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961 lines
25 KiB
C++
961 lines
25 KiB
C++
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//
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// HPB bot - botman's High Ping Bastard bot
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//
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// (http://planethalflife.com/botman/)
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//
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// bot_client.cpp
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//
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "bot.h"
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#include "bot_func.h"
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#include "bot_client.h"
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#include "bot_weapons.h"
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// types of damage to ignore...
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#define IGNORE_DAMAGE (DMG_CRUSH | DMG_FREEZE | DMG_FALL | DMG_SHOCK | \
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DMG_DROWN | DMG_NERVEGAS | DMG_RADIATION | \
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DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN | \
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DMG_SLOWFREEZE | 0xFF000000)
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extern int mod_id;
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extern bot_t bots[32];
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bot_weapon_t weapon_defs[MAX_WEAPONS]; // array of weapon definitions
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// This message is sent when the TFC VGUI menu is displayed.
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void BotClient_TFC_VGUI(void *p, int bot_index)
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{
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if ((*(int *)p) == 2) // is it a team select menu?
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bots[bot_index].start_action = MSG_TFC_TEAM_SELECT;
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else if ((*(int *)p) == 3) // is is a class selection menu?
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bots[bot_index].start_action = MSG_TFC_CLASS_SELECT;
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}
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// This message is sent when the Counter-Strike VGUI menu is displayed.
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void BotClient_CS_VGUI(void *p, int bot_index)
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{
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if ((*(int *)p) == 2) // is it a team select menu?
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bots[bot_index].start_action = MSG_CS_TEAM_SELECT;
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else if ((*(int *)p) == 26) // is is a terrorist model select menu?
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bots[bot_index].start_action = MSG_CS_T_SELECT;
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else if ((*(int *)p) == 27) // is is a counter-terrorist model select menu?
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bots[bot_index].start_action = MSG_CS_CT_SELECT;
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}
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// This message is sent when a menu is being displayed in Counter-Strike.
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void BotClient_CS_ShowMenu(void *p, int bot_index)
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{
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static int state = 0; // current state machine state
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if (state < 3)
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{
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state++; // ignore first 3 fields of message
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return;
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}
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if (strcmp((char *)p, "#Team_Select") == 0) // team select menu?
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{
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bots[bot_index].start_action = MSG_CS_TEAM_SELECT;
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}
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else if (strcmp((char *)p, "#Terrorist_Select") == 0) // T model select?
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{
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bots[bot_index].start_action = MSG_CS_T_SELECT;
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}
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else if (strcmp((char *)p, "#CT_Select") == 0) // CT model select menu?
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{
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bots[bot_index].start_action = MSG_CS_CT_SELECT;
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}
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state = 0; // reset state machine
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}
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// This message is sent when the TFC VGUI menu is displayed.
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void BotClient_Gearbox_VGUI(void *p, int bot_index)
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{
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if ((*(int *)p) == 2) // is it a team select menu?
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bots[bot_index].start_action = MSG_OPFOR_TEAM_SELECT;
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else if ((*(int *)p) == 3) // is is a class selection menu?
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bots[bot_index].start_action = MSG_OPFOR_CLASS_SELECT;
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}
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// This message is sent when the FrontLineForce VGUI menu is displayed.
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void BotClient_FLF_VGUI(void *p, int bot_index)
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{
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if ((*(int *)p) == 2) // is it a team select menu?
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bots[bot_index].start_action = MSG_FLF_TEAM_SELECT;
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else if ((*(int *)p) == 3) // is it a class selection menu?
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bots[bot_index].start_action = MSG_FLF_CLASS_SELECT;
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else if ((*(int *)p) == 70) // is it a weapon selection menu?
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bots[bot_index].start_action = MSG_FLF_WEAPON_SELECT;
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else if ((*(int *)p) == 72) // is it a submachine gun selection menu?
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bots[bot_index].start_action = MSG_FLF_SUBMACHINE_SELECT;
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else if ((*(int *)p) == 73) // is it a shotgun selection menu?
