Night Owl
7 years ago
13 changed files with 4019 additions and 5 deletions
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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.h
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//
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#ifndef BOT_H |
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#define BOT_H |
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#define LADDER_UP 1 |
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#define LADDER_DOWN 2 |
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#define WANDER_LEFT 1 |
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#define WANDER_RIGHT 2 |
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#define MODEL_HGRUNT 1 |
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#define MODEL_BARNEY 2 |
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#define MODEL_SCIENTIST 3 |
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#define BOT_YAW_SPEED 20 // degrees per 10th of second turning speed
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#define BOT_SKIN_LEN 16 |
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#define BOT_NAME_LEN 31 |
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typedef struct // used in checking if bot can pick up ammo
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{ |
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const char *ammo_name; |
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const char *weapon_name; |
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int max_carry; |
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} ammo_check_t; |
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#define BOT_IDLE 0 |
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#define BOT_NEED_TO_KICK 1 |
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#define BOT_NEED_TO_RESPAWN 2 |
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#define BOT_IS_RESPAWNING 3 |
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typedef struct // used to respawn bot at end of round (time/frag limit)
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{ |
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BOOL is_used; // is this slot in use?
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int state; // current state of the bot
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char skin[BOT_SKIN_LEN+1]; |
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char name[BOT_NAME_LEN+1]; |
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char skill[2]; |
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CBasePlayer *pBot; |
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} respawn_t; |
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#define HG_SND1 "hgrunt/gr_pain1.wav" |
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#define HG_SND2 "hgrunt/gr_pain2.wav" |
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#define HG_SND3 "hgrunt/gr_pain3.wav" |
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#define HG_SND4 "hgrunt/gr_pain4.wav" |
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#define HG_SND5 "hgrunt/gr_pain5.wav" |
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#define BA_SND1 "barney/ba_bring.wav" |
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#define BA_SND2 "barney/ba_pain1.wav" |
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#define BA_SND3 "barney/ba_pain2.wav" |
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#define BA_SND4 "barney/ba_pain3.wav" |
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#define BA_SND5 "barney/ba_die1.wav" |
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#define SC_SND1 "scientist/sci_fear8.wav" |
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#define SC_SND2 "scientist/sci_fear13.wav" |
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#define SC_SND3 "scientist/sci_fear14.wav" |
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#define SC_SND4 "scientist/sci_fear15.wav" |
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#define SC_SND5 "scientist/sci_pain3.wav" |
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#define BA_TNT1 "barney/ba_another.wav" |
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#define BA_TNT2 "barney/ba_endline.wav" |
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#define BA_TNT3 "barney/ba_gotone.wav" |
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#define BA_TNT4 "barney/ba_seethat.wav" |
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#define BA_TNT5 "barney/ba_tomb.wav" |
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#define SC_TNT1 "scientist/odorfromyou.wav" |
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#define SC_TNT2 "scientist/smellburn.wav" |
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#define SC_TNT3 "scientist/somethingfoul.wav" |
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#define SC_TNT4 "scientist/youlookbad.wav" |
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#define SC_TNT5 "scientist/youneedmedic.wav" |
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#define USE_TEAMPLAY_SND "barney/teamup2.wav" |
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#define USE_TEAMPLAY_LATER_SND "barney/seeya.wav" |
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#define USE_TEAMPLAY_ENEMY_SND "barney/ba_raincheck.wav" |
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void BotDebug( char *buffer ); // print out message to HUD for debugging
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class CBot : public CBasePlayer //Derive a bot class from CBasePlayer
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{ |
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public: |
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Vector v_prev_origin; // previous origin (i.e. location)
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float f_shoot_time; // next time to shoot weapon at
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float f_max_speed; // last sv_maxspeed setting
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float f_speed_check_time; // check sv_maxspeed every so often
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float f_move_speed; // speed at which the bot will move
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int ladder_dir; // direction traveling on ladder (UP or DOWN)
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int wander_dir; // randomly wander left or right
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float f_pause_time; // timeout for periods when the bot pauses
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float f_find_item; // timeout for not looking for items
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char model_name[20]; |
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int bot_model; |
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int bot_skill; // bot skill level (0=very good, 4=very bad)
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float f_pain_time; // time when pain sound can be spoken
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BOOL b_use_health_station; // set if bot should "use" health station
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float f_use_health_time; // time when b_use_health_station is set
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BOOL b_use_HEV_station; // set if bot should "use" HEV station
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float f_use_HEV_time; // time when b_use_HEV_station is set
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BOOL b_use_button; // set if bot should "use" button
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float f_use_button_time; // time when b_use_button is set
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BOOL b_lift_moving; // flag set when lift (elevator) is moving
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float f_use_ladder_time; // time when bot sees a ladder
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BOOL b_see_tripmine; // set if bot "sees" a tripmine
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BOOL b_shoot_tripmine; // set if bot should shoot a tripmine
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Vector v_tripmine_origin; // origin of tripmine
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float f_fire_gauss; // time to release secondary fire on gauss gun
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BOOL bot_was_paused; // TRUE if bot was previously "paused"
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float f_weapon_inventory_time; // time to check weapon inventory
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int respawn_index; // index in respawn structure for this bot
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float f_dont_avoid_wall_time; // time when avoiding walls is OK
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float f_bot_use_time; // time the bot was "used" by player
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float f_wall_on_left; // time since bot has had a wall on the left
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float f_wall_on_right; // time since bot has had a wall on the right
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CBaseEntity *pBotEnemy; // pointer to bot's enemy
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CBaseEntity *pBotUser; // pointer to player using bot
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CBaseEntity *pBotPickupItem; // pointer to item we are trying to get
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CBasePlayerItem *weapon_ptr[MAX_WEAPONS]; // pointer array to weapons
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int primary_ammo[MAX_WEAPONS]; // amount of primary ammo available
