Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1146 lines
29 KiB

//
// HPB bot - botman's High Ping Bastard bot
//
// (http://planethalflife.com/botman/)
//
// bot_client.cpp
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "bot.h"
#include "bot_func.h"
#include "bot_client.h"
#include "bot_weapons.h"
// types of damage to ignore...
#define IGNORE_DAMAGE (DMG_CRUSH | DMG_BURN | DMG_FREEZE | DMG_FALL | \
DMG_SHOCK | DMG_DROWN | DMG_NERVEGAS | DMG_RADIATION | \
DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN | \
DMG_SLOWFREEZE | 0xFF000000)
extern int mod_id;
extern bot_t bots[32];
extern int num_logos;
extern edict_t *holywars_saint;
extern int halo_status;
extern int holywars_gamemode;
extern int bot_taunt_count;
extern int recent_bot_taunt[];
extern bot_chat_t bot_taunt[MAX_BOT_CHAT];
bot_weapon_t weapon_defs[MAX_WEAPONS]; // array of weapon definitions
// This message is sent when the TFC VGUI menu is displayed.
void BotClient_TFC_VGUI(void *p, int bot_index)
{
static int state = 0; // current state machine state
if (state == 0)
{
if ((*(int *)p) == 2) // is it a team select menu?
bots[bot_index].start_action = MSG_TFC_TEAM_SELECT;
else if ((*(int *)p) == 3) // is is a class selection menu?
bots[bot_index].start_action = MSG_TFC_CLASS_SELECT;
}
state++;
if (state == 1)
state = 0;
}
// This message is sent when the Counter-Strike VGUI menu is displayed.
void BotClient_CS_VGUI(void *p, int bot_index)
{
static int state = 0; // current state machine state
if (state == 0)
{
if ((*(int *)p) == 2) // is it a team select menu?
bots[bot_index].start_action = MSG_CS_TEAM_SELECT;
else if ((*(int *)p) == 26) // is is a terrorist model select menu?
bots[bot_index].start_action = MSG_CS_T_SELECT;
else if ((*(int *)p) == 27) // is is a counter-terrorist model select menu?
bots[bot_index].start_action = MSG_CS_CT_SELECT;
}
state++;
if (state == 5) // ignore other fields in VGUI message
state = 0;
}
// This message is sent when a menu is being displayed in Counter-Strike.
void BotClient_CS_ShowMenu(void *p, int bot_index)
{
static int state = 0; // current state machine state
if (state < 3)
{
state++; // ignore first 3 fields of message
return;
}
if (strcmp((char *)p, "#Team_Select") == 0) // team select menu?
{
bots[bot_index].start_action = MSG_CS_TEAM_SELECT;
}
else if (strcmp((char *)p, "#Terrorist_Select") == 0) // T model select?
{
bots[bot_index].start_action = MSG_CS_T_SELECT;
}
else if (strcmp((char *)p, "#CT_Select") == 0) // CT model select menu?
{
bots[bot_index].start_action = MSG_CS_CT_SELECT;
}
state = 0; // reset state machine
}
// This message is sent when the OpFor VGUI menu is displayed.
void BotClient_Gearbox_VGUI(void *p, int bot_index)
{
static int state = 0; // current state machine state
if (state == 0)
{
if ((*(int *)p) == 2) // is it a team select menu?
bots[bot_index].start_action = MSG_OPFOR_TEAM_SELECT;
else if ((*(int *)p) == 3) // is is a class selection menu?
bots[bot_index].start_action = MSG_OPFOR_CLASS_SELECT;
}
state++;
if (state == 1)
state = 0;
}
// This message is sent when the FrontLineForce VGUI menu is displayed.
void BotClient_FLF_VGUI(void *p, int bot_index)
{
static int state = 0; // current state machine state
if (p == NULL) // handle pfnMessageEnd case
{
state = 0;
return;
}
if (state == 0)
{
if ((*(int *)p) == 2) // is it a team select menu?
bots[bot_index].start_action = MSG_FLF_TEAM_SELECT;
else if ((*(int *)p) == 3) // is it a class selection menu?
bots[bot_index].start_action = MSG_FLF_CLASS_SELECT;
else if ((*(int *)p) == 70) // is it a weapon selection menu?
bots[bot_index].start_action = MSG_FLF_WEAPON_SELECT;
else if ((*(int *)p) == 72) // is it a submachine gun selection menu?
