halflife25-sdk/game_shared/bot/bot.h
2013-08-30 13:34:05 -07:00

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//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef BOT_H
#define BOT_H
#if !defined ( _WIN32 )
#define MAX_OSPATH PATH_MAX
#else
// stolen from quakedef.h
#define MAX_OSPATH 260
#endif
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "bot_manager.h"
#include "bot_util.h"
#include "bot_constants.h"
extern DLL_GLOBAL float g_flBotCommandInterval;
extern DLL_GLOBAL float g_flBotFullThinkInterval;
extern DLL_GLOBAL CBotManager *TheBots;
class BotProfile;
//--------------------------------------------------------------------------------------------------------
template <class T> T * CreateBot( const BotProfile *profile )
{
edict_t * pentBot;
if ( UTIL_ClientsInGame() >= gpGlobals->maxClients )
{
CONSOLE_ECHO( "Unable to create bot: Server is full (%d/%d clients).\n", UTIL_ClientsInGame(), gpGlobals->maxClients );
return NULL;
}
char netname[64];
UTIL_ConstructBotNetName(netname, 64, profile);
pentBot = CREATE_FAKE_CLIENT( netname );
if ( FNullEnt( pentBot ) )
{
CONSOLE_ECHO( "Unable to create bot: pfnCreateFakeClient() returned null.\n" );
return NULL;
}
else
{
T * pBot = NULL;
FREE_PRIVATE( pentBot );
pBot = GetClassPtr( (T *)VARS( pentBot ) );
// initialize the bot
pBot->Initialize( profile );
return pBot;
}
}
//----------------------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------------------------
/**
* The base bot class from which bots for specific games are derived
*/
class CBot : public CBasePlayer
{
public:
CBot( void ); ///< constructor initializes all values to zero
virtual bool Initialize( const BotProfile *profile ); ///< (EXTEND) prepare bot for action
unsigned int GetID( void ) const { return m_id; } ///< return bot's unique ID
virtual BOOL IsBot( void ) { return true; }
virtual void SpawnBot( void ) = 0;
virtual void Upkeep( void ) = 0; ///< lightweight maintenance, invoked frequently
virtual void Update( void ) = 0; ///< heavyweight algorithms, invoked less often
virtual void Run( void );
virtual void Walk( void );
bool IsRunning( void ) const { return m_isRunning; }
virtual void Crouch( void );
virtual void StandUp( void );
bool IsCrouching( void ) const { return m_isCrouching; }
void PushPostureContext( void ); ///< push the current posture context onto the top of the stack
void PopPostureContext( void ); ///< restore the posture context to the next context on the stack
virtual void MoveForward( void );
virtual void MoveBackward( void );
virtual void StrafeLeft( void );
virtual void StrafeRight( void );
#define MUST_JUMP true
virtual bool Jump( bool mustJump = false ); ///< returns true if jump was started
bool IsJumping( void ); ///< returns true if we are in the midst of a jump
float GetJumpTimestamp( void ) const { return m_jumpTimestamp; } ///< return time last jump began
virtual void ClearMovement( void ); ///< zero any MoveForward(), Jump(), etc
//------------------------------------------------------------------------------------
// Weapon interface
//
virtual void UseEnvironment( void );
virtual void PrimaryAttack( void );
virtual void ClearPrimaryAttack( void );
virtual void TogglePrimaryAttack( void );
virtual void SecondaryAttack( void );
virtual void Reload( void );
float GetActiveWeaponAmmoRatio( void ) const; ///< returns ratio of ammo left to max ammo (1 = full clip, 0 = empty)
bool IsActiveWeaponClipEmpty( void ) const; ///< return true if active weapon has any empty clip
bool IsActiveWeaponOutOfAmmo( void ) const; ///< return true if active weapon has no ammo at all
bool IsActiveWeaponReloading( void ) const; ///< is the weapon in the middle of a reload
bool IsActiveWeaponRecoilHigh( void ) const; ///< return true if active weapon's bullet spray has become large and inaccurate
CBasePlayerWeapon *GetActiveWeapon( void ) const; ///< return the weapon the bot is currently using
bool IsUsingScope( void ) const; ///< return true if looking thru weapon's scope
//------------------------------------------------------------------------------------
