mirror of
https://github.com/shawns-valve/halflife.git
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626 lines
15 KiB
C++
626 lines
15 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// Author: Michael S. Booth (mike@turtlerockstudios.com), Leon Hartwig, 2003
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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 "weapons.h"
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#include "soundent.h"
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#include "gamerules.h"
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#include "player.h"
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#include "client.h"
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#include "pm_shared.h"
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#include "bot.h"
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#include "bot_util.h"
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DLL_GLOBAL float g_flBotCommandInterval = 1.0 / 30.0; // 30 times per second, just like human clients
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DLL_GLOBAL float g_flBotFullThinkInterval = 1.0 / 10.0; // full AI only 10 times per second
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//--------------------------------------------------------------------------------------------------------------
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CBot::CBot( void )
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{
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// the profile will be attached after this instance is constructed
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m_profile = NULL;
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// assign this bot a unique ID
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static unsigned int nextID = 1;
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// wraparound (highly unlikely)
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if (nextID == 0)
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++nextID;
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m_id = nextID;
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++nextID;
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m_postureStackIndex = 0;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Prepare bot for action
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*/
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bool CBot::Initialize( const BotProfile *profile )
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{
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m_profile = profile;
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::Spawn( void )
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{
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// Let CBasePlayer set some things up
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CBasePlayer::Spawn();
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// Make sure everyone knows we are a bot
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pev->flags |= ( FL_CLIENT | FL_FAKECLIENT );
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// Bots use their own thinking mechanism
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SetThink( NULL );
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pev->nextthink = -1;
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m_flNextBotThink = gpGlobals->time + g_flBotCommandInterval;
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m_flNextFullBotThink = gpGlobals->time + g_flBotFullThinkInterval;
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m_flPreviousCommandTime = gpGlobals->time;
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m_isRunning = true;
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m_isCrouching = false;
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m_postureStackIndex = 0;
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m_jumpTimestamp = 0.0f;
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// Command interface variable initialization
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ResetCommand();
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// Allow derived classes to setup at spawn time
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SpawnBot();
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}
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//--------------------------------------------------------------------------------------------------------------
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Vector CBot::GetAutoaimVector( float flDelta )
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{
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UTIL_MakeVectors( pev->v_angle + pev->punchangle );
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return gpGlobals->v_forward;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::BotThink( void )
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{
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if ( gpGlobals->time >= m_flNextBotThink )
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{
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m_flNextBotThink = gpGlobals->time + g_flBotCommandInterval;
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Upkeep();
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if ( gpGlobals->time >= m_flNextFullBotThink )
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{
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m_flNextFullBotThink = gpGlobals->time + g_flBotFullThinkInterval;
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ResetCommand();
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Update();
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}
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ExecuteCommand();
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::MoveForward( void )
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{
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m_forwardSpeed = GetMoveSpeed();
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SetBits( m_buttonFlags, IN_FORWARD );
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// make mutually exclusive
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ClearBits( m_buttonFlags, IN_BACK );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::MoveBackward( void )
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{
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m_forwardSpeed = -GetMoveSpeed();
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SetBits( m_buttonFlags, IN_BACK );
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// make mutually exclusive
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ClearBits( m_buttonFlags, IN_FORWARD );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::StrafeLeft( void )
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{
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m_strafeSpeed = -GetMoveSpeed();
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SetBits( m_buttonFlags, IN_MOVELEFT );
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// make mutually exclusive
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ClearBits( m_buttonFlags, IN_MOVERIGHT );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::StrafeRight( void )
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{
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m_strafeSpeed = GetMoveSpeed();
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SetBits( m_buttonFlags, IN_MOVERIGHT );
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// make mutually exclusive
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ClearBits( m_buttonFlags, IN_MOVELEFT );
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}
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//--------------------------------------------------------------------------------------------------------------
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bool CBot::Jump( bool mustJump )
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{
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if (IsJumping() || IsCrouching())
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return false;
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if (!mustJump)
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{
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const float minJumpInterval = 0.9f; // 1.5f;
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if (gpGlobals->time - m_jumpTimestamp < minJumpInterval)
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return false;
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}
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// still need sanity check for jumping frequency
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const float sanityInterval = 0.3f;
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if (gpGlobals->time - m_jumpTimestamp < sanityInterval)
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return false;
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// jump
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SetBits( m_buttonFlags, IN_JUMP );
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m_jumpTimestamp = gpGlobals->time;
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Zero any MoveForward(), Jump(), etc
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*/
