/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef BOT_H #define BOT_H #ifdef _WIN32 #pragma once #endif class BotProfile; template T *CreateBot(const BotProfile *profile) { edict_t *pentBot; if (UTIL_ClientsInGame() >= gpGlobals->maxClients) { CONSOLE_ECHO("Unable to create bot: Server is full (%d/%d clients).\n", UTIL_ClientsInGame(), gpGlobals->maxClients); return NULL; } char netname[64]; UTIL_ConstructBotNetName(netname, sizeof(netname), profile); pentBot = CREATE_FAKE_CLIENT(netname); if (FNullEnt(pentBot)) { CONSOLE_ECHO("Unable to create bot: pfnCreateFakeClient() returned null.\n"); return NULL; } else { T *pBot = NULL; FREE_PRIVATE(pentBot); pBot = GetClassPtr((T *)VARS(pentBot)); pBot->Initialize(profile); return pBot; } } // The base bot class from which bots for specific games are derived class CBot: public CBasePlayer { public: // constructor initializes all values to zero CBot(); virtual void Spawn(); // invoked when injured by something virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { return CBasePlayer::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } // invoked when killed virtual void Killed(entvars_t *pevAttacker, int iGib) { CBasePlayer::Killed(pevAttacker, iGib); } virtual void Think() {}; virtual BOOL IsBot() { return true; } virtual Vector GetAutoaimVector(float flDelta); // invoked when in contact with a CWeaponBox virtual void OnTouchingWeapon(CWeaponBox *box) {} virtual bool Initialize(const BotProfile *profile); virtual void SpawnBot() = 0; // lightweight maintenance, invoked frequently virtual void Upkeep() = 0; // heavyweight algorithms, invoked less often virtual void Update() = 0; virtual void Run(); virtual void Walk(); virtual void Crouch(); virtual void StandUp(); virtual void MoveForward(); virtual void MoveBackward(); virtual void StrafeLeft(); virtual void StrafeRight(); // returns true if jump was started #define MUST_JUMP true virtual bool Jump(bool mustJump = false); // zero any MoveForward(), Jump(), etc virtual void ClearMovement(); // Weapon interface virtual void UseEnvironment(); virtual void PrimaryAttack(); virtual void ClearPrimaryAttack(); virtual void TogglePrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); // invoked when event occurs in the game (some events have NULL entities) virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) {}; // return true if we can see the point virtual bool IsVisible(Vector *pos, bool testFOV = false) const = 0; // return true if we can see any part of the player virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL) const = 0; //enum VisiblePartType:unsigned char // C++11 feature enum VisiblePartType { NONE = 0x00, CHEST = 0x01, HEAD = 0x02, LEFT_SIDE = 0x04, // the left side of the object from our point of view (not their left side) RIGHT_SIDE = 0x08, // the right side of the object from our point of view (not their right side) FEET = 0x10 }; // if enemy is visible, return the part we see virtual bool IsEnemyPartVisible(VisiblePartType part) const = 0; // return true if player is facing towards us virtual bool IsPlayerFacingMe(CBasePlayer *other) const; // returns true if other player is pointing right at us virtual bool IsPlayerLookingAtMe(CBasePlayer *other) const; virtual void ExecuteCommand(); virtual void SetModel(const char *modelName); public: unsigned int GetID() const { return m_id; } bool IsRunning() const { return m_isRunning; } bool IsCrouching() const { return m_isCrouching; } // push the current posture context onto the top of the stack void PushPostureContext(); // restore the posture context to the next context on the stack void PopPostureContext(); bool IsJumping(); // return time last jump began float GetJumpTimestamp() const { return m_jumpTimestamp; } // returns ratio of ammo left to max ammo (1 = full clip, 0 = empty) float GetActiveWeaponAmmoRatio() const; // return true if active weapon has any empty clip bool IsActiveWeaponClipEmpty() const; // return true if active weapon has no ammo at all bool IsActiveWeaponOutOfAmmo() const; // is the weapon in the middle of a reload bool IsActiveWeaponReloading() const; // return true if active weapon's bullet spray has become large and inaccurate bool IsActiveWeaponRecoilHigh() const; // return the weapon the bot is currently using CBasePlayerWeapon *GetActiveWeapon() const; // return true