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int secondary_ammo[MAX_WEAPONS]; // amount of secondary ammo available
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char message[256]; // buffer for debug messages
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void Spawn( void ); |
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void BotThink( void ); // think function for the bot
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// Bots should return FALSE for this, they can't receive NET messages
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virtual BOOL IsNetClient( void ) { return FALSE; } |
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int BloodColor() { return BLOOD_COLOR_RED; } |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, |
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float flDamage, int bitsDamageType ); |
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int ObjectCaps() { return FCAP_IMPULSE_USE; }; |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, |
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USE_TYPE useType, float value ); |
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int BotInFieldOfView( Vector dest ); |
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BOOL BotEntityIsVisible( Vector dest ); |
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float BotChangeYaw( float speed ); |
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void BotOnLadder( float moved_distance ); |
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void BotUnderWater( void ); |
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CBaseEntity * BotFindEnemy( void ); |
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Vector BotBodyTarget( CBaseEntity *pBotEnemy ); |
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void BotWeaponInventory( void ); |
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BOOL BotFireWeapon( Vector enemy, int weapon_choice = 0, BOOL primary = TRUE ); |
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void BotShootAtEnemy( void ); |
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void BotFindItem( void ); |
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void BotUseLift( float moved_distance ); |
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void BotTurnAtWall( TraceResult *tr ); |
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BOOL BotCantMoveForward( TraceResult *tr ); |
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BOOL BotCanJumpUp( void ); |
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BOOL BotCanDuckUnder( void ); |
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BOOL BotShootTripmine( void ); |
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BOOL BotFollowUser( void ); // returns FALSE if can find "user"
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BOOL BotCheckWallOnLeft( void ); |
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BOOL BotCheckWallOnRight( void ); |
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}; |
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#endif // BOT_H
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@ -0,0 +1,909 @@
@@ -0,0 +1,909 @@
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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_combat.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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extern int f_Observer; // flag to indicate if player is in observer mode
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// weapon firing delay based on skill (min and max delay for each weapon)
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float primary_fire_delay[WEAPON_SNARK+1][5][2] = { |
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// WEAPON_NONE - NOT USED
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_CROWBAR
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{{0.0, 0.1}, {0.2, 0.3}, {0.3, 0.5}, {0.4, 0.6}, {0.6, 1.0}}, |
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// WEAPON_GLOCK (9mm)
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{{0.0, 0.1}, {0.1, 0.2}, {0.2, 0.3}, {0.3, 0.4}, {0.4, 0.5}}, |
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// WEAPON_PYTHON (357)
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{{0.0, 0.25}, {0.2, 0.5}, {0.4, 0.8}, {1.0, 1.3}, {1.5, 2.0}}, |
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// WEAPON_MP5 (9mmAR)
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{{0.0, 0.1}, {0.1, 0.3}, {0.3, 0.5}, {0.4, 0.6}, {0.5, 0.8}}, |
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// WEAPON_CHAINGUN - NOT USED
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_CROSSBOW
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{{0.0, 0.25}, {0.2, 0.4}, {0.5, 0.7}, {0.8, 1.0}, {1.0, 1.3}}, |
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// WEAPON_SHOTGUN
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{{0.0, 0.25}, {0.2, 0.5}, {0.4, 0.8}, {0.6, 1.2}, {0.8, 2.0}}, |
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// WEAPON_RPG
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{{1.0, 3.0}, {2.0, 4.0}, {3.0, 5.0}, {4.0, 6.0}, {5.0, 7.0}}, |
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// WEAPON_GAUSS
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{{0.0, 0.1}, {0.2, 0.3}, {0.3, 0.5}, {0.5, 0.8}, {1.0, 1.2}}, |
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// WEAPON_EGON
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_HORNETGUN
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{{0.0, 0.1}, {0.25, 0.4}, {0.4, 0.7}, {0.6, 1.0}, {1.0, 1.5}}, |
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// WEAPON_HANDGRENADE
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{{1.0, 1.4}, {1.4, 2.0}, {1.8, 2.6}, {2.0, 3.0}, {2.5, 3.8}}, |
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// WEAPON_TRIPMINE
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_SATCHEL
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_SNARK
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{{0.0, 0.1}, {0.1, 0.2}, {0.2, 0.5}, {0.5, 0.7}, {0.6, 1.0}}, |
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}; |
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float secondary_fire_delay[WEAPON_SNARK+1][5][2] = { |
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// WEAPON_NONE - NOT USED
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_CROWBAR - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_GLOCK (9mm)
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{{0.0, 0.1}, {0.0, 0.1}, {0.1, 0.2}, {0.1, 0.2}, {0.2, 0.4}}, |
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// WEAPON_PYTHON (357)
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_MP5 (9mmAR)
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{{0.0, 0.3}, {0.5, 0.8}, {0.7, 1.0}, {1.0, 1.6}, {1.4, 2.0}}, |
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// WEAPON_CHAINGUN - NOT USED
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_CROSSBOW
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_SHOTGUN
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{{0.0, 0.25}, {0.2, 0.5}, {0.4, 0.8}, {0.6, 1.2}, {0.8, 2.0}}, |
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// WEAPON_RPG - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_GAUSS
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{{0.2, 0.5}, {0.3, 0.7}, {0.5, 1.0}, {0.8, 1.5}, {1.0, 2.0}}, |
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// WEAPON_EGON - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_HORNETGUN
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{{0.0, 0.1}, {0.2, 0.3}, {0.3, 0.5}, {0.5, 0.8}, {0.7, 1.2}}, |
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// WEAPON_HANDGRENADE - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_TRIPMINE - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_SATCHEL
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
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// WEAPON_SNARK - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}} |
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}; |
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ammo_check_t ammo_check[] = { |
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{"ammo_glockclip", "9mm", _9MM_MAX_CARRY}, |
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{"ammo_9mmclip", "9mm", _9MM_MAX_CARRY}, |
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{"ammo_9mmAR", "9mm", _9MM_MAX_CARRY}, |
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{"ammo_9mmbox", "9mm", _9MM_MAX_CARRY}, |
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{"ammo_mp5clip", "9mm", _9MM_MAX_CARRY}, |
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{"ammo_chainboxclip", "9mm", _9MM_MAX_CARRY}, |
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{"ammo_mp5grenades", "ARgrenades", M203_GRENADE_MAX_CARRY}, |
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{"ammo_ARgrenades", "ARgrenades", M203_GRENADE_MAX_CARRY}, |
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{"ammo_buckshot", "buckshot", BUCKSHOT_MAX_CARRY}, |
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{"ammo_crossbow", "bolts", BOLT_MAX_CARRY}, |
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{"ammo_357", "357", _357_MAX_CARRY}, |
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{"ammo_rpgclip", "rockets", ROCKET_MAX_CARRY}, |
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{"ammo_egonclip", "uranium", URANIUM_MAX_CARRY}, |
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{"ammo_gaussclip", "uranium", URANIUM_MAX_CARRY}, |
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{"", 0, 0}}; |
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// sounds for Bot taunting after a kill...
