NS/main/source/HPB_bot/dlls/bot.cpp

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//
// HPB bot - botman's High Ping Bastard bot
//
// (http://planethalflife.com/botman/)
//
// bot.cpp
//
//#include "windows.h"
#include "dlls/extdll.h"
#include "dlls/util.h"
#include "dlls/cbase.h"
#include "bot.h"
#include "bot_func.h"
#include "waypoint.h"
#include "bot_weapons.h"
#include <sys/types.h>
#include <sys/stat.h>
#include "mod/AvHMarineEquipmentConstants.h"
#include "mod/AvHMessage.h"
#include "mod/AvHCommandConstants.h"
#include "mod/AvHMessage.h"
#include "mod/AvHPlayer.h"
#ifndef __linux__
extern HINSTANCE h_Library;
#else
extern void *h_Library;
#endif
extern int mod_id;
extern WAYPOINT waypoints[MAX_WAYPOINTS];
extern int num_waypoints; // number of waypoints currently in use
extern int default_bot_skill;
extern edict_t *pent_info_ctfdetect;
extern int max_team_players[4];
extern int team_class_limits[4];
extern int max_teams;
extern char bot_whine[MAX_BOT_WHINE][81];
extern int whine_count;
extern int flf_bug_fix;
static FILE *fp;
#define PLAYER_SEARCH_RADIUS 40.0
#define FLF_PLAYER_SEARCH_RADIUS 60.0
bot_t bots[32]; // max of 32 bots in a game
bool b_observer_mode = FALSE;
bool b_botdontshoot = FALSE;
extern int recent_bot_whine[5];
int number_names = 0;
#define MAX_BOT_NAMES 100
#define VALVE_MAX_SKINS 10
#define GEARBOX_MAX_SKINS 20
// indicate which models are currently used for random model allocation
bool valve_skin_used[VALVE_MAX_SKINS] = {
FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
bool gearbox_skin_used[GEARBOX_MAX_SKINS] = {
FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE,
FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
// store the names of the models...
char *valve_bot_skins[VALVE_MAX_SKINS] = {
"barney", "gina", "gman", "gordon", "helmet",
"hgrunt", "recon", "robo", "scientist", "zombie"};
char *gearbox_bot_skins[GEARBOX_MAX_SKINS] = {
"barney", "beret", "cl_suit", "drill", "fassn", "gina", "gman",
"gordon", "grunt", "helmet", "hgrunt", "massn", "otis", "recon",
"recruit", "robo", "scientist", "shepard", "tower", "zombie"};
// store the player names for each of the models...
char *valve_bot_names[VALVE_MAX_SKINS] = {
"Barney", "Gina", "G-Man", "Gordon", "Helmet",
"H-Grunt", "Recon", "Robo", "Scientist", "Zombie"};
char *gearbox_bot_names[GEARBOX_MAX_SKINS] = {
"Barney", "Beret", "Cl_suit", "Drill", "Fassn", "Gina", "G-Man",
"Gordon", "Grunt", "Helmet", "H-Grunt", "Massn", "Otis", "Recon",
"Recruit", "Robo", "Scientist", "Shepard", "Tower", "Zombie"};
char bot_names[MAX_BOT_NAMES][BOT_NAME_LEN+1];
// how often (out of 1000 times) the bot will pause, based on bot skill
float pause_frequency[5] = {4, 7, 10, 15, 20};
float pause_time[5][2] = {
{0.2, 0.5}, {0.5, 1.0}, {0.7, 1.3}, {1.0, 1.7}, {1.2, 2.0}};
inline edict_t *CREATE_FAKE_CLIENT( const char *netname )
{
return (*g_engfuncs.pfnCreateFakeClient)( netname );
}
inline char *GET_INFOBUFFER( edict_t *e )
{
return (*g_engfuncs.pfnGetInfoKeyBuffer)( e );
}
inline char *GET_INFO_KEY_VALUE( char *infobuffer, char *key )
{
return (g_engfuncs.pfnInfoKeyValue( infobuffer, key ));
}
inline void SET_CLIENT_KEY_VALUE( int clientIndex, char *infobuffer,
char *key, char *value )
{
(*g_engfuncs.pfnSetClientKeyValue)( clientIndex, infobuffer, key, value );
}
// this is the LINK_ENTITY_TO_CLASS function that creates a player (bot)
void player( entvars_t *pev )
{
static LINK_ENTITY_FUNC otherClassName = NULL;
if (otherClassName == NULL)
otherClassName = (LINK_ENTITY_FUNC)GetProcAddress(h_Library, "player");
if (otherClassName != NULL)
{
(*otherClassName)(pev);
}
}
void BotProcessVoiceCommands(bot_t* pBot)
{
if((pBot->mTimeOfNextOrderRequest != -1) && (gpGlobals->time > pBot->mTimeOfNextOrderRequest))
{
if(pBot->pEdict->v.impulse == 0)
{
pBot->pEdict->v.impulse = ORDER_REQUEST;
pBot->mTimeOfNextOrderRequest = -1;
}
}
if((pBot->mTimeOfNextAmmoRequest != -1) && (gpGlobals->time > pBot->mTimeOfNextAmmoRequest))
{
if(pBot->pEdict->v.impulse == 0)
{
pBot->pEdict->v.impulse = SAYING_5;
pBot->mTimeOfNextAmmoRequest = -1;
}
}
if((pBot->mTimeOfNextRandomSaying != -1) && (gpGlobals->time > pBot->mTimeOfNextRandomSaying))
{
if(pBot->pEdict->v.impulse == 0)
{
pBot->pEdict->v.impulse = SAYING_1 + g_engfuncs.pfnRandomLong(0, 5);
pBot->mTimeOfNextRandomSaying = -1;
}
}
if((pBot->mTimeOfNextTaunt != -1) && (gpGlobals->time > pBot->mTimeOfNextTaunt))
{
if(pBot->pEdict->v.impulse == 0)
{
pBot->pEdict->v.impulse = SAYING_3;
pBot->mTimeOfNextTaunt = -1;
}
}
if((pBot->mTimeOfNextAcknowledge != -1) && (gpGlobals->time > pBot->mTimeOfNextAcknowledge))
{
if(pBot->pEdict->v.impulse == 0)
{
pBot->pEdict->v.impulse = ORDER_ACK;
pBot->mTimeOfNextAcknowledge = -1;
}
}
}
void BotSpawnInit( bot_t *pBot )
{
pBot->v_prev_origin = Vector(9999.0, 9999.0, 9999.0);
pBot->prev_time = gpGlobals->time;
pBot->waypoint_origin = Vector(0, 0, 0);
pBot->f_waypoint_time = 0.0;
pBot->curr_waypoint_index = -1;
pBot->prev_waypoint_index[0] = -1;
pBot->prev_waypoint_index[1] = -1;
pBot->prev_waypoint_index[2] = -1;
pBot->prev_waypoint_index[3] = -1;
pBot->prev_waypoint_index[4] = -1;
pBot->f_random_waypoint_time = gpGlobals->time;
pBot->waypoint_goal = -1;
pBot->f_waypoint_goal_time = 0.0;
pBot->waypoint_near_flag = FALSE;
pBot->waypoint_flag_origin = Vector(0, 0, 0);