bots[bot_index].start_action = MSG_FLF_SUBMACHINE_SELECT;
else if ((*(int *)p) == 73) // is it a shotgun selection menu?
bots[bot_index].start_action = MSG_FLF_SHOTGUN_SELECT;
else if ((*(int *)p) == 75) // is it a rifle selection menu?
bots[bot_index].start_action = MSG_FLF_RIFLE_SELECT;
else if ((*(int *)p) == 76) // is it a pistol selection menu?
bots[bot_index].start_action = MSG_FLF_PISTOL_SELECT;
else if ((*(int *)p) == 78) // is it a heavyweapons selection menu?
bots[bot_index].start_action = MSG_FLF_HEAVYWEAPONS_SELECT;
}
state++;
}
// This message is sent when a client joins the game. All of the weapons
// are sent with the weapon ID and information about what ammo is used.
void BotClient_Valve_WeaponList(void *p, int bot_index)
{
static int state = 0; // current state machine state
static bot_weapon_t bot_weapon;
if (state == 0)
{
state++;
strcpy(bot_weapon.szClassname, (char *)p);
}
else if (state == 1)
{
state++;
bot_weapon.iAmmo1 = *(int *)p; // ammo index 1
}
else if (state == 2)
{
state++;
bot_weapon.iAmmo1Max = *(int *)p; // max ammo1
}
else if (state == 3)
{
state++;
bot_weapon.iAmmo2 = *(int *)p; // ammo index 2
}
else if (state == 4)
{
state++;
bot_weapon.iAmmo2Max = *(int *)p; // max ammo2
}
else if (state == 5)
{
state++;
bot_weapon.iSlot = *(int *)p; // slot for this weapon
}
else if (state == 6)
{
state++;
bot_weapon.iPosition = *(int *)p; // position in slot
}
else if (state == 7)
{
state++;
bot_weapon.iId = *(int *)p; // weapon ID
}
else if (state == 8)
{
state = 0;
bot_weapon.iFlags = *(int *)p; // flags for weapon (WTF???)
// store away this weapon with it's ammo information...
weapon_defs[bot_weapon.iId] = bot_weapon;
if (mod_id == DMC_DLL)
{
bots[bot_index].bot_weapons |= bot_weapon.iId;
}
}
}
void BotClient_TFC_WeaponList(void *p, int bot_index)
{
// this is just like the Valve Weapon List message
BotClient_Valve_WeaponList(p, bot_index);
}
void BotClient_CS_WeaponList(void *p, int bot_index)
{
// this is just like the Valve Weapon List message
BotClient_Valve_WeaponList(p, bot_index);
}
void BotClient_Gearbox_WeaponList(void *p, int bot_index)
{
// this is just like the Valve Weapon List message
BotClient_Valve_WeaponList(p, bot_index);
}
void BotClient_FLF_WeaponList(void *p, int bot_index)
{
// this is just like the Valve Weapon List message
BotClient_Valve_WeaponList(p, bot_index);
}
void BotClient_DMC_WeaponList(void *p, int bot_index)
{
// this is just like the Valve Weapon List message
BotClient_Valve_WeaponList(p, bot_index);
}
// This message is sent when a weapon is selected (either by the bot chosing
// a weapon or by the server auto assigning the bot a weapon).
void BotClient_Valve_CurrentWeapon(void *p, int bot_index)
{
static int state = 0; // current state machine state
static int iState;
static int iId;
static int iClip;
if (state == 0)
{
state++;
iState = *(int *)p; // state of the current weapon
}
else if (state == 1)
{
state++;
iId = *(int *)p; // weapon ID of current weapon
}
else if (state == 2)
{
state = 0;
iClip = *(int *)p; // ammo currently in the clip for this weapon
if (mod_id == DMC_DLL)
{
if ((iState == 1) && (iId <= 128))
bots[bot_index].bot_weapons |= iId;
}
else
{
if (iId <= 31)
{
bots[bot_index].bot_weapons |= (1<<iId); // set this weapon bit
if (iState == 1)
{
bots[bot_index].current_weapon.iId = iId;
bots[bot_index].current_weapon.iClip = iClip;
// update the ammo counts for this weapon...
