ReGameDLL_CS/regamedll/game_shared/bot/bot.cpp

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#include "precompiled.h"
/*
* Globals initialization
*/
#ifndef HOOK_GAMEDLL
// 30 times per second, just like human clients
float g_flBotCommandInterval = 1.0 / 30.0;
// full AI only 10 times per second
float g_flBotFullThinkInterval = 1.0 / 10.0;
const char *BotArgs[4] = { NULL };
bool UseBotArgs = false;
#else // HOOK_GAMEDLL
float g_flBotCommandInterval;
float g_flBotFullThinkInterval;
const char *BotArgs[4];
bool UseBotArgs;
#endif // HOOK_GAMEDLL
/* <48fed0> ../game_shared/bot/bot.cpp:28 */
NOBODY CBot::CBot(void)
{
// CBasePlayer(CBasePlayer *const this); // 28
// {
// unsigned int nextID; // 34
// }
}
/* <48f6ef> ../game_shared/bot/bot.cpp:50 */
bool CBot::Initialize_(const BotProfile *profile)
{
m_profile = profile;
return true;
}
/* <48fbbd> ../game_shared/bot/bot.cpp:57 */
NOBODY void CBot::Spawn_(void)
{
// ResetCommand(CBot *const this); // 80
}
/* <48fa37> ../game_shared/bot/bot.cpp:88 */
NOBODY Vector CBot::GetAutoaimVector_(float flDelta)
{
// operator+(const Vector *const this,
// const Vector &v); // 90
// Vector(Vector *const this,
// const Vector &v); // 92
}
/* <48ffa8> ../game_shared/bot/bot.cpp:97 */
void CBot::BotThink(void)
{
if (gpGlobals->time >= m_flNextBotThink)
{
m_flNextBotThink = gpGlobals->time + g_flBotCommandInterval;
Upkeep();
if (gpGlobals->time >= m_flNextFullBotThink)
{
m_flNextFullBotThink = gpGlobals->time + g_flBotFullThinkInterval;
ResetCommand();
Update();
}
ExecuteCommand();
}
}
/* <48f723> ../game_shared/bot/bot.cpp:119 */
NOBODY void CBot::MoveForward_(void)
{
// GetMoveSpeed(CBot *const this); // 121
}
/* <48f761> ../game_shared/bot/bot.cpp:130 */
NOBODY void CBot::MoveBackward_(void)
{
// GetMoveSpeed(CBot *const this); // 132
}
/* <48f79f> ../game_shared/bot/bot.cpp:140 */
NOBODY void CBot::StrafeLeft_(void)
{
// GetMoveSpeed(CBot *const this); // 142
}
/* <48f7dd> ../game_shared/bot/bot.cpp:150 */
NOBODY void CBot::StrafeRight_(void)
{
// GetMoveSpeed(CBot *const this); // 152
}
/* <48fe00> ../game_shared/bot/bot.cpp:160 */
NOBODY bool CBot::Jump_(bool mustJump)
{
// {
// float const sanityInterval; // 173
// IsJumping(CBot *const this); // 162
// {
// float const minJumpInterval; // 167
// }
// }
// Jump(CBot *const this,
// bool mustJump); // 160
}
/* <48f81b> ../game_shared/bot/bot.cpp:187 */
NOBODY void CBot::ClearMovement_(void)
{
// ResetCommand(CBot *const this); // 189
}
/* <48ffe7> ../game_shared/bot/bot.cpp:196 */
NOBODY bool CBot::IsJumping(void)
{
}
/* <48f859> ../game_shared/bot/bot.cpp:214 */
NOBODY void CBot::Crouch_(void)
{
}
/* <48f87f> ../game_shared/bot/bot.cpp:220 */
NOBODY void CBot::StandUp_(void)
{
}
/* <48f8a5> ../game_shared/bot/bot.cpp:227 */
NOBODY void CBot::UseEnvironment_(void)
{
}
/* <48f8cb> ../game_shared/bot/bot.cpp:234 */
NOBODY void CBot::PrimaryAttack_(void)
{
}
/* <48f8f1> ../game_shared/bot/bot.cpp:240 */
NOBODY void CBot::ClearPrimaryAttack_(void)
{
}
/* <48f917> ../game_shared/bot/bot.cpp:246 */
void CBot::TogglePrimaryAttack_(void)
{
if (m_buttonFlags & IN_ATTACK)
m_buttonFlags &= ~IN_ATTACK;
else
m_buttonFlags |= IN_ATTACK;
}
/* <48f93d> ../game_shared/bot/bot.cpp:260 */
NOBODY void CBot::SecondaryAttack_(void)
{
}
/* <48f963> ../game_shared/bot/bot.cpp:266 */
NOBODY void CBot::Reload_(void)
{
}
/* <490008> ../game_shared/bot/bot.cpp:275 */
NOBODY float CBot::GetActiveWeaponAmmoRatio(void) const
{
// {
// class CBasePlayerWeapon *gun; // 277
// iMaxClip(CBasePlayerItem *const this); // 286
// }
}
/* <490058> ../game_shared/bot/bot.cpp:293 */
NOBODY bool CBot::IsActiveWeaponClipEmpty(void) const
{
// {
// class CBasePlayerWeapon *gun; // 295
// }
}
/* <490096> ../game_shared/bot/bot.cpp:307 */
NOBODY bool CBot::IsActiveWeaponOutOfAmmo(void) const
{
// {
// class CBasePlayerWeapon *gun; // 309
// }
}
/* <4900d4> ../game_shared/bot/bot.cpp:327 */
bool CBot::IsUsingScope(void) const
{
// if our field of view is less than 90, we're looking thru a scope (maybe only true for CS...)