pBot->prev_waypoint_distance = 0.0;
pBot->msecnum = 0;
pBot->msecdel = 0.0;
pBot->msecval = 0.0;
pBot->bot_health = 0;
pBot->bot_armor = 0;
pBot->bot_weapons = 0;
pBot->blinded_time = 0.0;
// Init AvH variables
pBot->mBotPlayMode = PLAYMODE_READYROOM;
pBot->mOrderState = 0;
pBot->mOrderNumPlayers = -1;
pBot->mOrderType = ORDERTYPE_UNDEFINED;
pBot->mOrderTargetType = ORDERTARGETTYPE_UNDEFINED;
pBot->mOrderLocation[0] = pBot->mOrderLocation[1] = pBot->mOrderLocation[2] = 0.0f;
pBot->mOrderTargetIndex = -1;
pBot->mOrderCompleted = false;
pBot->mTimeOfNextAcknowledge = -1;
pBot->mTimeOfNextAmmoRequest = -1;
pBot->mTimeOfNextOrderRequest = -1;
pBot->mTimeOfNextTaunt = -1;
pBot->mTimeOfNextRandomSaying = -1;
pBot->mGestateUser3 = AVH_USER3_NONE;
pBot->mResources = 0;
// end AvH variable init
pBot->f_max_speed = CVAR_GET_FLOAT("sv_maxspeed");
pBot->prev_speed = 0.0; // fake "paused" since bot is NOT stuck
pBot->f_find_item = 0.0;
pBot->ladder_dir = LADDER_UNKNOWN;
pBot->f_start_use_ladder_time = 0.0;
pBot->f_end_use_ladder_time = 0.0;
pBot->waypoint_top_of_ladder = FALSE;
pBot->f_wall_check_time = 0.0;
pBot->f_wall_on_right = 0.0;
pBot->f_wall_on_left = 0.0;
pBot->f_dont_avoid_wall_time = 0.0;
pBot->f_look_for_waypoint_time = 0.0;
pBot->f_jump_time = 0.0;
pBot->f_dont_check_stuck = 0.0;
// pick a wander direction (50% of the time to the left, 50% to the right)
if (RANDOM_LONG(1, 100) <= 50)
pBot->wander_dir = WANDER_LEFT;
else
pBot->wander_dir = WANDER_RIGHT;
pBot->f_exit_water_time = 0.0;
pBot->pBotEnemy = NULL;
pBot->f_bot_see_enemy_time = gpGlobals->time;
pBot->f_bot_find_enemy_time = gpGlobals->time;
pBot->pBotUser = NULL;
pBot->f_bot_use_time = 0.0;
pBot->b_bot_say_killed = FALSE;
pBot->f_bot_say_killed = 0.0;
pBot->f_sniper_aim_time = 0.0;
pBot->f_shoot_time = gpGlobals->time;
pBot->f_primary_charging = -1.0;
pBot->f_secondary_charging = -1.0;
pBot->charging_weapon_id = 0;
pBot->f_pause_time = 0.0;
pBot->f_sound_update_time = 0.0;
pBot->bot_has_flag = FALSE;
pBot->b_see_tripmine = FALSE;
pBot->b_shoot_tripmine = FALSE;
pBot->v_tripmine = Vector(0,0,0);
pBot->b_use_health_station = FALSE;
pBot->f_use_health_time = 0.0;
pBot->b_use_HEV_station = FALSE;
pBot->f_use_HEV_time = 0.0;
pBot->b_use_button = FALSE;
pBot->f_use_button_time = 0;
pBot->b_lift_moving = FALSE;
pBot->b_use_capture = FALSE;
pBot->f_use_capture_time = 0.0;
pBot->pCaptureEdict = NULL;
memset(&(pBot->current_weapon), 0, sizeof(pBot->current_weapon));
memset(&(pBot->m_rgAmmo), 0, sizeof(pBot->m_rgAmmo));
}
void BotNameInit( void )
{
FILE *bot_name_fp;
char bot_name_filename[256];
int str_index;
char name_buffer[80];
int length, index;
UTIL_BuildFileName(bot_name_filename, "bot_names.txt", NULL);
bot_name_fp = fopen(bot_name_filename, "r");
if (bot_name_fp != NULL)
{
while ((number_names < MAX_BOT_NAMES) &&
(fgets(name_buffer, 80, bot_name_fp) != NULL))
{
length = strlen(name_buffer);
if (name_buffer[length-1] == '\n')
{
name_buffer[length-1] = 0; // remove '\n'
length--;
}
str_index = 0;
while (str_index < length)
{
if ((name_buffer[str_index] < ' ') || (name_buffer[str_index] > '~') ||
(name_buffer[str_index] == '"'))
for (index=str_index; index < length; index++)
name_buffer[index] = name_buffer[index+1];
str_index++;
}
if (name_buffer[0] != 0)
{
strncpy(bot_names[number_names], name_buffer, BOT_NAME_LEN);
number_names++;
}
}
fclose(bot_name_fp);
}
}
void BotPickName( char *name_buffer )
{
int name_index, index;
bool used;
edict_t *pPlayer;
int attempts = 0;
// see if a name exists from a kicked bot (if so, reuse it)
for (index=0; index < 32; index++)
{
if ((bots[index].is_used == FALSE) && (bots[index].name[0]))
{
strcpy(name_buffer, bots[index].name);
return;
}
}
name_index = RANDOM_LONG(1, number_names) - 1; // zero based
// check make sure this name isn't used
used = TRUE;
while (used)
{
used = FALSE;
for (index = 1; index <= gpGlobals->maxClients; index++)
{
pPlayer = INDEXENT(index);
if (pPlayer && !pPlayer->free)
{
if (strcmp(bot_names[name_index], STRING(pPlayer->v.netname)) == 0)
{
used = TRUE;
break;
}
}
}
if (used)
{
name_index++;
if (name_index == number_names)
name_index = 0;
attempts++;
if (attempts == number_names)
used = FALSE; // break out of loop even if already used
}
}
strcpy(name_buffer, bot_names[name_index]);
}
void BotCreate( edict_t *pPlayer, const char *arg1, const char *arg2,
const char *arg3, const char *arg4)
{
edict_t *BotEnt;
bot_t *pBot;
char c_skin[BOT_SKIN_LEN+1];
char c_name[BOT_NAME_LEN+1];
int skill;
int index;
int i, j, length;
bool found = FALSE;
if ((mod_id == VALVE_DLL) ||
((mod_id == GEARBOX_DLL) && (pent_info_ctfdetect == NULL)))
{
int max_skin_index;
if (mod_id == VALVE_DLL)
max_skin_index = VALVE_MAX_SKINS;
else // must be GEARBOX_DLL
max_skin_index = GEARBOX_MAX_SKINS;
if ((arg1 == NULL) || (*arg1 == 0))
{
bool *pSkinUsed;
// pick a random skin
if (mod_id == VALVE_DLL)
{
index = RANDOM_LONG(0, VALVE_MAX_SKINS-1);
pSkinUsed = &valve_skin_used[0];
}
else // must be GEARBOX_DLL
{
index = RANDOM_LONG(0, GEARBOX_MAX_SKINS-1);
pSkinUsed = &gearbox_skin_used[0];
}
// check if this skin has already been used...
while (pSkinUsed[index] == TRUE)
{
index++;
if (index == max_skin_index)
index = 0;
}
pSkinUsed[index] = TRUE;
// check if all skins are now used...