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char barney_taunt[][30] = { BA_TNT1, BA_TNT2, BA_TNT3, BA_TNT4, BA_TNT5 }; |
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char scientist_taunt[][30] = { SC_TNT1, SC_TNT2, SC_TNT3, SC_TNT4, SC_TNT5 }; |
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CBaseEntity * CBot::BotFindEnemy( void ) |
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{ |
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Vector vecEnd; |
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static BOOL flag=TRUE; |
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char sound[40]; // for taunting sounds
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if (pBotEnemy != NULL) // does the bot already have an enemy?
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{ |
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vecEnd = pBotEnemy->EyePosition(); |
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// if the enemy is dead or has switched to botcam mode...
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if (!pBotEnemy->IsAlive() || (pBotEnemy->pev->effects & EF_NODRAW)) |
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{ |
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if (!pBotEnemy->IsAlive()) // is the enemy dead?, assume bot killed it
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{ |
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// the enemy is dead, jump for joy about 10% of the time
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if (RANDOM_LONG(1, 100) <= 10) |
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pev->button |= IN_JUMP; |
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// check if this player is not a bot (i.e. not fake client)...
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if (pBotEnemy->IsNetClient() && !IS_DEDICATED_SERVER()) |
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{ |
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// speak taunt sounds about 10% of the time
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if (RANDOM_LONG(1, 100) <= 10) |
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{ |
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if (bot_model == MODEL_BARNEY) |
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strcpy( sound, barney_taunt[RANDOM_LONG(0,4)] ); |
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else if (bot_model == MODEL_SCIENTIST) |
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strcpy( sound, scientist_taunt[RANDOM_LONG(0,4)] ); |
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EMIT_SOUND(ENT(pBotEnemy->pev), CHAN_VOICE, sound, |
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RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
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} |
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} |
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} |
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// don't have an enemy anymore so null out the pointer...
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pBotEnemy = NULL; |
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} |
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else if (FInViewCone( &vecEnd ) && FVisible( vecEnd )) |
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{ |
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// if enemy is still visible and in field of view, keep it
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// face the enemy
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Vector v_enemy = pBotEnemy->pev->origin - pev->origin; |
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Vector bot_angles = UTIL_VecToAngles( v_enemy ); |
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pev->ideal_yaw = bot_angles.y; |
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// check for wrap around of angle...
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if (pev->ideal_yaw > 180) |
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pev->ideal_yaw -= 360; |
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if (pev->ideal_yaw < -180) |
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pev->ideal_yaw += 360; |
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return (pBotEnemy); |
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} |
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} |
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int i; |
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float nearestdistance = 1000; |
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CBaseEntity *pNewEnemy = NULL; |
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// search the world for players...
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for (i = 1; i <= gpGlobals->maxClients; i++) |
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{ |
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CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); |
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// skip invalid players and skip self (i.e. this bot)
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if ((!pPlayer) || (pPlayer == this)) |
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continue; |
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// skip this player if not alive (i.e. dead or dying)
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if (pPlayer->pev->deadflag != DEAD_NO) |
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continue; |
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// skip players that are not bots in observer mode...
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if (pPlayer->IsNetClient() && f_Observer) |
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continue; |
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// skip players that are in botcam mode...
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if (pPlayer->pev->effects & EF_NODRAW) |
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continue; |
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// BigGuy - START
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// is team play enabled?
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if (g_pGameRules->IsTeamplay()) |
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{ |
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// don't target your teammates if team names match...
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if (UTIL_TeamsMatch(g_pGameRules->GetTeamID(this), |
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g_pGameRules->GetTeamID(pPlayer))) |
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continue; |
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} |
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// BigGuy - END
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vecEnd = pPlayer->EyePosition(); |
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// see if bot can see the player...
