpUp( void )
|
|
|
|
{
|
|
|
|
// What I do here is trace 3 lines straight out, one unit higher than
|
|
|
|
// the highest normal jumping distance. I trace once at the center of
|
|
|
|
// the body, once at the right side, and once at the left side. If all
|
|
|
|
// three of these TraceLines don't hit an obstruction then I know the
|
|
|
|
// area to jump to is clear. I then need to trace from head level,
|
|
|
|
// above where the bot will jump to, downward to see if there is anything
|
|
|
|
// blocking the jump. There could be a narrow opening that the body
|
|
|
|
// will not fit into. These horizontal and vertical TraceLines seem
|
|
|
|
// to catch most of the problems with falsely trying to jump on something
|
|
|
|
// that the bot can not get onto.
|
|
|
|
|
|
|
|
TraceResult tr;
|
|
|
|
Vector v_jump, v_source, v_dest;
|
|
|
|
|
|
|
|
// convert current view angle to vectors for TraceLine math...
|
|
|
|
|
|
|
|
v_jump = pev->v_angle;
|
|
|
|
v_jump.x = 0; // reset pitch to 0 (level horizontally)
|
|
|
|
v_jump.z = 0; // reset roll to 0 (straight up and down)
|
|
|
|
|
|
|
|
UTIL_MakeVectors( v_jump );
|
|
|
|
|
|
|
|
// use center of the body first...
|
|
|
|
|
|
|
|
// maximum jump height is 45, so check one unit above that (46)
|
|
|
|
v_source = pev->origin + Vector(0, 0, -36 + 46);
|
|
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
|
|
|
|
// trace a line forward at maximum jump height...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace hit something, return FALSE
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now check same height to one side of the bot...
|
|
|
|
v_source = pev->origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 46);
|
|
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
|
|
|
|
// trace a line forward at maximum jump height...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace hit something, return FALSE
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now check same height on the other side of the bot...
|
|
|
|
v_source = pev->origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 46);
|
|
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
|
|
|
|
// trace a line forward at maximum jump height...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace hit something, return FALSE
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now trace from head level downward to check for obstructions...
|
|
|
|
|
|
|
|
// start of trace is 24 units in front of bot, 72 units above head...
|
|
|
|
v_source = pev->origin + gpGlobals->v_forward * 24;
|
|
|
|
|
|
|
|
// offset 72 units from top of head (72 + 36)
|
|
|
|
v_source.z = v_source.z + 108;
|
|
|
|
|
|
|
|
// end point of trace is 99 units straight down from start...
|
|
|
|
// (99 is 108 minus the jump limit height which is 45 - 36 = 9)
|
|
|
|
v_dest = v_source + Vector(0, 0, -99);
|
|
|
|
|
|
|
|
// trace a line straight down toward the ground...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace hit something, return FALSE
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now check same height to one side of the bot...
|
|
|
|
v_source = pev->origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24;
|
|
|
|
v_source.z = v_source.z + 108;
|
|
|
|
v_dest = v_source + Vector(0, 0, -99);
|
|
|
|
|
|
|
|
// trace a line straight down toward the ground...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace hit something, return FALSE
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now check same height on the other side of the bot...
|
|
|
|
v_source = pev->origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24;
|
|
|
|
v_source.z = v_source.z + 108;
|
|
|
|
v_dest = v_source + Vector(0, 0, -99);
|
|
|
|
|
|
|
|
// trace a line straight down toward the ground...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace hit something, return FALSE
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CBot::BotCanDuckUnder( void )
|
|
|
|
{
|
|
|
|
// What I do here is trace 3 lines straight out, one unit higher than
|
|
|
|
// the ducking height. I trace once at the center of the body, once
|
|
|
|
// at the right side, and once at the left side. If all three of these
|
|
|
|
// TraceLines don't hit an obstruction then I know the area to duck to
|
|
|
|
// is clear. I then need to trace from the ground up, 72 units, to make
|
|
|
|
// sure that there is something blocking the TraceLine. Then we know
|
|
|
|
// we can duck under it.
|
|
|
|
|
|
|
|
TraceResult tr;
|
|
|
|
Vector v_duck, v_source, v_dest;
|
|
|
|
|
|
|
|
// convert current view angle to vectors for TraceLine math...