for (i = 0; i < max_skin_index; i++)
{
if (pSkinUsed[i] == FALSE)
break;
}
// if all skins are used, reset used to FALSE for next selection
if (i == max_skin_index)
{
for (i = 0; i < max_skin_index; i++)
pSkinUsed[i] = FALSE;
}
if (mod_id == VALVE_DLL)
strcpy( c_skin, valve_bot_skins[index] );
else // must be GEARBOX_DLL
strcpy( c_skin, gearbox_bot_skins[index] );
}
else
{
strncpy( c_skin, arg1, BOT_SKIN_LEN-1 );
c_skin[BOT_SKIN_LEN] = 0; // make sure c_skin is null terminated
}
for (i = 0; c_skin[i] != 0; i++)
c_skin[i] = tolower( c_skin[i] ); // convert to all lowercase
index = 0;
while ((!found) && (index < max_skin_index))
{
if (mod_id == VALVE_DLL)
{
if (strcmp(c_skin, valve_bot_skins[index]) == 0)
found = TRUE;
else
index++;
}
else // must be GEARBOX_DLL
{
if (strcmp(c_skin, gearbox_bot_skins[index]) == 0)
found = TRUE;
else
index++;
}
}
if (found == TRUE)
{
if ((arg2 != NULL) && (*arg2 != 0))
{
strncpy( c_name, arg2, BOT_SKIN_LEN-1 );
c_name[BOT_SKIN_LEN] = 0; // make sure c_name is null terminated
}
else
{
if (number_names > 0)
BotPickName( c_name );
else if (mod_id == VALVE_DLL)
strcpy( c_name, valve_bot_names[index] );
else // must be GEARBOX_DLL
strcpy( c_name, gearbox_bot_names[index] );
}
}
else
{
char dir_name[32];
char filename[128];
struct stat stat_str;
GET_GAME_DIR(dir_name);
#ifndef __linux__
sprintf(filename, "%s\\models\\player\\%s", dir_name, c_skin);
#else
sprintf(filename, "%s/models/player/%s", dir_name, c_skin);
#endif
if (stat(filename, &stat_str) != 0)
{
#ifndef __linux__
sprintf(filename, "valve\\models\\player\\%s", c_skin);
#else
sprintf(filename, "valve/models/player/%s", c_skin);
#endif
if (stat(filename, &stat_str) != 0)
{
char err_msg[80];
sprintf( err_msg, "model \"%s\" is unknown.\n", c_skin );
if (pPlayer)
ClientPrint(pPlayer, HUD_PRINTNOTIFY, err_msg );
if (IS_DEDICATED_SERVER())
printf(err_msg);
if (pPlayer)
ClientPrint(pPlayer, HUD_PRINTNOTIFY,
"use barney, gina, gman, gordon, helmet, hgrunt,\n");
if (IS_DEDICATED_SERVER())
printf("use barney, gina, gman, gordon, helmet, hgrunt,\n");
if (pPlayer)
ClientPrint(pPlayer, HUD_PRINTNOTIFY,
" recon, robo, scientist, or zombie\n");
if (IS_DEDICATED_SERVER())
printf(" recon, robo, scientist, or zombie\n");
return;
}
}
if ((arg2 != NULL) && (*arg2 != 0))
{
strncpy( c_name, arg2, BOT_NAME_LEN-1 );
c_name[BOT_NAME_LEN] = 0; // make sure c_name is null terminated
}
else
{
if (number_names > 0)
BotPickName( c_name );
else
{
// copy the name of the model to the bot's name...
strncpy( c_name, arg1, BOT_NAME_LEN-1 );
c_name[BOT_NAME_LEN] = 0; // make sure c_skin is null terminated
}
}
}
skill = 0;
if ((arg3 != NULL) && (*arg3 != 0))
skill = atoi(arg3);
if ((skill < 1) || (skill > 5))
skill = default_bot_skill;
}
else
{
if ((arg3 != NULL) && (*arg3 != 0))
{
strncpy( c_name, arg3, BOT_NAME_LEN-1 );
c_name[BOT_NAME_LEN] = 0; // make sure c_name is null terminated
}
else
{
if (number_names > 0)
BotPickName( c_name );
else
strcpy(c_name, "Bot");
}
skill = 0;
if ((arg4 != NULL) && (*arg4 != 0))
skill = atoi(arg4);
if ((skill < 1) || (skill > 5))
skill = default_bot_skill;
}
length = strlen(c_name);
// remove any illegal characters from name...
for (i = 0; i < length; i++)
{
if ((c_name[i] <= ' ') || (c_name[i] > '~') ||
(c_name[i] == '"'))
{
for (j = i; j < length; j++) // shuffle chars left (and null)
c_name[j] = c_name[j+1];
length--;
}
}
BotEnt = CREATE_FAKE_CLIENT( c_name );
if (FNullEnt( BotEnt ))
{
if (pPlayer)
ClientPrint( pPlayer, HUD_PRINTNOTIFY, "Max. Players reached. Can't create bot!\n");
}
else
{
char ptr[128]; // allocate space for message from ClientConnect
char *infobuffer;
int clientIndex;
int index;
if (IS_DEDICATED_SERVER())
printf("Creating bot...\n");
else if (pPlayer)
ClientPrint( pPlayer, HUD_PRINTNOTIFY, "Creating bot...\n");
index = 0;
while ((bots[index].is_used) && (index < 32))
index++;
if (index == 32)
{
ClientPrint( pPlayer, HUD_PRINTNOTIFY, "Can't create bot!\n");
return;
}
// create the player entity by calling MOD's player function
// (from LINK_ENTITY_TO_CLASS for player object)
player( VARS(BotEnt) );
infobuffer = GET_INFOBUFFER( BotEnt );
clientIndex = ENTINDEX( BotEnt );
if ((mod_id == VALVE_DLL) || (mod_id == GEARBOX_DLL))
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "model", c_skin );
else // other mods
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "model", "gina" );
if (mod_id == CSTRIKE_DLL)
{
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "rate", "3500.000000");
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "cl_updaterate", "20");
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "cl_lw", "1");
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "cl_lc", "1");
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "tracker", "0");
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "cl_dlmax", "128");
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "lefthand", "1");
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "friends", "0");
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "dm", "0");
SET_CLIENT_KEY_VALUE( clientIndex, infobuffer, "ah", "1");
}
ClientConnect( BotEnt, c_name, "127.0.0.1", ptr );
// Pieter van Dijk - use instead of DispatchSpawn() - Hip Hip Hurray!
ClientPutInServer( BotEnt );
BotEnt->v.flags |= FL_FAKECLIENT;
// initialize all the variables for this bot...
pBot = &bots[index];
pBot->is_used = TRUE;
pBot->respawn_state = RESPAWN_IDLE;
pBot->create_time = gpGlobals->time;
pBot->name[0] = 0; // name not set by server yet
pBot->bot_money = 0;
strcpy(pBot->skin, c_skin);
pBot->pEdict = BotEnt;
pBot->not_started = 1; // hasn't joined game yet
if (mod_id == TFC_DLL)
pBot->start_action = MSG_TFC_IDLE;
else if (mod_id == CSTRIKE_DLL)
pBot->start_action = MSG_CS_IDLE;
else if ((mod_id == GEARBOX_DLL) && (pent_info_ctfdetect != NULL))
pBot->start_action = MSG_OPFOR_IDLE;
else if (mod_id == FRONTLINE_DLL)
pBot->start_action = MSG_FLF_IDLE;
else if (mod_id == AVH_DLL)
pBot->start_action = MSG_AVH_IDLE;
else
pBot->start_action = 0; // not needed for non-team MODs
BotSpawnInit(pBot);
pBot->need_to_initialize = FALSE; // don't need to initialize yet
BotEnt->v.idealpitch = BotEnt->v.v_angle.x;
BotEnt->v.ideal_yaw = BotEnt->v.v_angle.y;
BotEnt->v.pitch_speed = BOT_PITCH_SPEED;
BotEnt->v.yaw_speed = BOT_YAW_SPEED;
pBot->warmup = 0; // for Front Line Force
pBot->idle_angle = 0.0;
pBot->idle_angle_time = 0.0;
pBot->round_end = 0;
pBot->defender = 0;
pBot->bot_skill = skill - 1; // 0 based for array indexes
pBot->bot_team = -1;
pBot->bot_class = -1;
if ((mod_id == TFC_DLL) || (mod_id == CSTRIKE_DLL) ||
((mod_id == GEARBOX_DLL) && (pent_info_ctfdetect != NULL)) ||
(mod_id == FRONTLINE_DLL))
{
if ((arg1 != NULL) && (arg1[0] != 0))
{
pBot->bot_team = atoi(arg1);
if ((arg2 != NULL) && (arg2[0] != 0))
{
pBot->bot_class = atoi(arg2);
}
}
}
}
}
int BotInFieldOfView(bot_t *pBot, Vector dest)
{
// find angles from source to destination...
