// // HPB bot - botman's High Ping Bastard bot // // (http://planethalflife.com/botman/) // // bot_client.cpp // #include "dlls/extdll.h" #include "dlls/util.h" #include "dlls/cbase.h" #include "bot.h" #include "bot_func.h" #include "bot_client.h" #include "bot_weapons.h" // types of damage to ignore... #define IGNORE_DAMAGE (DMG_CRUSH | DMG_FREEZE | DMG_FALL | DMG_SHOCK | \ DMG_DROWN | DMG_NERVEGAS | DMG_RADIATION | \ DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN | \ DMG_SLOWFREEZE | 0xFF000000) extern int mod_id; extern bot_t bots[32]; bot_weapon_t weapon_defs[MAX_WEAPONS]; // array of weapon definitions // This message is sent when the TFC VGUI menu is displayed. void BotClient_TFC_VGUI(void *p, int bot_index) { if ((*(int *)p) == 2) // is it a team select menu? bots[bot_index].start_action = MSG_TFC_TEAM_SELECT; else if ((*(int *)p) == 3) // is is a class selection menu? bots[bot_index].start_action = MSG_TFC_CLASS_SELECT; } // This message is sent when the Counter-Strike VGUI menu is displayed. void BotClient_CS_VGUI(void *p, int bot_index) { if ((*(int *)p) == 2) // is it a team select menu? bots[bot_index].start_action = MSG_CS_TEAM_SELECT; else if ((*(int *)p) == 26) // is is a terrorist model select menu? bots[bot_index].start_action = MSG_CS_T_SELECT; else if ((*(int *)p) == 27) // is is a counter-terrorist model select menu? bots[bot_index].start_action = MSG_CS_CT_SELECT; } // This message is sent when a menu is being displayed in Counter-Strike. void BotClient_CS_ShowMenu(void *p, int bot_index) { static int state = 0; // current state machine state if (state < 3) { state++; // ignore first 3 fields of message return; } if (strcmp((char *)p, "#Team_Select") == 0) // team select menu? { bots[bot_index].start_action = MSG_CS_TEAM_SELECT; } else if (strcmp((char *)p, "#Terrorist_Select") == 0) // T model select? { bots[bot_index].start_action = MSG_CS_T_SELECT; } else if (strcmp((char *)p, "#CT_Select") == 0) // CT model select menu? { bots[bot_index].start_action = MSG_CS_CT_SELECT; } state = 0; // reset state machine } // This message is sent when the TFC VGUI menu is displayed. void BotClient_Gearbox_VGUI(void *p, int bot_index) { if ((*(int *)p) == 2) // is it a team select menu? bots[bot_index].start_action = MSG_OPFOR_TEAM_SELECT; else if ((*(int *)p) == 3) // is is a class selection menu? bots[bot_index].start_action = MSG_OPFOR_CLASS_SELECT; } // This message is sent when the FrontLineForce VGUI menu is displayed. void BotClient_FLF_VGUI(void *p, int bot_index) { if ((*(int *)p) == 2) // is it a team select menu? bots[bot_index].start_action = MSG_FLF_TEAM_SELECT; else if ((*(int *)p) == 3) // is it a class selection menu? bots[bot_index].start_action = MSG_FLF_CLASS_SELECT; else if ((*(int *)p) == 70) // is it a weapon selection menu? bots[bot_index].start_action = MSG_FLF_WEAPON_SELECT; else if ((*(int *)p) == 72) // is it a submachine gun selection menu? bots[bot_index].start_action = MSG_FLF_SUBMACHINE_SELECT; else if ((*(int *)p) == 73) // is it a shotgun selection menu? bots[bot_index].start_action = MSG_FLF_SHOTGUN_SELECT; else if ((*(int *)p) == 75) // is it a rifle selection menu? bots[bot_index].start_action = MSG_FLF_RIFLE_SELECT; else if ((*(int *)p) == 76) // is it a pistol selection menu? bots[bot_index].start_action = MSG_FLF_PISTOL_SELECT; else if ((*(int *)p) == 78) // is it a heavyweapons selection menu? bots[bot_index].start_action = MSG_FLF_HEAVYWEAPONS_SELECT; } // This message is sent when a client joins the game. All of the