|
|
|
|
|
|
|
|
v_duck = pev->v_angle;
|
|
|
|
v_duck.x = 0; // reset pitch to 0 (level horizontally)
|
|
|
|
v_duck.z = 0; // reset roll to 0 (straight up and down)
|
|
|
|
|
|
|
|
UTIL_MakeVectors( v_duck );
|
|
|
|
|
|
|
|
// use center of the body first...
|
|
|
|
|
|
|
|
// duck height is 36, so check one unit above that (37)
|
|
|
|
v_source = pev->origin + Vector(0, 0, -36 + 37);
|
|
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
|
|
|
|
// trace a line forward at duck height...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace hit something, return FALSE
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now check same height to one side of the bot...
|
|
|
|
v_source = pev->origin + gpGlobals->v_right * 16 + Vector(0, 0, -36 + 37);
|
|
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
|
|
|
|
// trace a line forward at duck height...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace hit something, return FALSE
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now check same height on the other side of the bot...
|
|
|
|
v_source = pev->origin + gpGlobals->v_right * -16 + Vector(0, 0, -36 + 37);
|
|
|
|
v_dest = v_source + gpGlobals->v_forward * 24;
|
|
|
|
|
|
|
|
// trace a line forward at duck height...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace hit something, return FALSE
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now trace from the ground up to check for object to duck under...
|
|
|
|
|
|
|
|
// start of trace is 24 units in front of bot near ground...
|
|
|
|
v_source = pev->origin + gpGlobals->v_forward * 24;
|
|
|
|
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
|
|
|
|
|
|
|
|
// end point of trace is 72 units straight up from start...
|
|
|
|
v_dest = v_source + Vector(0, 0, 72);
|
|
|
|
|
|
|
|
// trace a line straight up in the air...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace didn't hit something, return FALSE
|
|
|
|
if (tr.flFraction >= 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now check same height to one side of the bot...
|
|
|
|
v_source = pev->origin + gpGlobals->v_right * 16 + gpGlobals->v_forward * 24;
|
|
|
|
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
|
|
|
|
v_dest = v_source + Vector(0, 0, 72);
|
|
|
|
|
|
|
|
// trace a line straight up in the air...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace didn't hit something, return FALSE
|
|
|
|
if (tr.flFraction >= 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// now check same height on the other side of the bot...
|
|
|
|
v_source = pev->origin + gpGlobals->v_right * -16 + gpGlobals->v_forward * 24;
|
|
|
|
v_source.z = v_source.z - 35; // offset to feet + 1 unit up
|
|
|
|
v_dest = v_source + Vector(0, 0, 72);
|
|
|
|
|
|
|
|
// trace a line straight up in the air...
|
|
|
|
UTIL_TraceLine( v_source, v_dest, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// if trace didn't hit something, return FALSE
|
|
|
|
if (tr.flFraction >= 1.0)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CBot::BotShootTripmine( void )
|
|
|
|
{
|
|
|
|
if (b_shoot_tripmine != TRUE)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// aim at the tripmine and fire the glock...
|
|
|
|
|
|
|
|
Vector v_enemy = v_tripmine_origin - GetGunPosition( );
|
|
|
|
|
|
|
|
pev->v_angle = UTIL_VecToAngles( v_enemy );
|
|
|
|
|
|
|
|
pev->angles.x = 0;
|
|
|
|
pev->angles.y = pev->v_angle.y;
|
|
|
|
pev->angles.z = 0;
|
|
|
|
|
|
|
|
pev->ideal_yaw = pev->v_angle.y;
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
pev->v_angle.x = -pev->v_angle.x; //adjust pitch to point gun
|
|
|
|
|
|
|
|
return (BotFireWeapon( v_tripmine_origin, WEAPON_GLOCK, TRUE ));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CBot::BotFollowUser( void )
|
|
|
|
{
|
|
|
|
BOOL user_visible;
|
|
|
|
float f_distance;
|
|
|
|
|
|
|
|
Vector vecEnd = pBotUser->pev->origin + pBotUser->pev->view_ofs;
|
|
|
|
|
|
|
|
pev->v_angle.x = 0; // reset pitch to 0 (level horizontally)
|
|
|
|
pev->v_angle.z = 0; // reset roll to 0 (straight up and down)
|
|
|
|
|
|
|
|
pev->angles.x = 0;
|
|
|
|
pev->angles.y = pev->v_angle.y;
|
|
|
|
pev->angles.z = 0;
|
|
|
|
|
|
|
|
if (!pBotUser->IsAlive( ))
|
|
|
|
{
|
|
|
|
// the bot's user is dead!