Vector entity_angles = UTIL_VecToAngles( dest );
// make yaw angle 0 to 360 degrees if negative...
if (entity_angles.y < 0)
entity_angles.y += 360;
// get bot's current view angle...
float view_angle = pBot->pEdict->v.v_angle.y;
// make view angle 0 to 360 degrees if negative...
if (view_angle < 0)
view_angle += 360;
// return the absolute value of angle to destination entity
// zero degrees means straight ahead, 45 degrees to the left or
// 45 degrees to the right is the limit of the normal view angle
// rsm - START angle bug fix
int angle = abs((int)view_angle - (int)entity_angles.y);
if (angle > 180)
angle = 360 - angle;
return angle;
// rsm - END
}
bool BotEntityIsVisible( bot_t *pBot, Vector dest )
{
TraceResult tr;
// trace a line from bot's eyes to destination...
UTIL_TraceLine( pBot->pEdict->v.origin + pBot->pEdict->v.view_ofs,
dest, ignore_monsters,
pBot->pEdict->v.pContainingEntity, &tr );
// check if line of sight to object is not blocked (i.e. visible)
if (tr.flFraction >= 1.0)
return TRUE;
else
return FALSE;
}
void BotFindItem( bot_t *pBot )
{
edict_t *pent = NULL;
edict_t *pPickupEntity = NULL;
Vector pickup_origin;
Vector entity_origin;
float radius = 500;
bool can_pickup;
float min_distance;
char item_name[40];
TraceResult tr;
Vector vecStart;
Vector vecEnd;
int angle_to_entity;
edict_t *pEdict = pBot->pEdict;
pBot->pBotPickupItem = NULL;
// use a MUCH smaller search radius when waypoints are available
if ((num_waypoints > 0) && (pBot->curr_waypoint_index != -1))
radius = 100.0;
else
radius = 500.0;
min_distance = radius + 1.0;
while ((pent = UTIL_FindEntityInSphere( pent, pEdict->v.origin, radius )) != NULL)
{
can_pickup = FALSE; // assume can't use it until known otherwise
strcpy(item_name, STRING(pent->v.classname));
// see if this is a "func_" type of entity (func_button, etc.)...
if (strncmp("func_", item_name, 5) == 0)
{
// BModels have 0,0,0 for origin so must use VecBModelOrigin...
entity_origin = VecBModelOrigin(pent);
vecStart = pEdict->v.origin + pEdict->v.view_ofs;
vecEnd = entity_origin;
angle_to_entity = BotInFieldOfView( pBot, vecEnd - vecStart );
// check if entity is outside field of view (+/- 45 degrees)
if (angle_to_entity > 45)
continue; // skip this item if bot can't "see" it
// check if entity is a ladder (ladders are a special case)
// DON'T search for ladders if there are waypoints in this level...
if ((strcmp("func_ladder", item_name) == 0) && (num_waypoints == 0))
{
// force ladder origin to same z coordinate as bot since
// the VecBModelOrigin is the center of the ladder. For
// LONG ladders, the center MAY be hundreds of units above
// the bot. Fake an origin at the same level as the bot...
entity_origin.z = pEdict->v.origin.z;
vecEnd = entity_origin;
// trace a line from bot's eyes to func_ladder entity...
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// check if traced all the way up to the entity (didn't hit wall)
if (tr.flFraction >= 1.0)
{
// find distance to item for later use...
float distance = (vecEnd - vecStart).Length( );
// use the ladder about 100% of the time, if haven't
// used a ladder in at least 5 seconds...
if ((RANDOM_LONG(1, 100) <= 100) &&
((pBot->f_end_use_ladder_time + 5.0) < gpGlobals->time))
{
// if close to ladder...
if (distance < 100)
{
// don't avoid walls for a while
pBot->f_dont_avoid_wall_time = gpGlobals->time + 5.0;
}
can_pickup = TRUE;
}
}
}
else
{
// trace a line from bot's eyes to func_ entity...
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters,
pEdict->v.pContainingEntity, &tr);
// check if traced all the way up to the entity (didn't hit wall)
if (strcmp(item_name, STRING(tr.pHit->v.classname)) == 0)
{
// find distance to item for later use...
float distance = (vecEnd - vecStart).Length( );
// check if entity is wall mounted health charger...
if (strcmp("func_healthcharger", item_name) == 0)
{
// check if the bot can use this item and
// check if the recharger is ready to use (has power left)...
if ((pEdict->v.health < 100) && (pent->v.frame == 0))
{
// check if flag not set...
if (!pBot->b_use_health_station)
{
// check if close enough and facing it directly...
if ((distance < PLAYER_SEARCH_RADIUS) &&
(angle_to_entity <= 10))
{
pBot->b_use_health_station = TRUE;
pBot->f_use_health_time = gpGlobals->time;
}
// if close to health station...
if (distance < 100)
{
// don't avoid walls for a while
pBot->f_dont_avoid_wall_time = gpGlobals->time + 5.0;
}
can_pickup = TRUE;
}
}
else
{
// don't need or can't use this item...
pBot->b_use_health_station = FALSE;
}
}
// check if entity is wall mounted HEV charger...
else if (strcmp("func_recharge", item_name) == 0)
{
// check if the bot can use this item and
// check if the recharger is ready to use (has power left)...
if ((pEdict->v.armorvalue < VALVE_MAX_NORMAL_BATTERY) &&
(pent->v.frame == 0))
{
// check if flag not set and facing it...
if (!pBot->b_use_HEV_station)
{
// check if close enough and facing it directly...
if ((distance < PLAYER_SEARCH_RADIUS) &&
(angle_to_entity <= 10))
{
pBot->b_use_HEV_station = TRUE;
pBot->f_use_HEV_time = gpGlobals->time;
}
// if close to HEV recharger...
if (distance < 100)
{
// don't avoid walls for a while
pBot->f_dont_avoid_wall_time = gpGlobals->time + 5.0;
}
can_pickup = TRUE;
}
}
else
{
// don't need or can't use this item...
pBot->b_use_HEV_station = FALSE;
}
}
// check if entity is a button...
else if (strcmp("func_button", item_name) == 0)
{
// use the button about 100% of the time, if haven't
// used a button in at least 5 seconds...
if ((RANDOM_LONG(1, 100) <= 100) &&
((pBot->f_use_button_time + 5) < gpGlobals->time))
{
// check if flag not set and facing it...
if (!pBot->b_use_button)
{
// check if close enough and facing it directly...
if ((distance < PLAYER_SEARCH_RADIUS) &&
(angle_to_entity <= 10))
{
pBot->b_use_button = TRUE;
pBot->b_lift_moving = FALSE;
pBot->f_use_button_time = gpGlobals->time;
}
// if close to button...
if (distance < 100)
{
// don't avoid walls for a while
pBot->f_dont_avoid_wall_time = gpGlobals->time + 5.0;
}
can_pickup = TRUE;
}
}
else
{
// don't need or can't use this item...
pBot->b_use_button = FALSE;
}
}
}
}
}
else // everything else...