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bots[bot_index].start_action = MSG_FLF_SHOTGUN_SELECT;
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else if ((*(int *)p) == 75) // is it a rifle selection menu?
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bots[bot_index].start_action = MSG_FLF_RIFLE_SELECT;
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else if ((*(int *)p) == 76) // is it a pistol selection menu?
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bots[bot_index].start_action = MSG_FLF_PISTOL_SELECT;
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else if ((*(int *)p) == 78) // is it a heavyweapons selection menu?
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bots[bot_index].start_action = MSG_FLF_HEAVYWEAPONS_SELECT;
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}
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// This message is sent when a client joins the game. All of the weapons
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// are sent with the weapon ID and information about what ammo is used.
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void BotClient_Valve_WeaponList(void *p, int bot_index)
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{
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static int state = 0; // current state machine state
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static bot_weapon_t bot_weapon;
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if (state == 0)
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{
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state++;
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strcpy(bot_weapon.szClassname, (char *)p);
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}
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else if (state == 1)
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{
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state++;
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bot_weapon.iAmmo1 = *(int *)p; // ammo index 1
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}
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else if (state == 2)
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{
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state++;
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bot_weapon.iAmmo1Max = *(int *)p; // max ammo1
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}
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else if (state == 3)
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{
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state++;
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bot_weapon.iAmmo2 = *(int *)p; // ammo index 2
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}
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else if (state == 4)
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{
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state++;
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bot_weapon.iAmmo2Max = *(int *)p; // max ammo2
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}
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else if (state == 5)
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{
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state++;
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bot_weapon.iSlot = *(int *)p; // slot for this weapon
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}
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else if (state == 6)
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{
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state++;
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bot_weapon.iPosition = *(int *)p; // position in slot
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}
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else if (state == 7)
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{
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state++;
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bot_weapon.iId = *(int *)p; // weapon ID
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}
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else if (state == 8)
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{
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state = 0;
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bot_weapon.iFlags = *(int *)p; // flags for weapon (WTF???)
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// store away this weapon with it's ammo information...
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weapon_defs[bot_weapon.iId] = bot_weapon;
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}
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}
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void BotClient_TFC_WeaponList(void *p, int bot_index)
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{
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// this is just like the Valve Weapon List message
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BotClient_Valve_WeaponList(p, bot_index);
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}
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void BotClient_CS_WeaponList(void *p, int bot_index)
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{
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// this is just like the Valve Weapon List message
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BotClient_Valve_WeaponList(p, bot_index);
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}
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void BotClient_Gearbox_WeaponList(void *p, int bot_index)
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{
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// this is just like the Valve Weapon List message
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BotClient_Valve_WeaponList(p, bot_index);
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}
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void BotClient_FLF_WeaponList(void *p, int bot_index)
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{
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// this is just like the Valve Weapon List message
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BotClient_Valve_WeaponList(p, bot_index);
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}
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// This message is sent when a weapon is selected (either by the bot chosing
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// a weapon or by the server auto assigning the bot a weapon).
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void BotClient_Valve_CurrentWeapon(void *p, int bot_index)
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{
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static int state = 0; // current state machine state
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static int iState;
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static int iId;
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static int iClip;
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if (state == 0)
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{
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state++;
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iState = *(int *)p; // state of the current weapon
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}
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else if (state == 1)
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{
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state++;
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iId = *(int *)p; // weapon ID of current weapon
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}
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else if (state == 2)
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{
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state = 0;
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iClip = *(int *)p; // ammo currently in the clip for this weapon
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if (iId <= 31)
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{
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bots[bot_index].bot_weapons |= (1<<iId); // set this weapon bit
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if (iState == 1)
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{
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bots[bot_index].current_weapon.iId = iId;
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bots[bot_index].current_weapon.iClip = iClip;
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// update the ammo counts for this weapon...