bots[bot_index].current_weapon.iAmmo1 =
bots[bot_index].m_rgAmmo[weapon_defs[iId].iAmmo1];
bots[bot_index].current_weapon.iAmmo2 =
bots[bot_index].m_rgAmmo[weapon_defs[iId].iAmmo2];
}
}
}
}
}
void BotClient_TFC_CurrentWeapon(void *p, int bot_index)
{
// this is just like the Valve Current Weapon message
BotClient_Valve_CurrentWeapon(p, bot_index);
}
void BotClient_CS_CurrentWeapon(void *p, int bot_index)
{
// this is just like the Valve Current Weapon message
BotClient_Valve_CurrentWeapon(p, bot_index);
}
void BotClient_Gearbox_CurrentWeapon(void *p, int bot_index)
{
// this is just like the Valve Current Weapon message
BotClient_Valve_CurrentWeapon(p, bot_index);
}
void BotClient_FLF_CurrentWeapon(void *p, int bot_index)
{
// this is just like the Valve Current Weapon message
BotClient_Valve_CurrentWeapon(p, bot_index);
}
void BotClient_DMC_CurrentWeapon(void *p, int bot_index)
{
// this is just like the Valve Current Weapon message
BotClient_Valve_CurrentWeapon(p, bot_index);
}
// This message is sent whenever ammo ammounts are adjusted (up or down).
void BotClient_Valve_AmmoX(void *p, int bot_index)
{
static int state = 0; // current state machine state
static int index;
static int ammount;
int ammo_index;
if (state == 0)
{
state++;
index = *(int *)p; // ammo index (for type of ammo)
}
else if (state == 1)
{
state = 0;
ammount = *(int *)p; // the ammount of ammo currently available
bots[bot_index].m_rgAmmo[index] = ammount; // store it away
ammo_index = bots[bot_index].current_weapon.iId;
// update the ammo counts for this weapon...
bots[bot_index].current_weapon.iAmmo1 =
bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo1];
bots[bot_index].current_weapon.iAmmo2 =
bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo2];
}
}
void BotClient_TFC_AmmoX(void *p, int bot_index)
{
// this is just like the Valve AmmoX message
BotClient_Valve_AmmoX(p, bot_index);
}
void BotClient_CS_AmmoX(void *p, int bot_index)
{
// this is just like the Valve AmmoX message
BotClient_Valve_AmmoX(p, bot_index);
}
void BotClient_Gearbox_AmmoX(void *p, int bot_index)
{
// this is just like the Valve AmmoX message
BotClient_Valve_AmmoX(p, bot_index);
}
void BotClient_FLF_AmmoX(void *p, int bot_index)
{
// this is just like the Valve AmmoX message
BotClient_Valve_AmmoX(p, bot_index);
}
void BotClient_DMC_AmmoX(void *p, int bot_index)
{
// this is just like the Valve AmmoX message
BotClient_Valve_AmmoX(p, bot_index);
}
// This message is sent when the bot picks up some ammo (AmmoX messages are
// also sent so this message is probably not really necessary except it
// allows the HUD to draw pictures of ammo that have been picked up. The
// bots don't really need pictures since they don't have any eyes anyway.
void BotClient_Valve_AmmoPickup(void *p, int bot_index)
{
static int state = 0; // current state machine state
static int index;
static int ammount;
int ammo_index;
if (state == 0)
{
state++;
index = *(int *)p;
}
else if (state == 1)
{
state = 0;
ammount = *(int *)p;
bots[bot_index].m_rgAmmo[index] = ammount;
ammo_index = bots[bot_index].current_weapon.iId;
// update the ammo counts for this weapon...
bots[bot_index].current_weapon.iAmmo1 =
bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo1];
bots[bot_index].current_weapon.iAmmo2 =
bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo2];
}
}
void BotClient_TFC_AmmoPickup(void *p, int bot_index)
{
// this is just like the Valve Ammo Pickup message
BotClient_Valve_AmmoPickup(p, bot_index);
}
void BotClient_CS_AmmoPickup(void *p, int bot_index)
{
// this is just like the Valve Ammo Pickup message
BotClient_Valve_AmmoPickup(p, bot_index);
}
void BotClient_Gearbox_AmmoPickup(void *p, int bot_index)
{
// this is just like the Valve Ammo Pickup message
BotClient_Valve_AmmoPickup(p, bot_index);
}
void BotClient_FLF_AmmoPickup(void *p, int bot_index)
{
// this is just like the Valve Ammo Pickup message
BotClient_Valve_AmmoPickup(p, bot_index);
}
void BotClient_DMC_AmmoPickup(void *p, int bot_index)
{
// this is just like the Valve Ammo Pickup message
BotClient_Valve_AmmoPickup(p, bot_index);
}
// This message is sent whenever grenade ammounts are adjusted.