{
entity_origin = pent->v.origin;
vecStart = pEdict->v.origin + pEdict->v.view_ofs;
vecEnd = entity_origin;
// find angles from bot origin to entity...
angle_to_entity = BotInFieldOfView( pBot, vecEnd - vecStart );
// check if entity is outside field of view (+/- 45 degrees)
if (angle_to_entity > 45)
continue; // skip this item if bot can't "see" it
// check if line of sight to object is not blocked (i.e. visible)
if (BotEntityIsVisible( pBot, vecEnd ))
{
// check if entity is a weapon...
if (strncmp("weapon_", item_name, 7) == 0)
{
if (pent->v.effects & EF_NODRAW)
{
// someone owns this weapon or it hasn't respawned yet
continue;
}
can_pickup = TRUE;
}
// check if entity is ammo...
else if (strncmp("ammo_", item_name, 5) == 0)
{
// check if the item is not visible (i.e. has not respawned)
if (pent->v.effects & EF_NODRAW)
continue;
can_pickup = TRUE;
}
// check if entity is a battery...
else if (strcmp("item_battery", item_name) == 0)
{
// check if the item is not visible (i.e. has not respawned)
if (pent->v.effects & EF_NODRAW)
continue;
// check if the bot can use this item...
if (pEdict->v.armorvalue < VALVE_MAX_NORMAL_BATTERY)
{
can_pickup = TRUE;
}
}
// check if entity is a healthkit...
else if (strcmp("item_healthkit", item_name) == 0)
{
// check if the item is not visible (i.e. has not respawned)
if (pent->v.effects & EF_NODRAW)
continue;
// check if the bot can use this item...
if (pEdict->v.health < 100)
{
can_pickup = TRUE;
}
}
// check if entity is a packed up weapons box...
else if (strcmp("weaponbox", item_name) == 0)
{
can_pickup = TRUE;
}
// check if entity is the spot from RPG laser
else if (strcmp("laser_spot", item_name) == 0)
{
}
// check if entity is an armed tripmine
//else if (strcmp("monster_tripmine", item_name) == 0)
else if (strcmp(kwsDeployedMine, item_name) == 0)
{
float distance = (pent->v.origin - pEdict->v.origin).Length( );
if (pBot->b_see_tripmine)
{
// see if this tripmine is closer to bot...
if (distance < (pBot->v_tripmine - pEdict->v.origin).Length())
{
pBot->v_tripmine = pent->v.origin;
pBot->b_shoot_tripmine = FALSE;
// see if bot is far enough to shoot the tripmine...
if (distance >= 375)
{
pBot->b_shoot_tripmine = TRUE;
}
}
}
else
{
pBot->b_see_tripmine = TRUE;
pBot->v_tripmine = pent->v.origin;
pBot->b_shoot_tripmine = FALSE;
// see if bot is far enough to shoot the tripmine...
if (distance >= 375) // 375 is damage radius
{
pBot->b_shoot_tripmine = TRUE;
}
}
}
// check if entity is an armed satchel charge
else if (strcmp("monster_satchel", item_name) == 0)
{
}
// check if entity is a snark (squeak grenade)
else if (strcmp("monster_snark", item_name) == 0)
{
}
else if ((mod_id == FRONTLINE_DLL) && (!pBot->defender) &&
(strcmp("capture_point", item_name) == 0))
{
int team = UTIL_GetTeam(pEdict); // skin and team must match
if (flf_bug_fix)
team = 1 - team; // BACKWARDS bug!
// check if flag not set and point not captured...
if ((!pBot->b_use_capture) && (pent->v.skin == team))
{
float distance = (pent->v.origin - pEdict->v.origin).Length( );
// check if close enough and facing it directly...
if ((distance < FLF_PLAYER_SEARCH_RADIUS) &&
(angle_to_entity <= 20))
{
pBot->b_use_capture = TRUE;
pBot->f_use_capture_time = gpGlobals->time + 8.0;
pBot->pCaptureEdict = pent;
}
// if close to capture point...
if (distance < 160)
{
// don't avoid walls for a while
pBot->f_dont_avoid_wall_time = gpGlobals->time + 5.0;
}
can_pickup = TRUE;
}
}
} // end if object is visible
} // end else not "func_" entity
if (can_pickup) // if the bot found something it can pickup...
{
float distance = (entity_origin - pEdict->v.origin).Length( );
// see if it's the closest item so far...
if (distance < min_distance)
{
min_distance = distance; // update the minimum distance
pPickupEntity = pent; // remember this entity
pickup_origin = entity_origin; // remember location of entity
}
}
} // end while loop
if (pPickupEntity != NULL)
{
// let's head off toward that item...
Vector v_item = pickup_origin - pEdict->v.origin;
Vector bot_angles = UTIL_VecToAngles( v_item );
pEdict->v.ideal_yaw = bot_angles.y;
BotFixIdealYaw(pEdict);
pBot->pBotPickupItem = pPickupEntity; // save the item bot is trying to get
}
}
void BotThink( bot_t *pBot )
{
int index = 0;
Vector v_diff; // vector from previous to current location
float pitch_degrees;
float yaw_degrees;
float moved_distance; // length of v_diff vector (distance bot moved)
TraceResult tr;
bool found_waypoint;
bool is_idle;
edict_t *pEdict = pBot->pEdict;
pEdict->v.flags |= FL_FAKECLIENT;
if (pBot->name[0] == 0) // name filled in yet?
strcpy(pBot->name, STRING(pBot->pEdict->v.netname));
// TheFatal - START from Advanced Bot Framework (Thanks Rich!)
// adjust the millisecond delay based on the frame rate interval...
if (pBot->msecdel <= gpGlobals->time)
{
pBot->msecdel = gpGlobals->time + 0.5;
if (pBot->msecnum > 0)
pBot->msecval = 450.0/pBot->msecnum;
pBot->msecnum = 0;
}
else
pBot->msecnum++;
if (pBot->msecval < 1) // don't allow msec to be less than 1...
pBot->msecval = 1;
if (pBot->msecval > 100) // ...or greater than 100
pBot->msecval = 100;
// TheFatal - END
pEdict->v.button = 0;
pBot->f_move_speed = 0.0;
if(pBot->mBotPlayMode == PLAYMODE_READYROOM)
{
// Look at desired team and head to nearest start entity
AvHClassType theClassType = AVH_CLASS_TYPE_UNDEFINED;
FakeClientCommand(pEdict, kcAutoAssign, NULL, NULL);
// bot has now joined the game (doesn't need to be started)
pBot->not_started = 0;
}
// if the bot hasn't selected stuff to start the game yet, go do that...
if (pBot->not_started)
{
BotStartGame( pBot );
// Do this to test server performance
//return;
g_engfuncs.pfnRunPlayerMove( pEdict, pEdict->v.v_angle, 0.0,
0, 0, pEdict->v.button, 0, pBot->msecval);
//return;
}
if((pBot->mOrderType != ORDERTYPE_UNDEFINED) && (!pBot->mOrderCompleted))
{
// Every once in a while mention our order
if(RANDOM_LONG(0, 200) == 0)
{
char theMessage[256];
sprintf(theMessage, "Order type: %d, target type: %d\n", pBot->mOrderType, pBot->mOrderTargetType);
//UTIL_HostSay(pBot->pEdict, 0, theMessage);
}
}
else
{
// Occasionally ask for orders when not doing anything else
if(RANDOM_LONG(0, 1800) == 0)
{
if(pBot->mTimeOfNextOrderRequest == -1)
{
pBot->mTimeOfNextOrderRequest = gpGlobals->time;
}
}
}
if(RANDOM_LONG(0, 1000))
{
pBot->mTimeOfNextRandomSaying = gpGlobals->time;
}
// If we're out of ammo, occasionally ask for more
// Get current weapon
int theWeaponID = pBot->current_weapon.iId;
if(theWeaponID > 0)
{
if((pBot->current_weapon.iAmmo1 != -1) && (pBot->current_weapon.iClip <= 10))
{
if(RANDOM_LONG(0, 40))
{
if(pBot->mTimeOfNextAmmoRequest == -1)
{
pBot->mTimeOfNextAmmoRequest = gpGlobals->time;
}
}
}
}
if ((pBot->b_bot_say_killed) && (pBot->f_bot_say_killed < gpGlobals->time))
{
int whine_index = 0;
bool used;
int i, recent_count;
char msg[120];
pBot->b_bot_say_killed = FALSE;
recent_count = 0;
while (recent_count < 5)
{
whine_index = RANDOM_LONG(0, whine_count-1);
used = FALSE;
for (i=0; i < 5; i++)
{
if (recent_bot_whine[i] == whine_index)
used = TRUE;
}
if (used)
recent_count++;
else
break;
}
for (i=4; i > 0; i--)
recent_bot_whine[i] = recent_bot_whine[i-1];
recent_bot_whine[0] = whine_index;
if (strstr(bot_whine[whine_index], "%s") != NULL) // is "%s" in whine text?