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bots[bot_index].current_weapon.iAmmo1 =
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bots[bot_index].m_rgAmmo[weapon_defs[iId].iAmmo1];
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bots[bot_index].current_weapon.iAmmo2 =
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bots[bot_index].m_rgAmmo[weapon_defs[iId].iAmmo2];
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}
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}
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}
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}
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void BotClient_TFC_CurrentWeapon(void *p, int bot_index)
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{
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// this is just like the Valve Current Weapon message
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BotClient_Valve_CurrentWeapon(p, bot_index);
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}
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void BotClient_CS_CurrentWeapon(void *p, int bot_index)
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{
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// this is just like the Valve Current Weapon message
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BotClient_Valve_CurrentWeapon(p, bot_index);
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}
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void BotClient_Gearbox_CurrentWeapon(void *p, int bot_index)
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{
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// this is just like the Valve Current Weapon message
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BotClient_Valve_CurrentWeapon(p, bot_index);
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}
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void BotClient_FLF_CurrentWeapon(void *p, int bot_index)
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{
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// this is just like the Valve Current Weapon message
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BotClient_Valve_CurrentWeapon(p, bot_index);
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}
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// This message is sent whenever ammo ammounts are adjusted (up or down).
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void BotClient_Valve_AmmoX(void *p, int bot_index)
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{
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static int state = 0; // current state machine state
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static int index;
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static int ammount;
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int ammo_index;
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if (state == 0)
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{
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state++;
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index = *(int *)p; // ammo index (for type of ammo)
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}
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else if (state == 1)
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{
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state = 0;
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ammount = *(int *)p; // the ammount of ammo currently available
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bots[bot_index].m_rgAmmo[index] = ammount; // store it away
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ammo_index = bots[bot_index].current_weapon.iId;
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// update the ammo counts for this weapon...
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bots[bot_index].current_weapon.iAmmo1 =
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bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo1];
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bots[bot_index].current_weapon.iAmmo2 =
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bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo2];
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}
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}
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void BotClient_TFC_AmmoX(void *p, int bot_index)
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{
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// this is just like the Valve AmmoX message
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BotClient_Valve_AmmoX(p, bot_index);
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}
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void BotClient_CS_AmmoX(void *p, int bot_index)
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{
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// this is just like the Valve AmmoX message
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BotClient_Valve_AmmoX(p, bot_index);
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}
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void BotClient_Gearbox_AmmoX(void *p, int bot_index)
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{
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// this is just like the Valve AmmoX message
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BotClient_Valve_AmmoX(p, bot_index);
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}
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void BotClient_FLF_AmmoX(void *p, int bot_index)
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{
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// this is just like the Valve AmmoX message
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BotClient_Valve_AmmoX(p, bot_index);
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}
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// This message is sent when the bot picks up some ammo (AmmoX messages are
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// also sent so this message is probably not really necessary except it
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// allows the HUD to draw pictures of ammo that have been picked up. The
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// bots don't really need pictures since they don't have any eyes anyway.
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void BotClient_Valve_AmmoPickup(void *p, int bot_index)
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{
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static int state = 0; // current state machine state
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static int index;
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static int ammount;
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int ammo_index;
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if (state == 0)
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{
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state++;
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index = *(int *)p;
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}
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else if (state == 1)
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{
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state = 0;
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ammount = *(int *)p;
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bots[bot_index].m_rgAmmo[index] = ammount;
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ammo_index = bots[bot_index].current_weapon.iId;
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// update the ammo counts for this weapon...
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bots[bot_index].current_weapon.iAmmo1 =
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bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo1];
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bots[bot_index].current_weapon.iAmmo2 =
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bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo2];
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}
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}
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void BotClient_TFC_AmmoPickup(void *p, int bot_index)
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{
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// this is just like the Valve Ammo Pickup message
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BotClient_Valve_AmmoPickup(p, bot_index);
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}
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void BotClient_CS_AmmoPickup(void *p, int bot_index)
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{
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// this is just like the Valve Ammo Pickup message
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BotClient_Valve_AmmoPickup(p, bot_index);
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}
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void BotClient_Gearbox_AmmoPickup(void *p, int bot_index)
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{
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// this is just like the Valve Ammo Pickup message
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BotClient_Valve_AmmoPickup(p, bot_index);
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}
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void BotClient_FLF_AmmoPickup(void *p, int bot_index)
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{
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// this is just like the Valve Ammo Pickup message
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BotClient_Valve_AmmoPickup(p, bot_index);
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}
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// This message gets sent when the bot picks up a weapon.