// Event hooks
//
/// invoked when injured by something (EXTEND)
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
return CBasePlayer::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
/// invoked when killed (EXTEND)
virtual void Killed( entvars_t *pevAttacker, int iGib )
{
CBasePlayer::Killed( pevAttacker, iGib );
}
virtual void OnTouchingWeapon( CWeaponBox *box ) { } ///< invoked when in contact with a CWeaponBox
/// invoked when event occurs in the game (some events have NULL entities)
virtual void OnEvent( GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL ) { }
//------------------------------------------------------------------------------------
// Vision
//
enum VisiblePartType
{
NONE = 0x00,
CHEST = 0x01,
HEAD = 0x02,
LEFT_SIDE = 0x04, ///< the left side of the object from our point of view (not their left side)
RIGHT_SIDE = 0x08, ///< the right side of the object from our point of view (not their right side)
FEET = 0x10
};
#define CHECK_FOV true
virtual bool IsVisible( const Vector *pos, bool testFOV = false ) const = 0; ///< return true if we can see the point
virtual bool IsVisible( CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL ) const = 0; ///< return true if we can see any part of the player
virtual bool IsEnemyPartVisible( VisiblePartType part ) const = 0; ///< if enemy is visible, return the part we see
virtual bool IsPlayerFacingMe( CBasePlayer *enemy ) const; ///< return true if player is facing towards us
virtual bool IsPlayerLookingAtMe( CBasePlayer *enemy ) const; ///< returns true if other player is pointing right at us
//------------------------------------------------------------------------------------
// Information query
//
bool IsEnemy( CBaseEntity *ent ) const; ///< returns TRUE if given entity is our enemy
int GetEnemiesRemaining( void ) const; ///< return number of enemies left alive
int GetFriendsRemaining( void ) const; ///< return number of friends left alive
bool IsLocalPlayerWatchingMe( void ) const; ///< return true if local player is observing this bot
void Print( char *format, ... ) const; ///< output message to console
void PrintIfWatched( char *format, ... ) const; ///< output message to console if we are being watched by the local player
virtual void ExecuteCommand( void );
virtual void SetModel( const char *modelName );
virtual Vector GetAutoaimVector( float delta );
void Spawn( void );
void BotThink( void );
bool IsNetClient( void ) const { return FALSE; }
int Save( CSave &save ) const { return 0; }
int Restore( CRestore &restore ) const { return 0; }
virtual void Think( void ) { }
const BotProfile *GetProfile( void ) const { return m_profile; } ///< return our personality profile
protected:
// Do a "client command" - useful for invoking menu choices, etc.
void ClientCommand( const char *cmd, const char *arg1 = NULL, const char *arg2 = NULL, const char *arg3 = NULL );
const BotProfile *m_profile; ///< the "personality" profile of this bot
private:
unsigned int m_id; ///< unique bot ID
// Think mechanism variables
float m_flNextBotThink;
float m_flNextFullBotThink;
// Command interface variables
float m_flPreviousCommandTime;
bool m_isRunning; ///< run/walk mode
bool m_isCrouching; ///< true if crouching (ducking)
float m_forwardSpeed;
float m_strafeSpeed;
float m_verticalSpeed;
unsigned short m_buttonFlags; ///< bitfield of movement buttons
float m_jumpTimestamp; ///< time when we last began a jump
/// the PostureContext represents the current settings of walking and crouching
struct PostureContext
{
bool isRunning;
bool isCrouching;
};
enum { MAX_POSTURE_STACK = 8 };
PostureContext m_postureStack[ MAX_POSTURE_STACK ];
int m_postureStackIndex; ///< index of top of stack
void ResetCommand( void );
byte ThrottledMsec( void ) const;
float GetMoveSpeed( void ); ///< returns current movement speed (for walk/run)
};
//-----------------------------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------------------------------
//
// Inlines
//
//--------------------------------------------------------------------------------------------------------------