sprintf(msg, bot_whine[whine_index], STRING(pBot->killer_edict->v.netname));
else
sprintf(msg, bot_whine[whine_index]);
UTIL_HostSay(pEdict, 0, msg);
}
// if the bot is dead, randomly press fire to respawn...
if ((pEdict->v.health < 1) || (pEdict->v.deadflag != DEAD_NO))
{
if (pBot->need_to_initialize)
{
BotSpawnInit(pBot);
// did another player kill this bot AND bot whine messages loaded AND
// has the bot been alive for at least 15 seconds AND
if ((pBot->killer_edict != NULL) && (whine_count > 0) &&
((pBot->f_bot_spawn_time + 15.0) <= gpGlobals->time))
{
if ((RANDOM_LONG(1,100) <= 10))
{
pBot->b_bot_say_killed = TRUE;
pBot->f_bot_say_killed = gpGlobals->time + 10.0 + RANDOM_FLOAT(0.0, 5.0);
}
}
pBot->need_to_initialize = FALSE;
}
if (RANDOM_LONG(1, 100) > 50)
pEdict->v.button = IN_ATTACK;
g_engfuncs.pfnRunPlayerMove( pEdict, pEdict->v.v_angle, pBot->f_move_speed,
0, 0, pEdict->v.button, 0, pBot->msecval);
return;
}
// set this for the next time the bot dies so it will initialize stuff
if (pBot->need_to_initialize == FALSE)
{
pBot->need_to_initialize = TRUE;
pBot->f_bot_spawn_time = gpGlobals->time;
}
is_idle = FALSE;
if ((mod_id == FRONTLINE_DLL) && (pBot->round_end))
{
if (pBot->warmup) // has warmup started (i.e. start of round?)
{
pBot->round_end = 0;
BotSpawnInit(pBot);
}
is_idle = TRUE;
flf_bug_fix = 0; // BACKWARDS bug off now!
}
if ((mod_id == FRONTLINE_DLL) && (pBot->warmup) && (!pBot->defender))
{
if (pBot->curr_waypoint_index == -1)
{
// find the nearest visible waypoint
int i = WaypointFindNearest(pEdict, REACHABLE_RANGE, pBot->defender);
if (i != -1)
{
Vector v_direction = waypoints[i].origin - pEdict->v.origin;
Vector bot_angles = UTIL_VecToAngles( v_direction );
pBot->idle_angle = bot_angles.y;
}
else
pBot->idle_angle = pEdict->v.v_angle.y;
}
is_idle = TRUE;
}
if (pBot->blinded_time > gpGlobals->time)
{
is_idle = TRUE; // don't do anything while blinded
}
if(CVAR_GET_FLOAT("freezebots") > 0)
{
return; // Don't move.
}
if (is_idle)
{
if (pBot->idle_angle_time <= gpGlobals->time)
{
pBot->idle_angle_time = gpGlobals->time + RANDOM_FLOAT(0.5, 2.0);
pEdict->v.ideal_yaw = pBot->idle_angle + RANDOM_FLOAT(0.0, 40.0) - 20.0;
BotFixIdealYaw(pEdict);
}
// turn towards ideal_yaw by yaw_speed degrees (slower than normal)
BotChangeYaw( pBot, pEdict->v.yaw_speed / 2 );
g_engfuncs.pfnRunPlayerMove( pEdict, pEdict->v.v_angle, pBot->f_move_speed,
0, 0, pEdict->v.button, 0, pBot->msecval);
return;
}
else
{
pBot->idle_angle = pEdict->v.v_angle.y;
}
// check if time to check for player sounds (if don't already have enemy)
if ((pBot->f_sound_update_time <= gpGlobals->time) &&
(pBot->pBotEnemy == NULL))
{
int ind;
edict_t *pPlayer;
pBot->f_sound_update_time = gpGlobals->time + 1.0;
for (ind = 1; ind <= gpGlobals->maxClients; ind++)
{
pPlayer = INDEXENT(ind);
// is this player slot is valid and it's not this bot...
if ((pPlayer) && (!pPlayer->free) && (pPlayer != pEdict))
{
// if observer mode enabled, don't listen to this player...
if ((b_observer_mode) && !(pPlayer->v.flags & FL_FAKECLIENT))
continue;
if (IsAlive(pPlayer) &&
(FBitSet(pPlayer->v.flags, FL_CLIENT) ||
FBitSet(pPlayer->v.flags, FL_FAKECLIENT)))
{
// check for sounds being made by other players...
if (UpdateSounds(pEdict, pPlayer))
{
// don't check for sounds for another 30 seconds
pBot->f_sound_update_time = gpGlobals->time + 30.0;
}
}
}
}
}
pBot->f_move_speed = pBot->f_max_speed; // set to max speed
if (pBot->prev_time <= gpGlobals->time)
{
// see how far bot has moved since the previous position...
v_diff = pBot->v_prev_origin - pEdict->v.origin;
moved_distance = v_diff.Length();
// save current position as previous
pBot->v_prev_origin = pEdict->v.origin;
pBot->prev_time = gpGlobals->time + 0.2;
}
else
{
moved_distance = 2.0;
}
// if the bot is under water, adjust pitch by pitch_speed degrees
if ((pEdict->v.waterlevel == 2) ||
(pEdict->v.waterlevel == 3))
{
// turn towards ideal_pitch by pitch_speed degrees
pitch_degrees = BotChangePitch( pBot, pEdict->v.pitch_speed );
}
else
pitch_degrees = 0.0;
// turn towards ideal_yaw by yaw_speed degrees
yaw_degrees = BotChangeYaw( pBot, pEdict->v.yaw_speed );
if ((pitch_degrees >= pEdict->v.pitch_speed) ||
(yaw_degrees >= pEdict->v.yaw_speed))
{
pBot->f_move_speed = 0.0; // don't move while turning a lot
}
else if ((pitch_degrees >= 10) ||
(yaw_degrees >= 10)) // turning more than 10 degrees?
{
pBot->f_move_speed = pBot->f_move_speed / 4; // slow down while turning
}
else // else handle movement related actions...
{
if (b_botdontshoot == 0)
{
if ((mod_id == TFC_DLL) && (pBot->bot_has_flag == TRUE))
{
// is it time to check whether bot should look for enemies yet?
if (pBot->f_bot_find_enemy_time <= gpGlobals->time)
{
pBot->f_bot_find_enemy_time = gpGlobals->time + 5.0;
if (RANDOM_LONG(1, 100) <= 40)
pBot->pBotEnemy = BotFindEnemy( pBot );
}
}
else
{
// Now that bots scan every entity in the world, do this less often
if(RANDOM_LONG(1, 100) <= 20)
{
pBot->pBotEnemy = BotFindEnemy( pBot );
}
}
}
else
pBot->pBotEnemy = NULL; // clear enemy pointer (no ememy for you!)
if (pBot->pBotEnemy != NULL) // does an enemy exist?
{
BotShootAtEnemy( pBot ); // shoot at the enemy
pBot->f_pause_time = 0; // dont't pause if enemy exists
}
else if (pBot->f_pause_time > gpGlobals->time) // is bot "paused"?
{
// you could make the bot look left then right, or look up
// and down, to make it appear that the bot is hunting for
// something (don't do anything right now)
}
// is bot being "used" and can still follow "user"?
else if ((pBot->pBotUser != NULL) && BotFollowUser( pBot ))
{
// do nothing here!
;
}
else
{
// no enemy, let's just wander around...
if ((pEdict->v.waterlevel != 2) && // is bot NOT under water?