void BotClient_TFC_SecAmmoVal(void *p, int bot_index)
{
static int state = 0; // current state machine state
static int type;
static int ammount;
if (state == 0)
{
state++;
type = *(int *)p; // 0 = primary, 1 = secondary
}
else if (state == 1)
{
state = 0;
ammount = *(int *)p; // the ammount of ammo currently available
if (type == 0)
bots[bot_index].gren1 = ammount; // store it away
else if (type == 1)
bots[bot_index].gren2 = ammount; // store it away
}
}
// This message gets sent when the bot picks up a weapon.
void BotClient_Valve_WeaponPickup(void *p, int bot_index)
{
int index;
index = *(int *)p;
// set this weapon bit to indicate that we are carrying this weapon
bots[bot_index].bot_weapons |= (1<<index);
}
void BotClient_TFC_WeaponPickup(void *p, int bot_index)
{
// this is just like the Valve Weapon Pickup message
BotClient_Valve_WeaponPickup(p, bot_index);
}
void BotClient_CS_WeaponPickup(void *p, int bot_index)
{
// this is just like the Valve Weapon Pickup message
BotClient_Valve_WeaponPickup(p, bot_index);
}
void BotClient_Gearbox_WeaponPickup(void *p, int bot_index)
{
// this is just like the Valve Weapon Pickup message
BotClient_Valve_WeaponPickup(p, bot_index);
}
void BotClient_FLF_WeaponPickup(void *p, int bot_index)
{
// this is just like the Valve Weapon Pickup message
BotClient_Valve_WeaponPickup(p, bot_index);
}
void BotClient_DMC_WeaponPickup(void *p, int bot_index)
{
// this is just like the Valve Weapon Pickup message
BotClient_Valve_WeaponPickup(p, bot_index);
}
// This message gets sent when the bot picks up an item (like a battery
// or a healthkit)
void BotClient_Valve_ItemPickup(void *p, int bot_index)
{
}
void BotClient_TFC_ItemPickup(void *p, int bot_index)
{
// this is just like the Valve Item Pickup message
BotClient_Valve_ItemPickup(p, bot_index);
}
void BotClient_CS_ItemPickup(void *p, int bot_index)
{
// this is just like the Valve Item Pickup message
BotClient_Valve_ItemPickup(p, bot_index);
}
void BotClient_Gearbox_ItemPickup(void *p, int bot_index)
{
// this is just like the Valve Item Pickup message
BotClient_Valve_ItemPickup(p, bot_index);
}
void BotClient_FLF_ItemPickup(void *p, int bot_index)
{
// this is just like the Valve Item Pickup message
BotClient_Valve_ItemPickup(p, bot_index);
}
void BotClient_DMC_ItemPickup(void *p, int bot_index)
{
// this is just like the Valve Item Pickup message
BotClient_Valve_ItemPickup(p, bot_index);
}
// This message gets sent when the bots health changes.
void BotClient_Valve_Health(void *p, int bot_index)
{
bots[bot_index].bot_health = *(int *)p; // health ammount
}
void BotClient_TFC_Health(void *p, int bot_index)
{
// this is just like the Valve Health message
BotClient_Valve_Health(p, bot_index);
}
void BotClient_CS_Health(void *p, int bot_index)
{
// this is just like the Valve Health message
BotClient_Valve_Health(p, bot_index);
}
void BotClient_Gearbox_Health(void *p, int bot_index)
{
// this is just like the Valve Health message
BotClient_Valve_Health(p, bot_index);
}
void BotClient_FLF_Health(void *p, int bot_index)
{
// this is just like the Valve Health message
BotClient_Valve_Health(p, bot_index);
}
void BotClient_DMC_Health(void *p, int bot_index)
{
// this is just like the Valve Health message
BotClient_Valve_Health(p, bot_index);
}
// This message gets sent when the bots armor changes.