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if (FInViewCone( &vecEnd ) && FVisible( vecEnd )) |
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{ |
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float distance = (pPlayer->pev->origin - pev->origin).Length(); |
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if (distance < nearestdistance) |
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{ |
||||
nearestdistance = distance; |
||||
pNewEnemy = pPlayer; |
||||
|
||||
pBotUser = NULL; // don't follow user when enemy found
|
||||
} |
||||
} |
||||
} |
||||
|
||||
if (pNewEnemy) |
||||
{ |
||||
// face the enemy
|
||||
Vector v_enemy = pNewEnemy->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; |
||||
} |
||||
|
||||
return (pNewEnemy); |
||||
} |
||||
|
||||
|
||||
Vector CBot::BotBodyTarget( CBaseEntity *pBotEnemy ) |
||||
{ |
||||
Vector target; |
||||
float f_distance; |
||||
float f_scale; |
||||
int d_x, d_y, d_z; |
||||
|
||||
f_distance = (pBotEnemy->pev->origin - pev->origin).Length(); |
||||
|
||||
if (f_distance > 1000) |
||||
f_scale = 1.0; |
||||
else if (f_distance > 100) |
||||
f_scale = f_distance / 1000.0; |
||||
else |
||||
f_scale = 0.1; |
||||
|
||||
switch (bot_skill) |
||||
{ |
||||
case 0: |
||||
// VERY GOOD, same as from CBasePlayer::BodyTarget (in player.h)
|
||||
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs * RANDOM_FLOAT( 0.5, 1.1 ); |
||||
d_x = 0; // no offset
|
||||
d_y = 0; |
||||
d_z = 0; |
||||
break; |
||||
case 1: |
||||
// GOOD, offset a little for x, y, and z
|
||||
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs; |
||||
d_x = RANDOM_FLOAT(-5, 5) * f_scale; |
||||
d_y = RANDOM_FLOAT(-5, 5) * f_scale; |
||||
d_z = RANDOM_FLOAT(-9, 9) * f_scale; |
||||
break; |
||||
case 2: |
||||
// FAIR, offset somewhat for x, y, and z
|
||||
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs; |
||||
d_x = RANDOM_FLOAT(-9, 9) * f_scale; |
||||
d_y = RANDOM_FLOAT(-9, 9) * f_scale; |
||||
d_z = RANDOM_FLOAT(-15, 15) * f_scale; |
||||
break; |
||||
case 3: |
||||
// POOR, offset for x, y, and z
|
||||
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs; |
||||
d_x = RANDOM_FLOAT(-16, 16) * f_scale; |
||||
d_y = RANDOM_FLOAT(-16, 16) * f_scale; |
||||
d_z = RANDOM_FLOAT(-20, 20) * f_scale; |
||||
break; |
||||
case 4: |
||||
// BAD, offset lots for x, y, and z
|
||||
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs; |
||||
d_x = RANDOM_FLOAT(-20, 20) * f_scale; |
||||
d_y = RANDOM_FLOAT(-20, 20) * f_scale; |
||||
d_z = RANDOM_FLOAT(-27, 27) * f_scale; |
||||
break; |
||||
} |
||||
|
||||
target = target + Vector(d_x, d_y, d_z); |
||||
|
||||
return target; |
||||
} |
||||
|
||||
|
||||
void CBot::BotWeaponInventory( void ) |
||||
{ |
||||
int i; |
||||
|
||||
// initialize the elements of the weapons arrays...
|
||||
for (i = 0; i < MAX_WEAPONS; i++) |
||||
{ |
||||
weapon_ptr[i] = NULL; |
||||
primary_ammo[i] = 0; |
||||
secondary_ammo[i] = 0; |
||||
} |
||||
|
||||
// find out which weapons the bot is carrying...
|
||||
for (i = 0; i < MAX_ITEM_TYPES; i++) |
||||
{ |
||||
CBasePlayerItem *pItem = NULL; |
||||
|
||||
if (m_rgpPlayerItems[i]) |
||||
{ |
||||
pItem = m_rgpPlayerItems[i]; |
||||
while (pItem) |
||||
{ |
||||
weapon_ptr[pItem->m_iId] = pItem; // store pointer to item
|
||||
|
||||
pItem = pItem->m_pNext; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// find out how much ammo of each type the bot is carrying...
|
||||
for (i = 0; i < MAX_AMMO_SLOTS; i++) |
||||
{ |
||||
if (!CBasePlayerItem::AmmoInfoArray[i].pszName) |
||||
continue; |
||||
|
||||
if (strcmp("9mm", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
{ |
||||
primary_ammo[WEAPON_GLOCK] = m_rgAmmo[i]; |
||||
primary_ammo[WEAPON_MP5] = m_rgAmmo[i]; |
||||
} |
||||
else if (strcmp("357", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
{ |
||||
primary_ammo[WEAPON_PYTHON] = m_rgAmmo[i]; |
||||
} |
||||
else if (strcmp("ARgrenades", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
secondary_ammo[WEAPON_MP5] = m_rgAmmo[i]; |
||||
else if (strcmp("bolts", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
{ |
||||
primary_ammo[WEAPON_CROSSBOW] = m_rgAmmo[i]; |
||||
} |
||||
else if (stricmp("buckshot", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
{ |
||||
primary_ammo[WEAPON_SHOTGUN] = m_rgAmmo[i]; |
||||
} |
||||
else if (stricmp("rockets", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
primary_ammo[WEAPON_RPG] = m_rgAmmo[i]; |
||||
else if (strcmp("uranium", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
{ |
||||
primary_ammo[WEAPON_GAUSS] = m_rgAmmo[i]; |
||||
primary_ammo[WEAPON_EGON] = m_rgAmmo[i]; |
||||
} |
||||
else if (stricmp("Hornets", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
primary_ammo[WEAPON_HORNETGUN] = m_rgAmmo[i]; |
||||
else if (stricmp("Hand Grenade", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
primary_ammo[WEAPON_HANDGRENADE] = m_rgAmmo[i]; |
||||
else if (stricmp("Trip Mine", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
primary_ammo[WEAPON_TRIPMINE] = m_rgAmmo[i]; |
||||
else if (stricmp("Satchel Charge", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
primary_ammo[WEAPON_SATCHEL] = m_rgAmmo[i]; |
||||
else if (stricmp("Snarks", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0) |
||||
primary_ammo[WEAPON_SNARK] = m_rgAmmo[i]; |
||||
} |
||||
|
||||
} |
||||
|
||||
|
||||
// specifing a weapon_choice allows you to choose the weapon the bot will
|
||||
// use (assuming enough ammo exists for that weapon)
|
||||
// BotFireWeapon will return TRUE if weapon was fired, FALSE otherwise
|
||||
// primary is used to indicate whether you want primary or secondary fire
|
||||
// if you have specified a weapon using weapon_choice
|
||||
|
||||
BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary ) |
||||
{ |
||||
CBasePlayerItem *new_weapon; |
||||
BOOL enemy_below; |
||||
|
||||
// is it time to check weapons inventory yet?