if (m_iFOV < 90.0f)
return true;
return false;
}
/* <48f989> ../game_shared/bot/bot.cpp:338 */
void CBot::ExecuteCommand_(void)
{
byte adjustedMSec;
// Adjust msec to command time interval
adjustedMSec = ThrottledMsec();
// player model is "munged"
pev->angles = pev->v_angle;
pev->angles.x /= -3.0f;
// save the command time
m_flPreviousCommandTime = gpGlobals->time;
if (IsCrouching())
m_buttonFlags |= IN_DUCK;
// Run the command
PLAYER_RUN_MOVE( edict(), pev->v_angle, m_forwardSpeed, m_strafeSpeed, m_verticalSpeed, m_buttonFlags, 0, adjustedMSec );
}
/* <4900fa> ../game_shared/bot/bot.cpp:362 */
NOXREF void CBot::ResetCommand(void)
{
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m_forwardSpeed = 0.0f;
m_strafeSpeed = 0.0f;
m_verticalSpeed = 0.0f;
m_buttonFlags = 0;
}
/* <49011b> ../game_shared/bot/bot.cpp:372 */
NOXREF byte CBot::ThrottledMsec(void) const
{
int iNewMsec;
// Estimate Msec to use for this command based on time passed from the previous command
iNewMsec = (int)((gpGlobals->time - m_flPreviousCommandTime) * 1000);
// Doh, bots are going to be slower than they should if this happens.
// Upgrade that CPU or use less bots!
if (iNewMsec > 255)
iNewMsec = 255;
return (byte)iNewMsec;
}
/* <49016e> ../game_shared/bot/bot.cpp:389 */
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void CBot::ClientCommand(const char *cmd, const char *arg1, const char *arg2, const char *arg3)
{
BotArgs[0] = cmd;
BotArgs[1] = arg1;
BotArgs[2] = arg2;
BotArgs[3] = arg3;
UseBotArgs = true;
::ClientCommand(ENT(pev));
UseBotArgs = false;
}
/* <4901ac> ../game_shared/bot/bot.cpp:410 */
NOBODY bool CBot::IsEnemy(CBaseEntity *ent) const
{
// {
// class CBasePlayer *player; // 420
// }
// IsEnemy(const class CBot *const this,
// class CBaseEntity *ent); // 410
}
/* <49021a> ../game_shared/bot/bot.cpp:434 */
NOBODY int CBot::GetEnemiesRemaining(void) const
{
// {
// int count; // 436
// {
// int i; // 438
// {
// class CBaseEntity *player; // 440
// FNullEnt(entvars_t *pev); // 445
// IsEnemy(const class CBot *const this,
// class CBaseEntity *ent); // 451
// }
// }
// }
}
/* <490338> ../game_shared/bot/bot.cpp:467 */
NOBODY int CBot::GetFriendsRemaining(void) const
{
// {
// int count; // 469
// {
// int i; // 471
// {
// class CBaseEntity *player; // 473
// FNullEnt(entvars_t *pev); // 478
// IsEnemy(const class CBot *const this,
// class CBaseEntity *ent); // 484
// }
// }
// }
}
/* <490489> ../game_shared/bot/bot.cpp:503 */
bool CBot::IsLocalPlayerWatchingMe(void) const
{
// avoid crash during spawn
if (pev == NULL)
return false;
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int myIndex = const_cast<CBot *>(this)->entindex();
CBasePlayer *player = UTIL_GetLocalPlayer();
if (player == NULL)
return false;
if ((player->pev->flags & FL_SPECTATOR || player->m_iTeam == SPECTATOR) && player->pev->iuser2 == myIndex)
{
switch (player->pev->iuser1)
{
case OBS_CHASE_LOCKED:
case OBS_CHASE_FREE:
case OBS_IN_EYE:
return true;
}
}
return false;
}
/* <4904f2> ../game_shared/bot/bot.cpp:536 */
NOXREF void CBot::Print(char *format, ...) const