void BotClient_Valve_Battery(void *p, int bot_index)
{
bots[bot_index].bot_armor = *(int *)p; // armor ammount
}
void BotClient_TFC_Battery(void *p, int bot_index)
{
// this is just like the Valve Battery message
BotClient_Valve_Battery(p, bot_index);
}
void BotClient_CS_Battery(void *p, int bot_index)
{
// this is just like the Valve Battery message
BotClient_Valve_Battery(p, bot_index);
}
void BotClient_Gearbox_Battery(void *p, int bot_index)
{
// this is just like the Valve Battery message
BotClient_Valve_Battery(p, bot_index);
}
void BotClient_FLF_Battery(void *p, int bot_index)
{
// this is just like the Valve Battery message
BotClient_Valve_Battery(p, bot_index);
}
void BotClient_DMC_Battery(void *p, int bot_index)
{
// this is just like the Valve Battery message
BotClient_Valve_Battery(p, bot_index);
}
// This message gets sent when the bots are getting damaged.
void BotClient_Valve_Damage(void *p, int bot_index)
{
static int state = 0; // current state machine state
static int damage_armor;
static int damage_taken;
static int damage_bits; // type of damage being done
static Vector damage_origin;
if (state == 0)
{
state++;
damage_armor = *(int *)p;
}
else if (state == 1)
{
state++;
damage_taken = *(int *)p;
}
else if (state == 2)
{
state++;
damage_bits = *(int *)p;
}
else if (state == 3)
{
state++;
damage_origin.x = *(float *)p;
}
else if (state == 4)
{
state++;
damage_origin.y = *(float *)p;
}
else if (state == 5)
{
state = 0;
damage_origin.z = *(float *)p;
if ((damage_armor > 0) || (damage_taken > 0))
{
// ignore certain types of damage...
if (damage_bits & IGNORE_DAMAGE)
return;
// if the bot doesn't have an enemy and someone is shooting at it then
// turn in the attacker's direction...
if (bots[bot_index].pBotEnemy == NULL)
{
// face the attacker...
Vector v_enemy = damage_origin - bots[bot_index].pEdict->v.origin;
Vector bot_angles = UTIL_VecToAngles( v_enemy );
bots[bot_index].pEdict->v.ideal_yaw = bot_angles.y;
BotFixIdealYaw(bots[bot_index].pEdict);
// stop using health or HEV stations...
bots[bot_index].b_use_health_station = FALSE;
bots[bot_index].b_use_HEV_station = FALSE;
bots[bot_index].b_use_capture = FALSE;
}
}
}
}
void BotClient_TFC_Damage(void *p, int bot_index)
{
// this is just like the Valve Damage message
BotClient_Valve_Damage(p, bot_index);
}
void BotClient_CS_Damage(void *p, int bot_index)
{
// this is just like the Valve Damage message
BotClient_Valve_Damage(p, bot_index);
}
void BotClient_Gearbox_Damage(void *p, int bot_index)
{
// this is just like the Valve Damage message
BotClient_Valve_Damage(p, bot_index);
}
void BotClient_FLF_Damage(void *p, int bot_index)
{
// this is just like the Valve Damage message
BotClient_Valve_Damage(p, bot_index);
}
void BotClient_DMC_Damage(void *p, int bot_index)
{
// this is just like the Valve Damage message
BotClient_Valve_Damage(p, bot_index);
}
// This message gets sent when the bots money ammount changes (for CS)
void BotClient_CS_Money(void *p, int bot_index)
{
static int state = 0; // current state machine state
if (state == 0)
{
state++;
bots[bot_index].bot_money = *(int *)p; // amount of money
}
else
{
state = 0; // ingore this field
}
}
// This message gets sent when the bots get killed
void BotClient_Valve_DeathMsg(void *p, int bot_index)
{
static int state = 0; // current state machine state
static int killer_index;
static int victim_index;
static edict_t *killer_edict;
static edict_t *victim_edict;
static int index;
char chat_text[81];
char chat_name[64];
char temp_name[64];
const char *bot_name;
if (state == 0)
{
state++;
killer_index = *(int *)p; // ENTINDEX() of killer
}
else if (state == 1)
{
state++;
victim_index = *(int *)p; // ENTINDEX() of victim
}
else if (state == 2)
{
state = 0;
killer_edict = INDEXENT(killer_index);
victim_edict = INDEXENT(victim_index);
// get the bot index of the killer...
index = UTIL_GetBotIndex(killer_edict);
// is this message about a bot killing someone?
if (index != -1)
{
if (killer_index != victim_index) // didn't kill self...