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void BotClient_Valve_WeaponPickup(void *p, int bot_index)
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{
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int index;
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index = *(int *)p;
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// set this weapon bit to indicate that we are carrying this weapon
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bots[bot_index].bot_weapons |= (1<<index);
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}
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void BotClient_TFC_WeaponPickup(void *p, int bot_index)
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{
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// this is just like the Valve Weapon Pickup message
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BotClient_Valve_WeaponPickup(p, bot_index);
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}
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void BotClient_CS_WeaponPickup(void *p, int bot_index)
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{
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// this is just like the Valve Weapon Pickup message
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BotClient_Valve_WeaponPickup(p, bot_index);
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}
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void BotClient_Gearbox_WeaponPickup(void *p, int bot_index)
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{
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// this is just like the Valve Weapon Pickup message
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BotClient_Valve_WeaponPickup(p, bot_index);
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}
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void BotClient_FLF_WeaponPickup(void *p, int bot_index)
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{
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// this is just like the Valve Weapon Pickup message
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||
|
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);
|
||
|
}
|
||
|
|
||
|
|
||
|
// 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);
|
||
|
}
|
||
|
|
||
|
|
||
|
// 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);
|
||
|
}
|
||
|
|
||
|
|
||
|
// 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 Battery message
|
||
|
BotClient_Valve_Damage(p, bot_index);
|
||
|
}
|
||
|
|
||
|
void BotClient_CS_Damage(void *p, int bot_index)
|
||
|
{
|
||
|
// this is just like the Valve Battery message
|
||
|
BotClient_Valve_Damage(p, bot_index);
|
||
|
}
|
||
|
|
||
|
void BotClient_Gearbox_Damage(void *p, int bot_index)
|
||
|
{
|
||
|
// this is just like the Valve Battery message
|
||
|
BotClient_Valve_Damage(p, bot_index);
|
||
|
}
|
||
|
|
||
|
void BotClient_FLF_Damage(void *p, int bot_index)
|
||
|
{
|
||
|
// this is just like the Valve Battery 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 *victim_edict;
|
||
|
static int index;
|
||
|
|
||
|
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;
|
||
|
|
||
|
victim_edict = INDEXENT(victim_index);
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
|
||
|
// 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 (state == 0)
|
||
|
{
|
||
|
state++;
|
||
|
msg_dest = *(int *)p; // HUD_PRINTCENTER, etc.
|
||
|
}
|
||
|
else if (state == 1)
|
||
|
{
|
||
|
state = 0;
|
||
|
|
||
|
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 temp entity is created
|
||
|
void BotClient_FLF_TempEntity(void *p, int bot_index)
|
||
|
{
|
||
|
static int state = 0; // current state machine state
|
||
|
static int te_type; // TE_ message type
|
||
|
|
||
|
if (p == NULL) // end of message?
|
||
|
{
|
||
|
state = 0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (state == 0)
|
||
|
{
|
||
|
state++;
|
||
|
te_type = *(int *)p;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (te_type == TE_TEXTMESSAGE)
|
||
|
{
|
||
|
if (state == 16)
|
||
|
{
|
||
|
if (strncmp((char *)p, "Capturing ", 10) == 0)
|
||
|
{
|
||
|
// if bot is currently capturing, keep timer alive...