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void CBot::ClearMovement( void )
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{
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ResetCommand();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns true if we are in the midst of a jump
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*/
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bool CBot::IsJumping( void )
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{
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// if long time after last jump, we can't be jumping
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if (gpGlobals->time - m_jumpTimestamp > 3.0f)
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return false;
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// if we just jumped, we're still jumping
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if (gpGlobals->time - m_jumpTimestamp < 1.0f)
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return true;
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// a little after our jump, we're jumping until we hit the ground
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if (FBitSet( pev->flags, FL_ONGROUND ))
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return false;
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::Crouch( void )
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{
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m_isCrouching = true;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::StandUp( void )
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{
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m_isCrouching = false;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::UseEnvironment( void )
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{
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SetBits( m_buttonFlags, IN_USE );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::PrimaryAttack( void )
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{
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SetBits( m_buttonFlags, IN_ATTACK );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::ClearPrimaryAttack( void )
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{
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ClearBits( m_buttonFlags, IN_ATTACK );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::TogglePrimaryAttack( void )
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{
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if (FBitSet( m_buttonFlags, IN_ATTACK ))
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{
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ClearBits( m_buttonFlags, IN_ATTACK );
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}
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else
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{
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SetBits( m_buttonFlags, IN_ATTACK );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::SecondaryAttack( void )
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{
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SetBits( m_buttonFlags, IN_ATTACK2 );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::Reload( void )
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{
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SetBits( m_buttonFlags, IN_RELOAD );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns ratio of ammo left to max ammo (1 = full clip, 0 = empty)
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*/
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float CBot::GetActiveWeaponAmmoRatio( void ) const
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{
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CBasePlayerWeapon *gun = GetActiveWeapon();
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if ( !gun )
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return 0.0f;
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// weapons with no ammo are always full
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if (gun->m_iClip < 0)
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return 1.0f;
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return (float)gun->m_iClip / (float)gun->iMaxClip();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if active weapon has an empty clip
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*/
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bool CBot::IsActiveWeaponClipEmpty( void ) const
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{
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CBasePlayerWeapon *gun = GetActiveWeapon();
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if (gun && gun->m_iClip == 0)
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if active weapon has no ammo at all
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*/
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bool CBot::IsActiveWeaponOutOfAmmo( void ) const
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{
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CBasePlayerWeapon *gun = GetActiveWeapon();
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if (gun == NULL)
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return true;
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if (gun->m_iClip < 0)
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return false;
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if (gun->m_iClip == 0 && m_rgAmmo[ gun->m_iPrimaryAmmoType ] <= 0)
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if looking thru weapon's scope
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*/
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bool CBot::IsUsingScope( void ) const
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{
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// if our field of view is less than 90, we're looking thru a scope (maybe only true for CS...)
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if (m_iFOV < 90.0f)
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return true;
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::ExecuteCommand( void )
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{
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byte adjustedMSec;
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// Adjust msec to command time interval
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adjustedMSec = ThrottledMsec();
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// player model is "munged"
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pev->angles = pev->v_angle;
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pev->angles.x /= -3.0;
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// save the command time
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m_flPreviousCommandTime = gpGlobals->time;
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if (m_isCrouching)
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SetBits( m_buttonFlags, IN_DUCK );
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// Run the command
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(*g_engfuncs.pfnRunPlayerMove)( edict(), pev->v_angle, m_forwardSpeed, m_strafeSpeed, m_verticalSpeed,
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m_buttonFlags, 0, adjustedMSec );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CBot::ResetCommand( void )
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{
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m_forwardSpeed = 0.0;
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m_strafeSpeed = 0.0;
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m_verticalSpeed = 0.0;
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m_buttonFlags = 0;
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}
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//--------------------------------------------------------------------------------------------------------------
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byte CBot::ThrottledMsec( void ) const
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{
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int iNewMsec;
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// Estimate Msec to use for this command based on time passed from the previous command
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iNewMsec = (int)( (gpGlobals->time - m_flPreviousCommandTime) * 1000 );
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if (iNewMsec > 255) // Doh, bots are going to be slower than they should if this happens.
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iNewMsec = 255; // Upgrade that CPU or use less bots!
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return (byte)iNewMsec;
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}
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//--------------------------------------------------------------------------------------------------------------
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// Nasty Hack. See client.cpp/ClientCommand()
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const char *BotArgs[4] = { NULL };
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bool UseBotArgs = false;
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/**
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* Do a "client command" - useful for invoking menu choices, etc.