{
if ((RANDOM_LONG(1, 100) <= bots[index].logo_percent) && (num_logos))
{
bots[index].b_spray_logo = TRUE; // this bot should spray logo now
bots[index].f_spray_logo_time = gpGlobals->time;
}
}
if (victim_edict != NULL)
{
// are there any taunt messages and should the bot taunt?
if ((bot_taunt_count > 0) &&
(RANDOM_LONG(1,100) <= bots[index].taunt_percent))
{
int taunt_index;
bool used;
int i, recent_count;
// set chat flag and time to chat...
bots[index].b_bot_say = TRUE;
bots[index].f_bot_say = gpGlobals->time + 5.0 + RANDOM_FLOAT(0.0, 5.0);
recent_count = 0;
while (recent_count < 5)
{
taunt_index = RANDOM_LONG(0, bot_taunt_count-1);
used = FALSE;
for (i=0; i < 5; i++)
{
if (recent_bot_taunt[i] == taunt_index)
used = TRUE;
}
if (used)
recent_count++;
else
break;
}
for (i=4; i > 0; i--)
recent_bot_taunt[i] = recent_bot_taunt[i-1];
recent_bot_taunt[0] = taunt_index;
if (bot_taunt[taunt_index].can_modify)
BotChatText(bot_taunt[taunt_index].text, chat_text);
else
strcpy(chat_text, bot_taunt[taunt_index].text);
if (victim_edict->v.netname)
{
strncpy(temp_name, STRING(victim_edict->v.netname), 31);
temp_name[31] = 0;
BotChatName(temp_name, chat_name);
}
else
strcpy(chat_name, "NULL");
bot_name = STRING(bots[index].pEdict->v.netname);
BotChatFillInName(bots[index].bot_say_msg, chat_text, chat_name, bot_name);
}
}
}
// get the bot index of the victim...
index = UTIL_GetBotIndex(victim_edict);
// is this message about a bot being killed?
if (index != -1)
{
if ((killer_index == 0) || (killer_index == victim_index))
{
// bot killed by world (worldspawn) or bot killed self...
bots[index].killer_edict = NULL;
}
else
{
// store edict of player that killed this bot...
bots[index].killer_edict = INDEXENT(killer_index);
}
}
}
}
void BotClient_TFC_DeathMsg(void *p, int bot_index)
{
// this is just like the Valve DeathMsg message
BotClient_Valve_DeathMsg(p, bot_index);
}
void BotClient_CS_DeathMsg(void *p, int bot_index)
{
// this is just like the Valve DeathMsg message
BotClient_Valve_DeathMsg(p, bot_index);
}
void BotClient_Gearbox_DeathMsg(void *p, int bot_index)
{
// this is just like the Valve DeathMsg message
BotClient_Valve_DeathMsg(p, bot_index);
}
void BotClient_FLF_DeathMsg(void *p, int bot_index)
{
// this is just like the Valve DeathMsg message
BotClient_Valve_DeathMsg(p, bot_index);
}
void BotClient_DMC_DeathMsg(void *p, int bot_index)
{
// this is just like the Valve DeathMsg message
BotClient_Valve_DeathMsg(p, bot_index);
}
// This message gets sent when a text message is displayed
void BotClient_TFC_TextMsg(void *p, int bot_index)
{
static int state = 0; // current state machine state
static int msg_dest = 0;
if (p == NULL) // handle pfnMessageEnd case
{
state = 0;
return;
}
if (state == 0)
{
state++;
msg_dest = *(int *)p; // HUD_PRINTCENTER, etc.
}
else if (state == 1)
{
if (strcmp((char *)p, "#Sentry_finish") == 0) // sentry gun built
{
bots[bot_index].sentrygun_level = 1;
}
else if (strcmp((char *)p, "#Sentry_upgrade") == 0) // sentry gun upgraded
{
bots[bot_index].sentrygun_level += 1;
bots[bot_index].pBotEnemy = NULL; // don't attack it anymore
bots[bot_index].enemy_attack_count = 0;
}
else if (strcmp((char *)p, "#Sentry_destroyed") == 0) // sentry gun destroyed
{
bots[bot_index].sentrygun_waypoint = -1;
bots[bot_index].sentrygun_level = 0;
}
else if (strcmp((char *)p, "#Dispenser_finish") == 0) // dispenser built
{
bots[bot_index].dispenser_built = 1;
}
else if (strcmp((char *)p, "#Dispenser_destroyed") == 0) // dispenser destroyed
{
bots[bot_index].dispenser_waypoint = -1;
bots[bot_index].dispenser_built = 0;
}
}
}
// This message gets sent when a text message is displayed
void BotClient_FLF_TextMsg(void *p, int bot_index)
{
static int state = 0; // current state machine state
static int msg_dest = 0;
if (p == NULL)
{
state = 0;
return;
}
if (state == 0)
{
state++;
msg_dest = *(int *)p; // HUD_PRINTCENTER, etc.