|
||||
if (f_weapon_inventory_time <= gpGlobals->time) |
||||
{ |
||||
// check weapon and ammo inventory then update check time...
|
||||
BotWeaponInventory(); |
||||
f_weapon_inventory_time = gpGlobals->time + 1.0; |
||||
} |
||||
|
||||
Vector v_enemy = v_enemy_origin - GetGunPosition( ); |
||||
|
||||
float distance = v_enemy.Length(); // how far away is the enemy?
|
||||
|
||||
// is enemy at least 45 units below bot? (for handgrenades and snarks)
|
||||
if (v_enemy_origin.z < (pev->origin.z - 45)) |
||||
enemy_below = TRUE; |
||||
else |
||||
enemy_below = FALSE; |
||||
|
||||
// if bot is carrying the crowbar...
|
||||
if (pev->weapons & (1<<WEAPON_CROWBAR)) |
||||
{ |
||||
// if close to enemy, and skill level is 1, 2 or 3, use the crowbar
|
||||
if (((distance <= 40) && (bot_skill <= 2) && (weapon_choice == 0)) || |
||||
(weapon_choice == WEAPON_CROWBAR)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_CROWBAR]; |
||||
|
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_crowbar"); // select the crowbar
|
||||
|
||||
pev->button |= IN_ATTACK; // use primary attack (whack! whack!)
|
||||
|
||||
// set next time to "shoot"
|
||||
f_shoot_time = gpGlobals->time + 0.3 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_CROWBAR][bot_skill][0], |
||||
primary_fire_delay[WEAPON_CROWBAR][bot_skill][1]); |
||||
return TRUE; |
||||
} |
||||
} |
||||
|
||||
// if bot is carrying any hand grenades and enemy is below bot...
|
||||
if ((pev->weapons & (1<<WEAPON_HANDGRENADE)) && (enemy_below)) |
||||
{ |
||||
long use_grenade = RANDOM_LONG(1,100); |
||||
|
||||
// use hand grenades about 30% of the time...
|
||||
if (((distance > 250) && (distance < 750) && |
||||
(weapon_choice == 0) && (use_grenade <= 30)) || |
||||
(weapon_choice == WEAPON_HANDGRENADE)) |
||||
{ |
||||
// BigGuy - START
|
||||
new_weapon = weapon_ptr[WEAPON_HANDGRENADE]; |
||||
|
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_handgrenade"); // select the hand grenades
|
||||
|
||||
pev->button |= IN_ATTACK; // use primary attack (boom!)
|
||||
|
||||
// set next time to "shoot"
|
||||
f_shoot_time = gpGlobals->time + 0.1 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_HANDGRENADE][bot_skill][0], |
||||
primary_fire_delay[WEAPON_HANDGRENADE][bot_skill][1]); |
||||
return TRUE; |
||||
// BigGuy - END
|
||||
} |
||||
} |
||||
|
||||
// if bot is carrying any snarks (can't use underwater) and enemy is below bot...
|
||||
if ((pev->weapons & (1<<WEAPON_SNARK)) && (pev->waterlevel != 3) && |
||||
(enemy_below)) |
||||
{ |
||||
long use_snark = RANDOM_LONG(1,100); |
||||
|
||||
// use snarks about 50% of the time...
|
||||
if (((distance > 150) && (distance < 500) && |
||||
(weapon_choice == 0) && (use_snark <= 50)) || |
||||
(weapon_choice == WEAPON_SNARK)) |
||||
{ |
||||
// BigGuy - START
|
||||
new_weapon = weapon_ptr[WEAPON_SNARK]; |
||||
|
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_snark"); // select the "squeak grenades"
|
||||
|
||||
pev->button |= IN_ATTACK; // use primary attack (eek! eek!)
|
||||
|
||||
// set next time to "shoot"
|
||||
f_shoot_time = gpGlobals->time + 0.1 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_SNARK][bot_skill][0], |
||||
primary_fire_delay[WEAPON_SNARK][bot_skill][1]); |
||||
return TRUE; |
||||
// BigGuy - END
|
||||
} |
||||
} |
||||
|
||||
// if the bot is carrying the egon gun (can't use underwater)...
|
||||
if ((pev->weapons & (1<<WEAPON_EGON)) && (pev->waterlevel != 3)) |
||||
{ |
||||
if ((weapon_choice == 0) || (weapon_choice == WEAPON_EGON)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_EGON]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (primary_ammo[WEAPON_EGON] > 0) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_egon"); // select the egon gun
|
||||
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time; |
||||
|
||||
return TRUE; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// if the bot is carrying the gauss gun (can't use underwater)...
|
||||
if ((pev->weapons & (1<<WEAPON_GAUSS)) && (pev->waterlevel != 3)) |
||||
{ |
||||
if ((weapon_choice == 0) || (weapon_choice == WEAPON_GAUSS)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_GAUSS]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (primary_ammo[WEAPON_GAUSS] > 1) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_gauss"); // select the gauss gun
|
||||
|
||||
long use_secondary = RANDOM_LONG(1,100); |
||||
|
||||
// are we charging the gauss gun?
|
||||
if (f_fire_gauss > 0) |
||||
{ |
||||
// is it time to fire the charged gauss gun?