{
va_list varg;
char buffer[1024];
// prefix the message with the bot's name
Q_sprintf(buffer, "%s: ", STRING(pev->netname));
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SERVER_PRINT(buffer);
va_start(varg, format);
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vsprintf(buffer, format, varg);
va_end(varg);
SERVER_PRINT(buffer);
}
/* <490561> ../game_shared/bot/bot.cpp:557 */
void CBot::PrintIfWatched(char *format, ...) const
{
if (!cv_bot_debug.value)
return;
if ((IsLocalPlayerWatchingMe() && (cv_bot_debug.value == 1 || cv_bot_debug.value == 3))
|| (cv_bot_debug.value == 2 || cv_bot_debug.value == 4))
{
va_list varg;
char buffer[1024];
// prefix the message with the bot's name (this can be NULL if bot was just added)
const char *name;
if (pev == NULL)
name = "(NULL pev)";
else
name = STRING(pev->netname);
Q_sprintf(buffer, "%s: ", (name != NULL) ? name : "(NULL netname)");
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SERVER_PRINT(buffer);
va_start(varg, format);
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vsprintf(buffer, format, varg);
va_end(varg);
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SERVER_PRINT(buffer);
}
}
/* <49066c> ../game_shared/bot/bot.cpp:588 */
ActiveGrenade::ActiveGrenade(int weaponID, CGrenade *grenadeEntity)
{
m_id = weaponID;
m_entity = grenadeEntity;
m_detonationPosition = grenadeEntity->pev->origin;
m_dieTimestamp = 0;
}
/* <49069d> ../game_shared/bot/bot.cpp:597 */
void ActiveGrenade::OnEntityGone(void)
{
if (m_id == WEAPON_SMOKEGRENADE)
{
// smoke lingers after grenade is gone
const float smokeLingerTime = 4.0f;
m_dieTimestamp = gpGlobals->time + smokeLingerTime;
}
m_entity = NULL;
}
/* <4906e1> ../game_shared/bot/bot.cpp:610 */
bool ActiveGrenade::IsValid(void) const
{
if (!m_entity)
{
if (gpGlobals->time > m_dieTimestamp)
return false;
}
return true;
}
/* <490710> ../game_shared/bot/bot.cpp:622 */
NOXREF const Vector *ActiveGrenade::GetPosition(void) const
{
return &m_entity->pev->origin;
}
#ifdef HOOK_GAMEDLL
void CBot::Spawn(void)
{
Spawn_();
}
Vector CBot::GetAutoaimVector(float flDelta)
{
return GetAutoaimVector_(flDelta);
}
bool CBot::Initialize(const BotProfile *profile)
{
return Initialize_(profile);
}
void CBot::Crouch(void)
{
Crouch_();
}
void CBot::StandUp(void)
{
StandUp_();
}
void CBot::MoveForward(void)
{
MoveForward_();
}
void CBot::MoveBackward(void)
{
MoveBackward_();
}
void CBot::StrafeLeft(void)
{
StrafeLeft_();
}
void CBot::StrafeRight(void)
{
StrafeRight_();
}
bool CBot::Jump(bool mustJump)
{
return Jump_(mustJump);
}
void CBot::ClearMovement(void)
{
ClearMovement_();
}
void CBot::UseEnvironment(void)
{
UseEnvironment_();
}
void CBot::PrimaryAttack(void)
{
PrimaryAttack_();
}
void CBot::ClearPrimaryAttack(void)
{
ClearPrimaryAttack_();
}
void CBot::TogglePrimaryAttack(void)
{
TogglePrimaryAttack_();
}
void CBot::SecondaryAttack(void)
{
SecondaryAttack_();
}
void CBot::Reload(void)
{
Reload_();
}
void CBot::ExecuteCommand(void)
{
ExecuteCommand_();
}
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#endif // HOOK_GAMEDLL