weapons // are sent with the weapon ID and information about what ammo is used. void BotClient_Valve_WeaponList(void *p, int bot_index) { static int state = 0; // current state machine state static bot_weapon_t bot_weapon; if (state == 0) { state++; strcpy(bot_weapon.szClassname, (char *)p); } else if (state == 1) { state++; bot_weapon.iAmmo1 = *(int *)p; // ammo index 1 } else if (state == 2) { state++; bot_weapon.iAmmo1Max = *(int *)p; // max ammo1 } else if (state == 3) { state++; bot_weapon.iAmmo2 = *(int *)p; // ammo index 2 } else if (state == 4) { state++; bot_weapon.iAmmo2Max = *(int *)p; // max ammo2 } else if (state == 5) { state++; bot_weapon.iSlot = *(int *)p; // slot for this weapon } else if (state == 6) { state++; bot_weapon.iPosition = *(int *)p; // position in slot } else if (state == 7) { state++; bot_weapon.iId = *(int *)p; // weapon ID } else if (state == 8) { state = 0; bot_weapon.iFlags = *(int *)p; // flags for weapon (WTF???) // store away this weapon with it's ammo information... weapon_defs[bot_weapon.iId] = bot_weapon; } } void BotClient_TFC_WeaponList(void *p, int bot_index) { // this is just like the Valve Weapon List message BotClient_Valve_WeaponList(p, bot_index); } void BotClient_CS_WeaponList(void *p, int bot_index) { // this is just like the Valve Weapon List message BotClient_Valve_WeaponList(p, bot_index); } void BotClient_Gearbox_WeaponList(void *p, int bot_index) { // this is just like the Valve Weapon List message BotClient_Valve_WeaponList(p, bot_index); } void BotClient_FLF_WeaponList(void *p, int bot_index) { // this is just like the Valve Weapon List message BotClient_Valve_WeaponList(p, bot_index); } // This message is sent when a weapon is selected (either by the bot chosing // a weapon or by the server auto assigning the bot a weapon). void BotClient_Valve_CurrentWeapon(void *p, int bot_index) { static int state = 0; // current state machine state static int iState; static int iId; static int iClip; if (state == 0) { state++; iState = *(int *)p; // state of the current weapon } else if (state == 1) { state++; iId = *(int *)p; // weapon ID of current weapon } else if (state == 2) { state = 0; iClip = *(int *)p; // ammo currently in the clip for this weapon if (iId <= 31) { bots[bot_index].bot_weapons |= (1<<iId); // set this weapon bit if (iState == 1) { bots[bot_index].current_weapon.iId = iId; bots[bot_index].current_weapon.iClip = iClip; // update the ammo counts for this weapon... bots[bot_index].current_weapon.iAmmo1 = bots[bot_index].m_rgAmmo[weapon_defs[iId].iAmmo1]; bots[bot_index].current_weapon.iAmmo2 = bots[bot_index].m_rgAmmo[weapon_defs[iId].iAmmo2]; } } } } void BotClient_TFC_CurrentWeapon(void *p, int bot_index) { // this is just like the Valve Current Weapon message BotClient_Valve_CurrentWeapon(p, bot_index); } void BotClient_CS_CurrentWeapon(void *p, int bot_index) { // this is just like the Valve Current Weapon message BotClient_Valve_CurrentWeapon(p, bot_index); } void BotClient_Gearbox_CurrentWeapon(void *p, int bot_index) { // this is just like the Valve Current Weapon message BotClient_Valve_CurrentWeapon(p, bot_index); } void BotClient_FLF_CurrentWeapon(void *p, int bot_index) { // this is just like the Valve Current Weapon message BotClient_Valve_CurrentWeapon(p, bot_index); } // This message is sent whenever ammo ammounts are adjusted (up or down). void BotClient_Valve_AmmoX(void *p, int bot_index) { static int state = 0; // current state machine state static int index; static int ammount; int ammo_index; if (state == 0) { state++; index = *(int *)p; // ammo index (for type of ammo) } else if (state == 1) { state = 0; ammount = *(int *)p; // the ammount of ammo currently available bots[bot_index].m_rgAmmo[index] = ammount; // store it away ammo_index = bots[bot_index].current_weapon.iId; // update the ammo counts for this weapon... bots[bot_index].current_weapon.iAmmo1 = bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo1]; bots[bot_index].current_weapon.iAmmo2 = bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo2]; } } void BotClient_TFC_AmmoX(void *p, int bot_index) { // this is just like the Valve AmmoX message BotClient_Valve_AmmoX(p, bot_index); } void BotClient_CS_AmmoX(void *p, int bot_index) { // this is just like the Valve AmmoX message BotClient_Valve_AmmoX(p, bot_index); } void BotClient_Gearbox_AmmoX(void *p, int bot_index) { // this is just like the Valve AmmoX message BotClient_Valve_AmmoX(p, bot_index); } void BotClient_FLF_AmmoX(void *p, int bot_index) { // this is just like the Valve AmmoX message BotClient_Valve_AmmoX(p, bot_index); } // This message is sent when the bot picks up some ammo (AmmoX messages are // also sent so this message is probably not really necessary except it // allows the HUD to draw pictures of ammo that have been picked up. The // bots don't really need pictures since they don't have any eyes anyway. void BotClient_Valve_AmmoPickup(void *p, int bot_index) { static int state = 0; // current state machine state static int index; static int ammount; int ammo_index; if (state == 0) { state++; index = *(int *)p; } else if (state == 1) { state = 0; ammount = *(int *)p; bots[bot_index].m_rgAmmo[index] = ammount; ammo_index = bots[bot_index].current_weapon.iId; // update the ammo counts for this weapon... bots[bot_index].current_weapon.iAmmo1 = bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo1]; bots[bot_index].current_weapon.iAmmo2 = bots[bot_index].m_rgAmmo[weapon_defs[ammo_index].iAmmo2]; } } void BotClient_TFC_AmmoPickup(void *p, int bot_index) { // this is just like the Valve Ammo Pickup message BotClient_Valve_AmmoPickup(p, bot_index); } void BotClient_CS_AmmoPickup(void *p, int bot_index) { // this is just like the Valve Ammo Pickup message BotClient_Valve_AmmoPickup(p, bot_index); } void BotClient_Gearbox_AmmoPickup(void *p, int bot_index) { // this is just like the Valve Ammo Pickup message BotClient_Valve_AmmoPickup(p, bot_index); } void BotClient_FLF_AmmoPickup(void *p, int bot_index) { // this is just like the Valve Ammo Pickup message BotClient_Valve_AmmoPickup(p, bot_index); } // This message gets sent when the bot picks up a weapon. void BotClient_Valve_WeaponPickup(void *p, int bot_index) { int index; index = *(int *)p; // set this weapon bit to indicate that we are carrying this weapon bots[bot_index].bot_weapons |= (1<<index); } void BotClient_TFC_WeaponPickup(void *p, int bot_index) { // this is just like the Valve Weapon Pickup message BotClient_Valve_WeaponPickup(p, bot_index); } void BotClient_CS_WeaponPickup(void *p, int bot_index) { // this is just like the Valve Weapon Pickup message BotClient_Valve_WeaponPickup(p, bot_index); } void BotClient_Gearbox_WeaponPickup(void *p, int bot_index) { // this is just like the Valve Weapon Pickup message BotClient_Valve_WeaponPickup(p, bot_index); } void BotClient_FLF_WeaponPickup(void *p, int bot_index) { // this is just like the Valve Weapon Pickup message BotClient_Valve_WeaponPickup(p, bot_index); } // 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 } }