|
||
|
if (bots[bot_index].b_use_capture)
|
||
|
bots[bot_index].f_use_capture_time = gpGlobals->time + 2.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
state++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
// AvH client functions
|
||
|
void BotClient_AVH_SetOrder(void *p, int bot_index)
|
||
|
{
|
||
|
bot_t* theCurrentBot = &bots[bot_index];
|
||
|
|
||
|
if(theCurrentBot->mOrderNumPlayers == -1)
|
||
|
{
|
||
|
if (theCurrentBot->mOrderState == 0)
|
||
|
{
|
||
|
// Read num players
|
||
|
theCurrentBot->mOrderState++;
|
||
|
theCurrentBot->mOrderNumPlayers = *(byte *)p;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(theCurrentBot->mOrderState <= theCurrentBot->mOrderNumPlayers)
|
||
|
{
|
||
|
// Skip by players
|
||
|
theCurrentBot->mOrderState++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int theRealState = theCurrentBot->mOrderState - theCurrentBot->mOrderNumPlayers - 1;
|
||
|
if(theRealState == 0)
|
||
|
{
|
||
|
// read order
|
||
|
theCurrentBot->mOrderState++;
|
||
|
theCurrentBot->mOrderType = *((AvHOrderType *)p);
|
||
|
}
|
||
|
else if(theRealState == 1)
|
||
|
{
|
||
|
// read order target type
|
||
|
theCurrentBot->mOrderState++;
|
||
|
theCurrentBot->mOrderTargetType = *((AvHOrderTargetType *)p);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if((theCurrentBot->mOrderTargetType == ORDERTARGETTYPE_LOCATION) && ((theRealState >= 2) && (theRealState <= 4)))
|
||
|
{
|
||
|
theCurrentBot->mOrderLocation[theRealState-2] = *((float*)p);
|
||
|
theCurrentBot->mOrderState++;
|
||
|
}
|
||
|
else if((theCurrentBot->mOrderTargetType == ORDERTARGETTYPE_TARGET) && (theRealState == 2))
|
||
|
{
|
||
|
theCurrentBot->mOrderTargetIndex = *((int*)p);
|
||
|
theCurrentBot->mOrderState++;
|
||
|
}
|
||
|
else if( ((theCurrentBot->mOrderTargetType == ORDERTARGETTYPE_LOCATION) && (theRealState == 5)) ||
|
||
|
((theCurrentBot->mOrderTargetType == ORDERTARGETTYPE_TARGET) && (theRealState == 3)) ||
|
||
|
(theRealState == 2) )
|
||
|
{
|
||
|
theCurrentBot->mOrderCompleted = *((int*)p);
|
||
|
theCurrentBot->mOrderState++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Reset
|
||
|
theCurrentBot->mOrderState = 0;
|
||
|
theCurrentBot->mOrderNumPlayers = -1;
|
||
|
theCurrentBot->mOrderType = ORDERTYPE_UNDEFINED;
|
||
|
theCurrentBot->mOrderTargetType = ORDERTARGETTYPE_UNDEFINED;
|
||
|
theCurrentBot->mOrderLocation[0] = theCurrentBot->mOrderLocation[1] = theCurrentBot->mOrderLocation[2] = 0.0f;
|
||
|
theCurrentBot->mOrderTargetIndex = -1;
|
||
|
theCurrentBot->mOrderCompleted = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void BotClient_AVH_SetPlayMode(void *p, int bot_index)
|
||
|
{
|
||
|
static int state = 0; // current state machine state
|
||
|
|
||
|
if (state == 0)
|
||
|
{
|
||
|
state++;
|
||
|
|
||
|
bots[bot_index].mBotPlayMode = (AvHPlayMode)(*(byte *)p); // amount of money
|
||
|
bots[bot_index].pBotEnemy = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
state = 0; // ingore this field
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void BotClient_AVH_SetResources(void *p, int bot_index)
|
||
|
{
|
||
|
static int state = 0; // current state machine state
|
||
|
|
||
|
if(state == 0)
|
||
|
{
|
||
|
state++;
|
||
|
}
|
||
|
else if(state == 1)
|
||
|
{
|
||
|
bots[bot_index].mResources = (*(int *)p); // amount of money
|
||
|
state += 4;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
state = 0; // ingore this field
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|