|
|
|
|
pBotUser = NULL;
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
user_visible = FInViewCone( &vecEnd ) && FVisible( vecEnd );
|
|
|
|
|
|
|
|
// check if the "user" is still visible or if the user has been visible
|
|
|
|
// in the last 5 seconds (or the player just starting "using" the bot)
|
|
|
|
|
|
|
|
if (user_visible || (f_bot_use_time + 5 > gpGlobals->time))
|
|
|
|
{
|
|
|
|
if (user_visible)
|
|
|
|
f_bot_use_time = gpGlobals->time; // reset "last visible time"
|
|
|
|
|
|
|
|
// face the user
|
|
|
|
Vector v_user = pBotUser->pev->origin - pev->origin;
|
|
|
|
Vector bot_angles = UTIL_VecToAngles( v_user );
|
|
|
|
|
|
|
|
pev->ideal_yaw = bot_angles.y;
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
f_distance = v_user.Length( ); // how far away is the "user"?
|
|
|
|
|
|
|
|
if (f_distance > 200) // run if distance to enemy is far
|
|
|
|
f_move_speed = f_max_speed;
|
|
|
|
else if (f_distance > 50) // walk if distance is closer
|
|
|
|
f_move_speed = f_max_speed / 2;
|
|
|
|
else // don't move if close enough
|
|
|
|
f_move_speed = 0.0;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// person to follow has gone out of sight...
|
|
|
|
pBotUser = NULL;
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CBot::BotCheckWallOnLeft( void )
|
|
|
|
{
|
|
|
|
Vector v_src, v_left;
|
|
|
|
TraceResult tr;
|
|
|
|
|
|
|
|
UTIL_MakeVectors( pev->v_angle );
|
|
|
|
|
|
|
|
// do a trace to the left...
|
|
|
|
|
|
|
|
v_src = pev->origin;
|
|
|
|
v_left = v_src + gpGlobals->v_right * -40; // 40 units to the left
|
|
|
|
|
|
|
|
UTIL_TraceLine( v_src, v_left, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// check if the trace hit something...
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
{
|
|
|
|
if (f_wall_on_left == 0)
|
|
|
|
f_wall_on_left = gpGlobals->time;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CBot::BotCheckWallOnRight( void )
|
|
|
|
{
|
|
|
|
Vector v_src, v_right;
|
|
|
|
TraceResult tr;
|
|
|
|
|
|
|
|
UTIL_MakeVectors( pev->v_angle );
|
|
|
|
|
|
|
|
// do a trace to the right...
|
|
|
|
|
|
|
|
v_src = pev->origin;
|
|
|
|
v_right = v_src + gpGlobals->v_right * 40; // 40 units to the right
|
|
|
|
|
|
|
|
UTIL_TraceLine( v_src, v_right, dont_ignore_monsters, ENT(pev), &tr);
|
|
|
|
|
|
|
|
// check if the trace hit something...
|
|
|
|
if (tr.flFraction < 1.0)
|
|
|
|
{
|
|
|
|
if (f_wall_on_right == 0)
|
|
|
|
f_wall_on_right = gpGlobals->time;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBot::BotThink( void )
|
|
|
|
{
|
|
|
|
Vector v_diff; // vector from previous to current location
|
|
|
|
float moved_distance; // length of v_diff vector (distance bot moved)
|
|
|
|
float degrees_turned;
|
|
|
|
|
|
|
|
// check if someone kicked the bot off of the server (DON'T RESPAWN!)...
|
|
|
|
if ((pev->takedamage == DAMAGE_NO) && (respawn_index >= 0))
|
|
|
|
{
|
|
|
|
pev->health = 0;
|
|
|
|
pev->deadflag = DEAD_DEAD; // make the kicked bot be dead
|
|
|
|
|
|
|
|
bot_respawn[respawn_index].is_used = FALSE; // this slot is now free
|
|
|
|
bot_respawn[respawn_index].state = BOT_IDLE;
|
|
|
|
respawn_index = -1; // indicate no slot used
|
|
|
|
|
|
|
|
// fall through to next if statement (respawn_index will be -1)
|
|
|
|
}
|
|
|
|
|
|
|
|
// is the round over (time/frag limit) or has the bot been removed?