|
||||
if (f_fire_gauss >= gpGlobals->time) |
||||
{ |
||||
// we DON'T set pev->button here to release the secondary
|
||||
// fire button which will fire the charged gauss gun
|
||||
|
||||
f_fire_gauss = -1; // -1 means not charging gauss gun
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.0 + |
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_GAUSS][bot_skill][0], |
||||
secondary_fire_delay[WEAPON_GAUSS][bot_skill][1]); |
||||
} |
||||
else |
||||
{ |
||||
pev->button |= IN_ATTACK2; // charge the gauss gun
|
||||
f_shoot_time = gpGlobals->time; // keep charging
|
||||
} |
||||
} |
||||
else if ((use_secondary <= 20) && |
||||
(primary_ammo[WEAPON_GAUSS] >= 10)) |
||||
{ |
||||
// release secondary fire in 0.5 seconds...
|
||||
f_fire_gauss = gpGlobals->time + 0.5; |
||||
|
||||
pev->button |= IN_ATTACK2; // charge the gauss gun
|
||||
f_shoot_time = gpGlobals->time; // keep charging
|
||||
} |
||||
else |
||||
{ |
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.2 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_GAUSS][bot_skill][0], |
||||
primary_fire_delay[WEAPON_GAUSS][bot_skill][1]); |
||||
} |
||||
|
||||
return TRUE; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// if the bot is carrying the shotgun (can't use underwater)...
|
||||
if ((pev->weapons & (1<<WEAPON_SHOTGUN)) && (pev->waterlevel != 3)) |
||||
{ |
||||
// if close enough for good shotgun blasts...
|
||||
if (((distance > 30) && (distance < 150) && (weapon_choice == 0)) || |
||||
(weapon_choice == WEAPON_SHOTGUN)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_SHOTGUN]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (primary_ammo[WEAPON_SHOTGUN] > 0) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_shotgun"); // select the shotgun
|
||||
|
||||
long use_secondary = RANDOM_LONG(1,100); |
||||
|
||||
// use secondary attack about 30% of the time
|
||||
if ((use_secondary <= 30) && (primary_ammo[WEAPON_SHOTGUN] >= 2)) |
||||
{ |
||||
// BigGuy - START
|
||||
pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.5 + |
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_SHOTGUN][bot_skill][0], |
||||
secondary_fire_delay[WEAPON_SHOTGUN][bot_skill][1]); |
||||
} |
||||
// BigGuy - END
|
||||
else |
||||
{ |
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.75 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_SHOTGUN][bot_skill][0], |
||||
primary_fire_delay[WEAPON_SHOTGUN][bot_skill][1]); |
||||
} |
||||
|
||||
return TRUE; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// if the bot is carrying the 357/PYTHON, (can't use underwater)...
|
||||
if ((pev->weapons & (1<<WEAPON_PYTHON)) && (pev->waterlevel != 3)) |
||||
{ |
||||
// if close enough for 357 shot...
|
||||
if (((distance > 30) && (distance < 700) && (weapon_choice == 0)) || |
||||
(weapon_choice == WEAPON_PYTHON)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_PYTHON]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (primary_ammo[WEAPON_PYTHON] > 0) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_357"); // select the 357 python
|
||||
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.75 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_PYTHON][bot_skill][0], |
||||
primary_fire_delay[WEAPON_PYTHON][bot_skill][1]); |
||||
|
||||
return TRUE; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// if the bot is carrying the hornet gun...
|
||||
if (pev->weapons & (1<<WEAPON_HORNETGUN)) |
||||
{ |
||||
// if close enough for hornet gun...
|
||||
if (((distance > 30) && (distance < 1000) && (weapon_choice == 0)) || |
||||
(weapon_choice == WEAPON_HORNETGUN)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_HORNETGUN]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (primary_ammo[WEAPON_HORNETGUN] > 0) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_hornetgun"); // select the hornet gun
|
||||
|
||||
long use_secondary = RANDOM_LONG(1,100); |
||||
|
||||
// use secondary attack about 50% of the time (if fully reloaded)
|
||||
if ((use_secondary <= 50) && |
||||
(primary_ammo[WEAPON_HORNETGUN] >= HORNET_MAX_CARRY)) |
||||
{ |
||||
// BigGuy - START
|
||||
pev->button |= IN_ATTACK2; // use secondary attack (buzz! buzz!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.1 + |
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_HORNETGUN][bot_skill][0], |
||||
secondary_fire_delay[WEAPON_HORNETGUN][bot_skill][1]); |
||||
// BigGuy - END
|
||||
} |
||||
else |
||||
{ |
||||
pev->button |= IN_ATTACK; // use primary attack (buzz! buzz!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.25 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_HORNETGUN][bot_skill][0], |
||||
primary_fire_delay[WEAPON_HORNETGUN][bot_skill][1]); |
||||
} |
||||
|
||||
return TRUE; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// if the bot is carrying the MP5 (can't use underwater)...
|
||||
if ((pev->weapons & (1<<WEAPON_MP5)) && (pev->waterlevel != 3)) |
||||
{ |
||||
long use_secondary = RANDOM_LONG(1,100); |
||||
|
||||
// use secondary attack about 10% of the time...
|
||||
if (((distance > 300) && (distance < 600) && |
||||
(weapon_choice == 0) && (use_secondary <= 10)) || |
||||
((weapon_choice == WEAPON_MP5) && (primary == FALSE))) |
||||
{ |
||||
// at some point we need to fire upwards in the air slightly
|
||||
// for long distance kills. for right now, just fire the
|
||||
// grenade at the poor sucker.
|
||||
|
||||
// BigGuy - START
|
||||
new_weapon = weapon_ptr[WEAPON_MP5]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (secondary_ammo[WEAPON_MP5] > 0) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_9mmAR"); // select the 9mmAR (MP5)
|
||||
|
||||
pev->button |= IN_ATTACK2; // use secodnary attack (boom!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.0 + |
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_MP5][bot_skill][0], |
||||
secondary_fire_delay[WEAPON_MP5][bot_skill][1]); |
||||
|
||||
return TRUE; |
||||
} |
||||
// BigGuy - END
|
||||
} |
||||
|
||||
// if close enough for good MP5 shot...