inline void CBot::SetModel( const char *modelName )
{
SET_CLIENT_KEY_VALUE( entindex(), GET_USERINFO(edict()), "model", (char *)modelName );
}
//-----------------------------------------------------------------------------------------------------------
inline float CBot::GetMoveSpeed( void )
{
if (m_isRunning || m_isCrouching)
return pev->maxspeed;
// should be 0.52, but when bots strafe, they break the run/walk threshold
return 0.4f * pev->maxspeed;
}
//-----------------------------------------------------------------------------------------------------------
inline void CBot::Run( void )
{
m_isRunning = true;
}
//-----------------------------------------------------------------------------------------------------------
inline void CBot::Walk( void )
{
m_isRunning = false;
}
//-----------------------------------------------------------------------------------------------------------
inline CBasePlayerWeapon *CBot::GetActiveWeapon( void ) const
{
return static_cast<CBasePlayerWeapon *>( m_pActiveItem );
}
//-----------------------------------------------------------------------------------------------------------
inline bool CBot::IsActiveWeaponReloading( void ) const
{
CBasePlayerWeapon *gun = GetActiveWeapon();
if (gun == NULL)
return false;
return (gun->m_fInReload || gun->m_fInSpecialReload) ? true : false;
}
//-----------------------------------------------------------------------------------------------------------
inline bool CBot::IsActiveWeaponRecoilHigh( void ) const
{
CBasePlayerWeapon *gun = GetActiveWeapon();
if (gun == NULL)
return false;
const float highRecoil = 0.4f;
return (gun->m_flAccuracy > highRecoil) ? true : false;
}
//-----------------------------------------------------------------------------------------------------------
inline void CBot::PushPostureContext( void )
{
if (m_postureStackIndex == MAX_POSTURE_STACK)
{
if (pev)
PrintIfWatched( "PushPostureContext() overflow error!\n" );
return;
}
m_postureStack[ m_postureStackIndex ].isRunning = m_isRunning;
m_postureStack[ m_postureStackIndex ].isCrouching = m_isCrouching;
++m_postureStackIndex;
}
//-----------------------------------------------------------------------------------------------------------
inline void CBot::PopPostureContext( void )
{
if (m_postureStackIndex == 0)
{
if (pev)
PrintIfWatched( "PopPostureContext() underflow error!\n" );
m_isRunning = true;
m_isCrouching = false;
return;
}
--m_postureStackIndex;
m_isRunning = m_postureStack[ m_postureStackIndex ].isRunning;
m_isCrouching = m_postureStack[ m_postureStackIndex ].isCrouching;
}
//-----------------------------------------------------------------------------------------------------------
inline bool CBot::IsPlayerFacingMe( CBasePlayer *other ) const
{
Vector toOther = other->pev->origin - pev->origin;
// compute the unit vector along our other player's
UTIL_MakeVectors( other->pev->v_angle + other->pev->punchangle );
Vector otherDir = gpGlobals->v_forward;
if (otherDir.x * toOther.x + otherDir.y * toOther.y < 0.0f)
return true;
return false;
}
//-----------------------------------------------------------------------------------------------------------
inline bool CBot::IsPlayerLookingAtMe( CBasePlayer *other ) const
{
Vector toOther = other->pev->origin - pev->origin;
toOther.NormalizeInPlace();
// compute the unit vector along our other player's
UTIL_MakeVectors( other->pev->v_angle + other->pev->punchangle );
Vector otherDir = gpGlobals->v_forward;
// other player must be pointing nearly right at us to be "looking at" us
const float lookAtCos = 0.9f;
if (otherDir.x * toOther.x + otherDir.y * toOther.y < -lookAtCos)
{
// other player must have clear line of sight to us to be "looking at" us
Vector vec(other->EyePosition());
if (IsVisible( &vec ))
return true;
}
return false;
}
//-----------------------------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------------------------------
extern void InstallBotControl( void );
extern void Bot_ServerCommand( void );
extern void Bot_RegisterCvars( void );
#endif // BOT_H