|
|
|
|
if ((g_fGameOver) || (respawn_index == -1))
|
|
|
|
{
|
|
|
|
CSound *pSound;
|
|
|
|
|
|
|
|
// keep resetting the sound entity until the bot is respawned...
|
|
|
|
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) );
|
|
|
|
if ( pSound )
|
|
|
|
{
|
|
|
|
pSound->Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
pev->button = 0; // make sure no buttons are pressed
|
|
|
|
|
|
|
|
// if the bot is dead, randomly press fire to respawn...
|
|
|
|
if ((pev->health < 1) || (pev->deadflag != DEAD_NO))
|
|
|
|
{
|
|
|
|
if (RANDOM_LONG(1, 100) > 50)
|
|
|
|
pev->button = IN_ATTACK;
|
|
|
|
|
|
|
|
g_engfuncs.pfnRunPlayerMove( edict( ), pev->v_angle, f_move_speed,
|
|
|
|
0, 0, pev->button, 0,
|
|
|
|
gpGlobals->frametime * 1000 );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// see if it's time to check for sv_maxspeed change...
|
|
|
|
if (f_speed_check_time <= gpGlobals->time)
|
|
|
|
{
|
|
|
|
// store current sv_maxspeed setting for quick access
|
|
|
|
f_max_speed = CVAR_GET_FLOAT("sv_maxspeed");
|
|
|
|
|
|
|
|
// set next check time to 2 seconds from now
|
|
|
|
f_speed_check_time = gpGlobals->time + 2.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// see how far bot has moved since the previous position...
|
|
|
|
v_diff = v_prev_origin - pev->origin;
|
|
|
|
moved_distance = v_diff.Length();
|
|
|
|
|
|
|
|
v_prev_origin = pev->origin; // save current position as previous
|
|
|
|
|
|
|
|
f_move_speed = f_max_speed; // set to max speed unless known otherwise
|
|
|
|
|
|
|
|
// turn towards ideal_yaw by yaw_speed degrees
|
|
|
|
degrees_turned = BotChangeYaw( pev->yaw_speed );
|
|
|
|
|
|
|
|
if (degrees_turned >= pev->yaw_speed)
|
|
|
|
{
|
|
|
|
// if bot is still turning, turn in place by setting speed to 0
|
|
|
|
f_move_speed = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if (IsOnLadder( )) // check if the bot is on a ladder...
|
|
|
|
{
|
|
|
|
f_use_ladder_time = gpGlobals->time;
|
|
|
|
|
|
|
|
BotOnLadder( moved_distance ); // go handle the ladder movement
|
|
|
|
}
|
|
|
|
|
|
|
|
else // else handle movement related actions...
|
|
|
|
{
|
|
|
|
// bot is not on a ladder so clear ladder direction flag...
|
|
|
|
ladder_dir = 0;
|
|
|
|
|
|
|
|
if (f_botdontshoot == 0) // is bot targeting turned on?
|
|
|
|
pBotEnemy = BotFindEnemy( );
|
|
|
|
else
|
|
|
|
pBotEnemy = NULL; // clear enemy pointer (no ememy for you!)
|
|
|
|
|
|
|
|
if (pBotEnemy != NULL) // does an enemy exist?
|
|
|
|
{
|
|
|
|
BotShootAtEnemy( ); // shoot at the enemy
|
|
|
|
}
|
|
|
|
|
|
|
|
else if (f_pause_time > gpGlobals->time) // is bot "paused"?
|
|
|
|
{
|
|
|
|
// you could make the bot look left then right, or look up
|
|
|
|
// and down, to make it appear that the bot is hunting for
|
|
|
|
// something (don't do anything right now)
|
|
|
|
|
|
|
|
f_move_speed = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// is bot being "used" and can still follow "user"?
|
|
|
|
else if ((pBotUser != NULL) && BotFollowUser( ))
|
|
|
|
{
|
|
|
|
// do nothing here!