(pEdict->v.waterlevel != 3))
{
// reset pitch to 0 (level horizontally)
pEdict->v.idealpitch = 0;
pEdict->v.v_angle.x = 0;
}
pEdict->v.v_angle.z = 0; // reset roll to 0 (straight up and down)
pEdict->v.angles.x = 0;
pEdict->v.angles.y = pEdict->v.v_angle.y;
pEdict->v.angles.z = 0;
// check if bot should look for items now or not...
if (pBot->f_find_item < gpGlobals->time)
{
BotFindItem( pBot ); // see if there are any visible items
}
// check if bot sees a tripmine...
if (pBot->b_see_tripmine)
{
// check if bot can shoot the tripmine...
if ((pBot->b_shoot_tripmine) && BotShootTripmine( pBot ))
{
// shot at tripmine, may or may not have hit it, clear
// flags anyway, next BotFindItem will see it again if
// it is still there...
pBot->b_shoot_tripmine = FALSE;
pBot->b_see_tripmine = FALSE;
// pause for a while to allow tripmine to explode...
pBot->f_pause_time = gpGlobals->time + 0.5;
}
else // run away!!!
{
Vector tripmine_angles;
tripmine_angles = UTIL_VecToAngles( pBot->v_tripmine - pEdict->v.origin );
// face away from the tripmine
pEdict->v.ideal_yaw += 180; // rotate 180 degrees
BotFixIdealYaw(pEdict);
pBot->b_see_tripmine = FALSE;
pBot->f_move_speed = 0; // don't run while turning
}
}
// check if should use wall mounted health station...
else if (pBot->b_use_health_station)
{
if ((pBot->f_use_health_time + 10.0) > gpGlobals->time)
{
pBot->f_move_speed = 0; // don't move while using health station
pEdict->v.button = IN_USE;
}
else
{
// bot is stuck trying to "use" a health station...
pBot->b_use_health_station = FALSE;
// don't look for items for a while since the bot
// could be stuck trying to get to an item
pBot->f_find_item = gpGlobals->time + 0.5;
}
}
// check if should use wall mounted HEV station...
else if (pBot->b_use_HEV_station)
{
if ((pBot->f_use_HEV_time + 10.0) > gpGlobals->time)
{
pBot->f_move_speed = 0; // don't move while using HEV station
pEdict->v.button = IN_USE;
}
else
{
// bot is stuck trying to "use" a HEV station...
pBot->b_use_HEV_station = FALSE;
// don't look for items for a while since the bot
// could be stuck trying to get to an item
pBot->f_find_item = gpGlobals->time + 0.5;
}
}
// check if should capture a point by using it...
else if (pBot->b_use_capture)
{
int team = UTIL_GetTeam(pEdict); // skin and team must match
if (flf_bug_fix)
team = 1 - team; // BACKWARDS bug fix!
// still capturing and hasn't captured yet...
if ((pBot->f_use_capture_time > gpGlobals->time) &&
(pBot->pCaptureEdict->v.skin == team))
{
pBot->f_move_speed = 0; // don't move while capturing
pEdict->v.button = IN_USE;
}
else
{
// bot is stuck trying to "use" a capture point...
pBot->b_use_capture = FALSE;
// don't look for items for a while since the bot
// could be stuck trying to get to an item
pBot->f_find_item = gpGlobals->time + 0.5;
}
}
else if (pBot->b_use_button)
{
pBot->f_move_speed = 0; // don't move while using elevator
BotUseLift( pBot, moved_distance );
}
else
{
if (pEdict->v.waterlevel == 3) // check if the bot is underwater...
{
BotUnderWater( pBot );
}
found_waypoint = FALSE;
// if the bot is not trying to get to something AND
// it is time to look for a waypoint AND
// there are waypoints in this level...
if ((pBot->pBotPickupItem == NULL) &&
(pBot->f_look_for_waypoint_time <= gpGlobals->time) &&
(num_waypoints != 0))
{
found_waypoint = BotHeadTowardWaypoint(pBot);
}
// check if the bot is on a ladder...
if (pEdict->v.movetype == MOVETYPE_FLY)
{
// check if bot JUST got on the ladder...
if ((pBot->f_end_use_ladder_time + 1.0) < gpGlobals->time)
pBot->f_start_use_ladder_time = gpGlobals->time;
// go handle the ladder movement
BotOnLadder( pBot, moved_distance );
pBot->f_dont_avoid_wall_time = gpGlobals->time + 2.0;
pBot->f_end_use_ladder_time = gpGlobals->time;
}
else
{
// check if the bot JUST got off the ladder...
if ((pBot->f_end_use_ladder_time + 1.0) > gpGlobals->time)
{
pBot->ladder_dir = LADDER_UNKNOWN;
}
}
// if the bot isn't headed toward a waypoint...
if (found_waypoint == FALSE)
{
TraceResult tr;
// check if we should be avoiding walls
if (pBot->f_dont_avoid_wall_time <= gpGlobals->time)
{
// let's just randomly wander around
if (BotStuckInCorner( pBot ))
{
pEdict->v.ideal_yaw += 180; // turn 180 degrees
BotFixIdealYaw(pEdict);
pBot->f_move_speed = 0; // don't move while turning
pBot->f_dont_avoid_wall_time = gpGlobals->time + 1.0;
moved_distance = 2.0; // dont use bot stuck code
}
else
{
// check if there is a wall on the left...
if (!BotCheckWallOnLeft( pBot ))
{
// if there was a wall on the left over 1/2 a second ago then
// 20% of the time randomly turn between 45 and 60 degrees
if ((pBot->f_wall_on_left != 0) &&
(pBot->f_wall_on_left <= gpGlobals->time - 0.5) &&
(RANDOM_LONG(1, 100) <= 20))
{
pEdict->v.ideal_yaw += RANDOM_LONG(45, 60);
BotFixIdealYaw(pEdict);
pBot->f_move_speed = 0; // don't move while turning
pBot->f_dont_avoid_wall_time = gpGlobals->time + 1.0;
}
pBot->f_wall_on_left = 0; // reset wall detect time
}
else if (!BotCheckWallOnRight( pBot ))
{
// if there was a wall on the right over 1/2 a second ago then
// 20% of the time randomly turn between 45 and 60 degrees
if ((pBot->f_wall_on_right != 0) &&
(pBot->f_wall_on_right <= gpGlobals->time - 0.5) &&
(RANDOM_LONG(1, 100) <= 20))
{
pEdict->v.ideal_yaw -= RANDOM_LONG(45, 60);
BotFixIdealYaw(pEdict);
pBot->f_move_speed = 0; // don't move while turning
pBot->f_dont_avoid_wall_time = gpGlobals->time + 1.0;
}
pBot->f_wall_on_right = 0; // reset wall detect time
}
}
}
// check if bot is about to hit a wall. TraceResult gets returned
if ((pBot->f_dont_avoid_wall_time <= gpGlobals->time) &&
BotCantMoveForward( pBot, &tr ))
{
// ADD LATER
// need to check if bot can jump up or duck under here...
// ADD LATER
BotTurnAtWall( pBot, &tr );
}
}
// check if bot is on a ladder and has been on a ladder for
// more than 5 seconds...
if ((pEdict->v.movetype == MOVETYPE_FLY) &&
(pBot->f_start_use_ladder_time > 0.0) &&
((pBot->f_start_use_ladder_time + 5.0) <= gpGlobals->time))
{
// bot is stuck on a ladder...