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*/
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void CBot::ClientCommand( const char *cmd, const char *arg1, const char *arg2, const char *arg3 )
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{
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BotArgs[0] = cmd;
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BotArgs[1] = arg1;
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BotArgs[2] = arg2;
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BotArgs[3] = arg3;
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UseBotArgs = true;
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::ClientCommand( ENT( pev ) );
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UseBotArgs = false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns TRUE if given entity is our enemy
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*/
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bool CBot::IsEnemy( CBaseEntity *ent ) const
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{
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// only Players (real and AI) can be enemies
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if (!ent->IsPlayer())
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return false;
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// corpses are no threat
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if (!ent->IsAlive())
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return false;
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CBasePlayer *player = static_cast<CBasePlayer *>( ent );
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// if they are on our team, they are our friends
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if (player->m_iTeam == m_iTeam)
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return false;
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// yep, we hate 'em
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return number of enemies left alive
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*/
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int CBot::GetEnemiesRemaining( void ) const
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{
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int count = 0;
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for ( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBaseEntity *player = UTIL_PlayerByIndex( i );
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if (player == NULL)
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continue;
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if (FNullEnt( player->pev ))
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continue;
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if (FStrEq( STRING( player->pev->netname ), "" ))
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continue;
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if (!IsEnemy( player ))
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continue;
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if (!player->IsAlive())
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continue;
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count++;
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}
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return count;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return number of friends left alive
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*/
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int CBot::GetFriendsRemaining( void ) const
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{
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int count = 0;
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for ( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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CBaseEntity *player = UTIL_PlayerByIndex( i );
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if (player == NULL)
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continue;
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if (FNullEnt( player->pev ))
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continue;
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if (FStrEq( STRING( player->pev->netname ), "" ))
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continue;
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if (IsEnemy( player ))
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continue;
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if (!player->IsAlive())
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continue;
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if (player == static_cast<CBaseEntity *>( const_cast<CBot *>( this ) ))
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continue;
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count++;
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}
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return count;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if the local player is currently in observer mode watching this bot.
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*/
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bool CBot::IsLocalPlayerWatchingMe( void ) const
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{
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// avoid crash during spawn
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if (pev == NULL)
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return false;
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int myIndex = const_cast<CBot *>(this)->entindex();
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CBasePlayer *player = UTIL_GetLocalPlayer();
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if (player == NULL)
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return false;
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if (player->pev->flags & FL_SPECTATOR || player->m_iTeam == SPECTATOR)
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{
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if (player->pev->iuser2 == myIndex)
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{
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switch( player->pev->iuser1 )
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{
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case OBS_IN_EYE:
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case OBS_CHASE_LOCKED:
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case OBS_CHASE_FREE:
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return true;
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}
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}
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Output message to console
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*/
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void CBot::Print( char *format, ... ) const
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{
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va_list varg;
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char buffer[1024];
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// prefix the message with the bot's name
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sprintf( buffer, "%s: ", STRING(pev->netname) );
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(*g_engfuncs.pfnServerPrint)( buffer );
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va_start( varg, format );
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vsprintf( buffer, format, varg );
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va_end( varg );
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(*g_engfuncs.pfnServerPrint)( buffer );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Output message to console if we are being watched by the local player
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*/
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void CBot::PrintIfWatched( char *format, ... ) const
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{
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if (cv_bot_debug.value == 0)
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return;
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if ((IsLocalPlayerWatchingMe() && (cv_bot_debug.value == 1 || cv_bot_debug.value == 3)) ||
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(cv_bot_debug.value == 2 || cv_bot_debug.value == 4))
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{
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va_list varg;
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char buffer[1024];
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// prefix the message with the bot's name (this can be NULL if bot was just added)
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const char *name;
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if (pev == NULL)
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name = "(NULL pev)";
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else
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name = STRING(pev->netname);
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sprintf( buffer, "%s: ", (name) ? name : "(NULL netname)" );
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(*g_engfuncs.pfnServerPrint)( buffer );
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va_start( varg, format );
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vsprintf( buffer, format, varg );
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va_end( varg );
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(*g_engfuncs.pfnServerPrint)( buffer );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------------
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ActiveGrenade::ActiveGrenade( int weaponID, CGrenade *grenadeEntity )
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{
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m_id = weaponID;
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m_entity = grenadeEntity;
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m_detonationPosition = grenadeEntity->pev->origin;
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m_dieTimestamp = 0.0f;
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}
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//--------------------------------------------------------------------------------------------------------------
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void ActiveGrenade::OnEntityGone( void ) ///< called when the grenade in the world goes away
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{
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if (m_id == WEAPON_SMOKEGRENADE)
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{
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// smoke lingers after grenade is gone
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const float smokeLingerTime = 4.0f;
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m_dieTimestamp = gpGlobals->time + smokeLingerTime;
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}
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m_entity = NULL;
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}
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//--------------------------------------------------------------------------------------------------------------
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bool ActiveGrenade::IsValid( void ) const ///< return true if this grenade is valid
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{
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if (m_entity)
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return true;
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if (gpGlobals->time > m_dieTimestamp)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
const Vector *ActiveGrenade::GetPosition( void ) const
|
|
{
|
|
return &m_entity->pev->origin;
|
|
}
|
|
|