|
||||
if (((distance < 250) && (weapon_choice == 0)) || |
||||
(weapon_choice == WEAPON_MP5)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_MP5]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (primary_ammo[WEAPON_MP5] > 0) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_9mmAR"); // select the 9mmAR (MP5)
|
||||
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.1 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_MP5][bot_skill][0], |
||||
primary_fire_delay[WEAPON_MP5][bot_skill][1]); |
||||
|
||||
return TRUE; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// if the bot is carrying the crossbow...
|
||||
if (pev->weapons & (1<<WEAPON_CROSSBOW)) |
||||
{ |
||||
// if bot is not too close for crossbow and not too far...
|
||||
if (((distance > 100) && (distance < 1000) && (weapon_choice == 0)) || |
||||
(weapon_choice == WEAPON_CROSSBOW)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_CROSSBOW]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (primary_ammo[WEAPON_CROSSBOW] > 0) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_crossbow"); // select the crossbow
|
||||
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.75 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_CROSSBOW][bot_skill][0], |
||||
primary_fire_delay[WEAPON_CROSSBOW][bot_skill][1]); |
||||
|
||||
return TRUE; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// if the bot is carrying the RPG...
|
||||
if (pev->weapons & (1<<WEAPON_RPG)) |
||||
{ |
||||
// don't use the RPG unless the enemy is pretty far away...
|
||||
if (((distance > 300) && (weapon_choice == 0)) || |
||||
(weapon_choice == WEAPON_RPG)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_RPG]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (primary_ammo[WEAPON_RPG] > 0) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_rpg"); // select the RPG rocket launcher
|
||||
|
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 1.5 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_RPG][bot_skill][0], |
||||
primary_fire_delay[WEAPON_RPG][bot_skill][1]); |
||||
|
||||
return TRUE; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// if the bot is carrying the 9mm glock...
|
||||
if (pev->weapons & (1<<WEAPON_GLOCK)) |
||||
{ |
||||
// if nothing else was selected, try the good ol' 9mm glock...
|
||||
if (((distance < 1200) && (weapon_choice == 0)) || |
||||
(weapon_choice == WEAPON_GLOCK)) |
||||
{ |
||||
new_weapon = weapon_ptr[WEAPON_GLOCK]; |
||||
|
||||
// check if the bot has any ammo left for this weapon...
|
||||
if (primary_ammo[WEAPON_GLOCK] > 0) |
||||
{ |
||||
// check if the bot isn't already using this item...
|
||||
if (m_pActiveItem != new_weapon) |
||||
SelectItem("weapon_9mmhandgun"); // select the trusty 9mm glock
|
||||
|
||||
long use_secondary = RANDOM_LONG(1,100); |
||||
|
||||
// use secondary attack about 30% of the time
|
||||
if (use_secondary <= 30) |
||||
{ |
||||
// BigGuy - START
|
||||
pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.2 + |
||||
RANDOM_FLOAT(secondary_fire_delay[WEAPON_GLOCK][bot_skill][0], |
||||
secondary_fire_delay[WEAPON_GLOCK][bot_skill][1]); |
||||
// BigGuy - END
|
||||
} |
||||
else |
||||
{ |
||||
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
||||
|
||||
// set next time to shoot
|
||||
f_shoot_time = gpGlobals->time + 0.3 + |
||||
RANDOM_FLOAT(primary_fire_delay[WEAPON_GLOCK][bot_skill][0], |
||||
primary_fire_delay[WEAPON_GLOCK][bot_skill][1]); |
||||
} |
||||
|
||||
return TRUE; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// didn't have any available weapons or ammo, return FALSE
|
||||
return FALSE; |
||||
} |
||||
|
||||
|
||||
void CBot::BotShootAtEnemy( void ) |
||||
{ |
||||
float f_distance; |
||||
|
||||
// aim for the head and/or body
|
||||
Vector v_enemy = BotBodyTarget( pBotEnemy ) - 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
|
||||
|
||||
// is it time to shoot yet?
|
||||
if (f_shoot_time <= gpGlobals->time) |
||||
{ |
||||
// select the best weapon to use at this distance and fire...
|
||||
BotFireWeapon( pBotEnemy->pev->origin ); |
||||
} |
||||
|
||||
v_enemy.z = 0; // ignore z component (up & down)
|
||||
|
||||
f_distance = v_enemy.Length(); // how far away is the enemy scum?