|
|
|
|
;
|
|
|
|
}
|
|
|
|
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// no enemy, let's just wander around...
|
|
|
|
|
|
|
|
pev->v_angle.x = 0; // reset pitch to 0 (level horizontally)
|
|
|
|
pev->v_angle.z = 0; // reset roll to 0 (straight up and down)
|
|
|
|
|
|
|
|
pev->angles.x = 0;
|
|
|
|
pev->angles.y = pev->v_angle.y;
|
|
|
|
pev->angles.z = 0;
|
|
|
|
|
|
|
|
// check if bot should look for items now or not...
|
|
|
|
if (f_find_item < gpGlobals->time)
|
|
|
|
{
|
|
|
|
BotFindItem( ); // see if there are any visible items
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if bot sees a tripmine...
|
|
|
|
if (b_see_tripmine)
|
|
|
|
{
|
|
|
|
// check if bot can shoot the tripmine...
|
|
|
|
if ((b_shoot_tripmine) && BotShootTripmine( ))
|
|
|
|
{
|
|
|
|
// shot at tripmine, may or may not have hit it, clear
|
|
|
|
// flags anyway, next BotFindItem will see it again if
|
|
|
|
// it is still there...
|
|
|
|
|
|
|
|
b_shoot_tripmine = FALSE;
|
|
|
|
b_see_tripmine = FALSE;
|
|
|
|
|
|
|
|
// pause for a while to allow tripmine to explode...
|
|
|
|
f_pause_time = gpGlobals->time + 0.5;
|
|
|
|
}
|
|
|
|
else // run away!!!
|
|
|
|
{
|
|
|
|
Vector tripmine_angles;
|
|
|
|
|
|
|
|
tripmine_angles = UTIL_VecToAngles( v_tripmine_origin - pev->origin );
|
|
|
|
|
|
|
|
// face away from the tripmine
|
|
|
|
pev->ideal_yaw = -tripmine_angles.y;
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
b_see_tripmine = FALSE;
|
|
|
|
|
|
|
|
f_move_speed = 0; // don't run while turning
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if should use wall mounted health station...
|
|
|
|
else if (b_use_health_station)
|
|
|
|
{
|
|
|
|
if ((f_use_health_time + 10.0) > gpGlobals->time)
|
|
|
|
{
|
|
|
|
f_move_speed = 0; // don't move while using health station
|
|
|
|
|
|
|
|
pev->button = IN_USE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// bot is stuck trying to "use" a health station...
|
|
|
|
|
|
|
|
b_use_health_station = FALSE;
|
|
|
|
|
|
|
|
// don't look for items for a while since the bot
|
|
|
|
// could be stuck trying to get to an item
|
|
|
|
f_find_item = gpGlobals->time + 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if should use wall mounted HEV station...
|
|
|
|
else if (b_use_HEV_station)
|
|
|
|
{
|
|
|
|
if ((f_use_HEV_time + 10.0) > gpGlobals->time)
|
|
|
|
{
|
|
|
|
f_move_speed = 0; // don't move while using HEV station
|
|
|
|
|
|
|
|
pev->button = IN_USE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// bot is stuck trying to "use" a HEV station...
|
|
|
|
|
|
|
|
b_use_HEV_station = FALSE;
|
|
|
|
|
|
|
|
// don't look for items for a while since the bot
|
|
|
|
// could be stuck trying to get to an item
|
|
|
|
f_find_item = gpGlobals->time + 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
else if (b_use_button)
|
|
|
|
{
|
|
|
|
f_move_speed = 0; // don't move while using elevator
|
|
|
|
|
|
|
|
BotUseLift( moved_distance );
|
|
|
|
}
|
|
|
|
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TraceResult tr;
|
|
|
|
|
|
|
|
if (pev->waterlevel == 3) // check if the bot is underwater...
|
|
|
|
{
|
|
|
|
BotUnderWater( );
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if there is a wall on the left...