}
else if (state == 1)
{
if (strcmp((char *)p, "You are Attacking\n") == 0) // attacker msg
{
bots[bot_index].defender = 0; // attacker
}
else if (strcmp((char *)p, "You are Defending\n") == 0) // defender msg
{
bots[bot_index].defender = 1; // defender
}
}
}
// This message gets sent when the WarmUpTime is enabled/disabled
void BotClient_FLF_WarmUp(void *p, int bot_index)
{
bots[bot_index].warmup = *(int *)p;
}
// This message gets sent to ALL when the WarmUpTime is enabled/disabled
void BotClient_FLF_WarmUpAll(void *p, int bot_index)
{
for (int i=0; i < 32; i++)
{
if (bots[i].is_used) // count the number of bots in use
bots[i].warmup = *(int *)p;
}
}
// This message gets sent when the round is over
void BotClient_FLF_WinMessage(void *p, int bot_index)
{
for (int i=0; i < 32; i++)
{
if (bots[i].is_used) // count the number of bots in use
bots[i].round_end = 1;
}
}
// This message gets sent when a weapon is hidden or restored
void BotClient_FLF_HideWeapon(void *p, int bot_index)
{
int hide;
hide = *(int *)p;
if ((hide == 0) && (bots[bot_index].b_use_capture))
{
bots[bot_index].b_use_capture = FALSE;
bots[bot_index].f_use_capture_time = 0.0;
}
if ((hide) && (bots[bot_index].b_use_capture))
bots[bot_index].f_use_capture_time = gpGlobals->time + 30;
}
void BotClient_Valve_ScreenFade(void *p, int bot_index)
{
static int state = 0; // current state machine state
static int duration;
static int hold_time;
static int fade_flags;
int length;
if (state == 0)
{
state++;
duration = *(int *)p;
}
else if (state == 1)
{
state++;
hold_time = *(int *)p;
}
else if (state == 2)
{
state++;
fade_flags = *(int *)p;
}
else if (state == 6)
{
state = 0;
length = (duration + hold_time) / 4096;
bots[bot_index].blinded_time = gpGlobals->time + length - 2.0;
}
else
{
state++;
}
}
void BotClient_TFC_ScreenFade(void *p, int bot_index)
{
// this is just like the Valve ScreenFade message
BotClient_Valve_ScreenFade(p, bot_index);
}
void BotClient_CS_ScreenFade(void *p, int bot_index)
{
// this is just like the Valve ScreenFade message
BotClient_Valve_ScreenFade(p, bot_index);
}
void BotClient_Gearbox_ScreenFade(void *p, int bot_index)
{
// this is just like the Valve ScreenFade message
BotClient_Valve_ScreenFade(p, bot_index);
}
void BotClient_FLF_ScreenFade(void *p, int bot_index)
{
// this is just like the Valve ScreenFade message
BotClient_Valve_ScreenFade(p, bot_index);
}
void BotClient_HolyWars_Halo(void *p, int edict)
{
int type = *(int *)p;
if (type == 0) // wait for halo to respawn
{
holywars_saint = NULL;
halo_status = HW_WAIT_SPAWN;
}
else if (type == 1) // there's no saint
{
holywars_saint = NULL;
}
else if (type == 2) // there's a new saint
{
halo_status = HW_NEW_SAINT;
}
else if (type == 3) // you are the new saint
{
holywars_saint = (edict_t *)edict;
halo_status = HW_NEW_SAINT;
}
}
void BotClient_HolyWars_GameMode(void *p, int bot_index)
{
int mode = *(int *)p;
holywars_gamemode = mode;
}
void BotClient_HolyWars_HudText(void *p, int bot_index)
{
if (strncmp((char *)p, "Voting for", 10) == 0)
{
bots[bot_index].vote_in_progress = TRUE;
bots[bot_index].f_vote_time = gpGlobals->time + RANDOM_LONG(2.0, 5.0);
}
}