|
||||
|
||||
if (f_distance > 200) // run if distance to enemy is far
|
||||
f_move_speed = f_max_speed; |
||||
else if (f_distance > 20) // walk if distance is closer
|
||||
f_move_speed = f_max_speed / 2; |
||||
else // don't move if close enough
|
||||
f_move_speed = 0.0; |
||||
} |
||||
|
||||
|
||||
|
@ -0,0 +1,142 @@
@@ -0,0 +1,142 @@
|
||||
// botman's Half-Life bot example
|
||||
//
|
||||
// http://planethalflife.com/botman/
|
||||
//
|
||||
// botcam.cpp
|
||||
//
|
||||
|
||||
#include "extdll.h" |
||||
#include "util.h" |
||||
#include "client.h" |
||||
#include "cbase.h" |
||||
#include "player.h" |
||||
|
||||
#include "botcam.h" |
||||
|
||||
|
||||
LINK_ENTITY_TO_CLASS(entity_botcam, CBotCam); |
||||
|
||||
|
||||
CBotCam *CBotCam::Create( CBasePlayer *pPlayer, CBasePlayer *pBot ) |
||||
{ |
||||
CBotCam *pBotCam = GetClassPtr( (CBotCam *)NULL ); |
||||
|
||||
PRECACHE_MODEL( "models/mechgibs.mdl" ); |
||||
|
||||
pBotCam->m_pPlayer = pPlayer; |
||||
pBotCam->m_pBot = pBot; |
||||
|
||||
pPlayer->pev->effects |= EF_NODRAW; |
||||
pPlayer->pev->solid = SOLID_NOT; |
||||
pPlayer->pev->takedamage = DAMAGE_NO; |
||||
pPlayer->m_iHideHUD |= HIDEHUD_ALL; |
||||
|
||||
pBotCam->Spawn(); |
||||
|
||||
return pBotCam; |
||||
} |
||||
|
||||
|
||||
void CBotCam::Spawn( void ) |
||||
{ |
||||
pev->classname = MAKE_STRING("entity_botcam"); |
||||
|
||||
UTIL_MakeVectors(m_pBot->pev->v_angle); |
||||
|
||||
TraceResult tr; |
||||
UTIL_TraceLine(m_pBot->pev->origin + m_pBot->pev->view_ofs, |
||||
m_pBot->pev->origin + m_pBot->pev->view_ofs + gpGlobals->v_forward * -16 + gpGlobals->v_up * 10, |
||||
dont_ignore_monsters, m_pBot->edict(), &tr ); |
||||
|
||||
UTIL_SetOrigin(pev, tr.vecEndPos); |
||||
|
||||
pev->angles = m_pBot->pev->v_angle; |
||||
|
||||
pev->fixangle = TRUE; |
||||
|
||||
SET_VIEW (m_pPlayer->edict(), edict()); |
||||
|
||||
// mechgibs seems to be an "invisible" model. Other players won't see
|
||||
// anything when this model is used as the botcam...
|
||||
|
||||
SET_MODEL(ENT(pev), "models/mechgibs.mdl"); |
||||
|
||||
pev->movetype = MOVETYPE_FLY; |
||||
pev->solid = SOLID_NOT; |
||||
pev->takedamage = DAMAGE_NO; |
||||
|
||||
pev->renderamt = 0; |
||||
|
||||
m_pPlayer->EnableControl(FALSE); |
||||
|
||||
SetTouch( NULL ); |
||||
|
||||
SetThink( &CBotCam::IdleThink ); |
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1; |
||||
} |
||||
|
||||
|
||||
void CBotCam::IdleThink( void ) |
||||
{ |
||||
// make sure bot is still in the game...
|
||||
|
||||
if (m_pBot->pev->takedamage != DAMAGE_NO) // not "kicked"
|
||||
{ |
||||
UTIL_MakeVectors(m_pBot->pev->v_angle); |
||||
|
||||
TraceResult tr; |
||||
UTIL_TraceLine(m_pBot->pev->origin + m_pBot->pev->view_ofs, |
||||
m_pBot->pev->origin + m_pBot->pev->view_ofs + gpGlobals->v_forward * -16 + gpGlobals->v_up * 10, |
||||
dont_ignore_monsters, m_pBot->edict(), &tr ); |
||||
|
||||
UTIL_SetOrigin(pev, tr.vecEndPos); |
||||
|
||||
pev->angles = m_pBot->pev->v_angle; |
||||
|
||||
pev->fixangle = TRUE; |
||||
|
||||
SET_VIEW (m_pPlayer->edict(), edict()); |
||||
|
||||
pev->nextthink = gpGlobals->time; |
||||
} |
||||
else |
||||
{ |
||||
SET_VIEW (m_pPlayer->edict(), m_pPlayer->edict()); |
||||
|
||||
m_pPlayer->pev->effects &= ~EF_NODRAW; |
||||
m_pPlayer->pev->solid = SOLID_SLIDEBOX; |
||||
m_pPlayer->pev->takedamage = DAMAGE_AIM; |
||||
m_pPlayer->m_iHideHUD &= ~HIDEHUD_ALL; |
||||
|
||||
m_pPlayer->EnableControl(TRUE); |
||||
|
||||
m_pPlayer->pBotCam = NULL; // player's botcam is no longer valid
|
||||
|
||||
m_pBot = NULL; |
||||
m_pPlayer = NULL; |
||||
|
||||
REMOVE_ENTITY( ENT(pev) ); |
||||
} |
||||
} |
||||
|
||||
|
||||
void CBotCam::Disconnect( void ) |
||||
{ |
||||
SET_VIEW (m_pPlayer->edict(), m_pPlayer->edict()); |
||||
|
||||
m_pPlayer->pev->effects &= ~EF_NODRAW; |
||||
m_pPlayer->pev->solid = SOLID_SLIDEBOX; |
||||
m_pPlayer->pev->takedamage = DAMAGE_AIM; |
||||
m_pPlayer->m_iHideHUD &= ~HIDEHUD_ALL; |
||||
|
||||
m_pPlayer->EnableControl(TRUE); |
||||
|
||||
m_pPlayer->pBotCam = NULL; // player's botcam is no longer valid
|
||||
|
||||
m_pBot = NULL; |
||||
m_pPlayer = NULL; |
||||
|
||||
REMOVE_ENTITY( ENT(pev) ); |
||||
} |
||||
|
@ -0,0 +1,26 @@
@@ -0,0 +1,26 @@
|
||||
// botman's Half-Life bot example
|
||||
//
|
||||
// http://planethalflife.com/botman/
|
||||
//
|
||||
// botcam.h
|
||||
//
|
||||
|
||||
#ifndef BOTCAM_H |
||||
#define BOTCAM_H |
||||
|
||||
class CBotCam : public CBaseEntity |
||||
{ |
||||
public: |
||||
|
||||
CBasePlayer *m_pPlayer; |
||||
CBasePlayer *m_pBot; |
||||
|
||||
static CBotCam *Create( CBasePlayer *pPlayer, CBasePlayer *pBot ); |
||||
void Spawn( void ); |
||||
void Disconnect( void ); |
||||
|
||||
void EXPORT IdleThink( void ); |
||||
}; |
||||
|
||||
#endif |
||||
|
Loading…
Reference in new issue