|
|
|
|
if (!BotCheckWallOnLeft())
|
|
|
|
{
|
|
|
|
// if there was a wall on the left over 1/2 a second ago then
|
|
|
|
// 20% of the time randomly turn between 45 and 60 degrees
|
|
|
|
|
|
|
|
if ((f_wall_on_left != 0) &&
|
|
|
|
(f_wall_on_left <= gpGlobals->time - 0.5) &&
|
|
|
|
(RANDOM_LONG(1, 100) <= 20))
|
|
|
|
{
|
|
|
|
pev->ideal_yaw += RANDOM_LONG(45, 60);
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
f_move_speed = 0; // don't move while turning
|
|
|
|
f_dont_avoid_wall_time = gpGlobals->time + 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
f_wall_on_left = 0; // reset wall detect time
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if there is a wall on the right...
|
|
|
|
if (!BotCheckWallOnRight())
|
|
|
|
{
|
|
|
|
// if there was a wall on the right over 1/2 a second ago then
|
|
|
|
// 20% of the time randomly turn between 45 and 60 degrees
|
|
|
|
|
|
|
|
if ((f_wall_on_right != 0) &&
|
|
|
|
(f_wall_on_right <= gpGlobals->time - 0.5) &&
|
|
|
|
(RANDOM_LONG(1, 100) <= 20))
|
|
|
|
{
|
|
|
|
pev->ideal_yaw -= RANDOM_LONG(45, 60);
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
f_move_speed = 0; // don't move while turning
|
|
|
|
f_dont_avoid_wall_time = gpGlobals->time + 1.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
f_wall_on_right = 0; // reset wall detect time
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if bot is about to hit a wall. TraceResult gets returned
|
|
|
|
if ((f_dont_avoid_wall_time <= gpGlobals->time) &&
|
|
|
|
BotCantMoveForward( &tr ))
|
|
|
|
{
|
|
|
|
// ADD LATER
|
|
|
|
// need to check if bot can jump up or duck under here...
|
|
|
|
// ADD LATER
|
|
|
|
|
|
|
|
BotTurnAtWall( &tr );
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if the bot hasn't moved much since the last location
|
|
|
|
else if ((moved_distance <= 1) && (!bot_was_paused))
|
|
|
|
{
|
|
|
|
// the bot must be stuck!
|
|
|
|
|
|
|
|
if (BotCanJumpUp( )) // can the bot jump onto something?
|
|
|
|
{
|
|
|
|
pev->button |= IN_JUMP; // jump up and move forward
|
|
|
|
}
|
|
|
|
else if (BotCanDuckUnder( )) // can the bot duck under something?
|
|
|
|
{
|
|
|
|
pev->button |= IN_DUCK; // duck down and move forward
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
f_move_speed = 0; // don't move while turning
|
|
|
|
|
|
|
|
// turn randomly between 30 and 60 degress
|
|
|
|
if (wander_dir == WANDER_LEFT)
|
|
|
|
pev->ideal_yaw += RANDOM_LONG(30, 60);
|
|
|
|
else
|
|
|
|
pev->ideal_yaw -= RANDOM_LONG(30, 60);
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
// is the bot trying to get to an item?...
|
|
|
|
if (pBotPickupItem != NULL)
|
|
|
|
{
|
|
|
|
// don't look for items for a while since the bot
|
|
|
|
// could be stuck trying to get to an item
|
|
|
|
f_find_item = gpGlobals->time + 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// should the bot pause for a while here?
|
|
|
|
if ((RANDOM_LONG(1, 1000) <= pause_frequency[bot_skill]) &&
|
|
|
|
(pBotUser == NULL)) // don't pause if being "used"
|
|
|
|
{
|
|
|
|
// set the time that the bot will stop "pausing"
|
|
|
|
f_pause_time = gpGlobals->time +
|
|
|
|
RANDOM_FLOAT(pause_time[bot_skill][0],
|
|
|
|
pause_time[bot_skill][1]);
|
|
|
|
f_move_speed = 0; // don't move while turning
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (f_move_speed < 1)
|
|
|
|
bot_was_paused = TRUE;
|
|
|
|
else
|
|
|
|
bot_was_paused = FALSE;
|
|
|
|
|
|
|
|
// TheFatal START - from www.telefragged.com/thefatal/jumblow.shtml
|
|
|
|
|
|
|
|
g_engfuncs.pfnRunPlayerMove( edict( ), pev->v_angle, f_move_speed,
|
|
|
|
0, 0, pev->button, 0,
|
|
|
|
gpGlobals->frametime * 1000 );
|
|
|
|
// TheFatal - END
|
|
|
|
}
|
|
|
|
|