BotRandomTurn(pBot);
// don't look for items for 2 seconds
pBot->f_find_item = gpGlobals->time + 2.0;
pBot->f_start_use_ladder_time = 0.0; // reset start ladder time
}
// check if the bot hasn't moved much since the last location
// (and NOT on a ladder since ladder stuck handled elsewhere)
// (don't check for stuck if f_dont_check_stuck in the future)
if ((moved_distance <= 1.0) && (pBot->prev_speed >= 1.0) &&
(pEdict->v.movetype != MOVETYPE_FLY) &&
(pBot->f_dont_check_stuck < gpGlobals->time))
{
// the bot must be stuck!
pBot->f_dont_avoid_wall_time = gpGlobals->time + 1.0;
pBot->f_look_for_waypoint_time = gpGlobals->time + 1.0;
if (BotCanJumpUp( pBot )) // can the bot jump onto something?
{
if ((pBot->f_jump_time + 2.0) <= gpGlobals->time)
{
pBot->f_jump_time = gpGlobals->time;
pEdict->v.button |= IN_JUMP; // jump up and move forward
}
else
{
// bot already tried jumping less than two seconds ago, just turn
BotRandomTurn(pBot);
}
}
else if (BotCanDuckUnder( pBot )) // can the bot duck under something?
{
pEdict->v.button |= IN_DUCK; // duck down and move forward
}
else
{
BotRandomTurn(pBot);
// is the bot trying to get to an item?...
if (pBot->pBotPickupItem != NULL)
{
// don't look for items for a while since the bot
// could be stuck trying to get to an item
pBot->f_find_item = gpGlobals->time + 0.5;
}
}
}
// should the bot pause for a while here?
// (don't pause on ladders or while being "used"...
if ((RANDOM_LONG(1, 1000) <= pause_frequency[pBot->bot_skill]) &&
(pEdict->v.movetype != MOVETYPE_FLY) &&
(pBot->pBotUser == NULL))
{
// set the time that the bot will stop "pausing"
pBot->f_pause_time = gpGlobals->time +
RANDOM_FLOAT(pause_time[pBot->bot_skill][0],
pause_time[pBot->bot_skill][1]);
}
}
}
}
// Potentially morph up if we're an alien
AvHUser3 theUser3 = (AvHUser3)(pBot->pEdict->v.iuser3);
if((pBot->pBotEnemy == NULL) && (theUser3 >= AVH_USER3_ALIEN_PLAYER1) && (theUser3 <= AVH_USER3_ALIEN_PLAYER4))
{
int theMaxUpgrade = (int)(AVH_USER3_ALIEN_PLAYER5 - theUser3);
//const UpgradeCostListType& theUpgradeCosts = GetGameRules()->GetUpgradeCosts();
if(RANDOM_LONG(0, 400) == 0)
{
// Pick a random upgrade
AvHUser3 theMinUpgrade = (AvHUser3)(theUser3 + 1);
int theMaxUpgrade = AVH_USER3_ALIEN_PLAYER5;
AvHUser3 theUpgradeUser3 = (AvHUser3)(RANDOM_LONG((int)theMinUpgrade, (int)theMaxUpgrade));
int thePointCost = 0;
AvHMessageID theMessage = MESSAGE_NULL;
switch(theUpgradeUser3)
{
case AVH_USER3_ALIEN_PLAYER2:
thePointCost = 15;
theMessage = ALIEN_LIFEFORM_TWO;
break;
case AVH_USER3_ALIEN_PLAYER3:
thePointCost = 30;
theMessage = ALIEN_LIFEFORM_THREE;
break;
case AVH_USER3_ALIEN_PLAYER4:
thePointCost = 50;
theMessage = ALIEN_LIFEFORM_FOUR;
break;
case AVH_USER3_ALIEN_PLAYER5:
thePointCost = 75;
theMessage = ALIEN_LIFEFORM_FIVE;
break;
}
//thePointCost = GetGameRules()->GetPointCostForMessageID(theMessage);
//if(pBot->mResources >= thePointCost)
//{
pBot->pEdict->v.impulse = theMessage;
//}
}
if(RANDOM_LONG(0, 75) == 0)
{
// Pick a random upgrade to try to "buy"
AvHMessageID theUpgrade = (AvHMessageID)(ALIEN_EVOLUTION_ONE + RANDOM_LONG(0, kNumAlienUpgrades-1));
pBot->pEdict->v.impulse = theUpgrade;
}
}
// TODO: Help build a nearby team structure
if(pBot->pBotEnemy == NULL && (theUser3 == AVH_USER3_MARINE_PLAYER))
{
}
if (pBot->curr_waypoint_index != -1) // does the bot have a waypoint?
{
// check if the next waypoint is a door waypoint...
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_DOOR)
{
pBot->f_move_speed = pBot->f_max_speed / 3; // slow down for doors
}
// check if the next waypoint is a ladder waypoint...
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_LADDER)
{
// check if the waypoint is at the top of a ladder AND
// the bot isn't currenly on a ladder...
if ((pBot->waypoint_top_of_ladder) &&
(pEdict->v.movetype != MOVETYPE_FLY))
{
// is the bot on "ground" above the ladder?
if (pEdict->v.flags & FL_ONGROUND)
{
float waypoint_distance = (pEdict->v.origin - pBot->waypoint_origin).Length();
if (waypoint_distance <= 20.0) // if VERY close...
pBot->f_move_speed = 20.0; // go VERY slow
else if (waypoint_distance <= 100.0) // if fairly close...
pBot->f_move_speed = 50.0; // go fairly slow
pBot->ladder_dir = LADDER_DOWN;
pBot->f_dont_check_stuck = gpGlobals->time + 1.0;
}
else // bot must be in mid-air, go BACKWARDS to touch ladder...
{
pBot->f_move_speed = -pBot->f_max_speed;
}
}
else
{
// don't avoid walls for a while
pBot->f_dont_avoid_wall_time = gpGlobals->time + 5.0;
pBot->waypoint_top_of_ladder = FALSE;
}
}
// check if the next waypoint is a crouch waypoint...
if (waypoints[pBot->curr_waypoint_index].flags & W_FL_CROUCH)
pEdict->v.button |= IN_DUCK; // duck down while moving forward
// check if the waypoint is a sniper waypoint AND
// bot isn't currently aiming at an ememy...
if ((waypoints[pBot->curr_waypoint_index].flags & W_FL_SNIPER) &&
(pBot->pBotEnemy == NULL))
{
if ((mod_id != TFC_DLL) ||
((mod_id == TFC_DLL) && (pEdict->v.playerclass == TFC_CLASS_SNIPER)))
{
// check if it's time to adjust aim yet...
if (pBot->f_sniper_aim_time <= gpGlobals->time)
{
int aim_index;
aim_index = WaypointFindNearestAiming(waypoints[pBot->curr_waypoint_index].origin);
if (aim_index != -1)
{
Vector v_aim = waypoints[aim_index].origin - waypoints[pBot->curr_waypoint_index].origin;
Vector aim_angles = UTIL_VecToAngles( v_aim );
aim_angles.y += RANDOM_LONG(0, 30) - 15;
pEdict->v.ideal_yaw = aim_angles.y;
BotFixIdealYaw(pEdict);
}
// don't adjust aim again until after a few seconds...
pBot->f_sniper_aim_time = gpGlobals->time + RANDOM_FLOAT(3.0, 5.0);
}
}
}
}
// Process voice commands
BotProcessVoiceCommands(pBot);
if (pBot->f_pause_time > gpGlobals->time) // is the bot "paused"?
pBot->f_move_speed = 0; // don't move while pausing
// make the body face the same way the bot is looking
pEdict->v.angles.y = pEdict->v.v_angle.y;
// save the previous speed (for checking if stuck)
pBot->prev_speed = pBot->f_move_speed;
//CBaseEntity* theEntity = CBaseEntity::Instance(pEdict);
//CBasePlayer* thePlayer = (CBasePlayer*)(theEntity);
//thePlayer->PreThink();
g_engfuncs.pfnRunPlayerMove( pEdict, pEdict->v.v_angle, pBot->f_move_speed,
0, 0, pEdict->v.button, 0, pBot->msecval);
//thePlayer->PostThink();
return;
}