if looking thru weapon's scope bool IsUsingScope() const; // returns TRUE if given entity is our enemy bool IsEnemy(CBaseEntity *ent) const; // return number of enemies left alive int GetEnemiesRemaining() const; // return number of friends left alive int GetFriendsRemaining() const; // return true if local player is observing this bot bool IsLocalPlayerWatchingMe() const; // output message to console NOXREF void Print(char *format,...) const; // output message to console if we are being watched by the local player void PrintIfWatched(char *format,...) const; void BotThink(); bool IsNetClient() const { return false; } int Save(CSave &save) const; int Restore(CRestore &restor) const; // return our personality profile const BotProfile *GetProfile() const { return m_profile; } protected: // Do a "client command" - useful for invoking menu choices, etc. void ClientCommand(const char *cmd, const char *arg1 = NULL, const char *arg2 = NULL, const char *arg3 = NULL); // the "personality" profile of this bot const BotProfile *m_profile; private: void ResetCommand(); byte ThrottledMsec() const; // returns current movement speed (for walk/run) float GetMoveSpeed(); // unique bot ID unsigned int m_id; // Think mechanism variables float m_flNextBotThink; float m_flNextFullBotThink; // Command interface variables float m_flPreviousCommandTime; // run/walk mode bool m_isRunning; // true if crouching (ducking) bool m_isCrouching; float m_forwardSpeed; float m_strafeSpeed; float m_verticalSpeed; // bitfield of movement buttons unsigned short m_buttonFlags; // time when we last began a jump float m_jumpTimestamp; // the PostureContext represents the current settings of walking and crouching struct PostureContext { bool isRunning; bool isCrouching; }; enum { MAX_POSTURE_STACK = 8 }; PostureContext m_postureStack[MAX_POSTURE_STACK]; // index of top of stack int m_postureStackIndex; }; inline void CBot::SetModel(const char *modelName) { SET_CLIENT_KEY_VALUE(entindex(), GET_INFO_BUFFER(edict()), "model", (char *)modelName); } inline float CBot::GetMoveSpeed() { // if (m_isRunning || m_isCrouching) // return pev->maxspeed; return 400;//0.4f * pev->maxspeed; } inline void CBot::Run() { m_isRunning = true; } inline void CBot::Walk() { m_isRunning = false; } inline CBasePlayerWeapon *CBot::GetActiveWeapon() const { return static_cast(m_pActiveItem); } inline bool CBot::IsActiveWeaponReloading() const { CBasePlayerWeapon *weapon = GetActiveWeapon(); if (weapon == NULL) return false; return (weapon->m_fInReload || weapon->m_fInSpecialReload) != 0; } inline bool CBot::IsActiveWeaponRecoilHigh() const { //CBasePlayerWeapon *gun = GetActiveWeapon(); /*if (gun != NULL) { const float highRecoil = 0.4f; return (gun->m_flAccuracy > highRecoil) != 0; }*/ return false; } inline void CBot::PushPostureContext() { if (m_postureStackIndex == MAX_POSTURE_STACK) { if (pev) PrintIfWatched("PushPostureContext() overflow error!\n"); return; } m_postureStack[m_postureStackIndex].isRunning = m_isRunning; m_postureStack[m_postureStackIndex].isCrouching = m_isCrouching; ++m_postureStackIndex; } inline void CBot::PopPostureContext() { if (m_postureStackIndex == 0) { if (pev) PrintIfWatched("PopPostureContext() underflow error!\n"); m_isRunning = true; m_isCrouching = false; return; } --m_postureStackIndex; m_isRunning = m_postureStack[m_postureStackIndex].isRunning; m_isCrouching = m_postureStack[m_postureStackIndex].isCrouching; } inline bool CBot::IsPlayerFacingMe(CBasePlayer *other) const { Vector toOther = other->pev->origin - pev->origin; UTIL_MakeVectors(other->pev->v_angle + other->pev->punchangle); Vector otherDir = gpGlobals->v_forward; if (otherDir.x * toOther.x + otherDir.y * toOther.y < 0.0f) return true; return false; } inline bool CBot::IsPlayerLookingAtMe(CBasePlayer *other) const { Vector toOther = other->pev->origin - pev->origin; toOther.NormalizeInPlace(); UTIL_MakeVectors(other->pev->v_angle + other->pev->punchangle); Vector otherDir = gpGlobals->v_forward; const float lookAtCos = 0.9f; if (otherDir.x * toOther.x + otherDir.y * toOther.y < -lookAtCos) { Vector vec(other->EyePosition()); if (IsVisible(&vec)) return true; } return false; } extern float g_flBotCommandInterval; extern float g_flBotFullThinkInterval; extern const char *BotArgs[4]; extern bool UseBotArgs; class BotProfile; #endif // BOT_H