ReGameDLL_CS/regamedll/game_shared/bot/bot.h

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2015-06-30 12:46:07 +03:00
/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef BOT_H
#define BOT_H
#ifdef _WIN32
#pragma once
#endif
#ifdef HOOK_GAMEDLL
#define g_flBotCommandInterval (*pg_flBotCommandInterval)
#define g_flBotFullThinkInterval (*pg_flBotFullThinkInterval)
#define BotArgs (*pBotArgs)
#define UseBotArgs (*pUseBotArgs)
#endif // HOOK_GAMEDLL
extern float g_flBotCommandInterval;
extern float g_flBotFullThinkInterval;
extern const char *BotArgs[4];
extern bool UseBotArgs;
class BotProfile;
/* <36c175> ../game_shared/bot/bot.h:36 */
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_FAK_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));
pBot->Initialize(profile);
return pBot;
}
}
// The base bot class from which bots for specific games are derived
class CBot: public CBasePlayer
{
public:
// constructor initializes all values to zero
CBot(void);
NOBODY virtual void Spawn(void);
// invoked when injured by something
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
return CBasePlayer::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
// invoked when killed
virtual void Killed(entvars_t *pevAttacker, int iGib)
{
CBasePlayer::Killed(pevAttacker, iGib);
}
NOBODY virtual void Think(void) { };
virtual BOOL IsBot(void)
{
return true;
}
NOBODY virtual Vector GetAutoaimVector(float flDelta);
// invoked when in contact with a CWeaponBox
NOBODY virtual void OnTouchingWeapon(CWeaponBox *box) {}
NOBODY virtual bool Initialize(const BotProfile *profile);
virtual void SpawnBot(void) = 0;
// lightweight maintenance, invoked frequently
virtual void Upkeep(void) = 0;
// heavyweight algorithms, invoked less often
virtual void Update(void) = 0;
NOBODY virtual void Run(void);
NOBODY virtual void Walk(void);
NOBODY virtual void Crouch(void);
NOBODY virtual void StandUp(void);
NOBODY virtual void MoveForward(void);
NOBODY virtual void MoveBackward(void);
NOBODY virtual void StrafeLeft(void);
NOBODY virtual void StrafeRight(void);
// returns true if jump was started
NOBODY virtual bool Jump(bool mustJump = false);
// zero any MoveForward(), Jump(), etc
NOBODY virtual void ClearMovement(void);
// Weapon interface
NOBODY virtual void UseEnvironment(void);
NOBODY virtual void PrimaryAttack(void);
NOBODY virtual void ClearPrimaryAttack(void);
virtual void TogglePrimaryAttack(void);
NOBODY virtual void SecondaryAttack(void);
NOBODY virtual void Reload(void);
// invoked when event occurs in the game (some events have NULL entities)
virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) { };
// return true if we can see the point
virtual bool IsVisible(const Vector *pos, bool testFOV = false) const = 0;
// return true if we can see any part of the player
virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL) const = 0;
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
};
// if enemy is visible, return the part we see
virtual bool IsEnemyPartVisible(VisiblePartType part) const = 0;
// return true if player is facing towards us
NOBODY virtual bool IsPlayerFacingMe(CBasePlayer *other) const;
// returns true if other player is pointing right at us
NOBODY virtual bool IsPlayerLookingAtMe(CBasePlayer *other) const;
virtual void ExecuteCommand(void);
NOBODY virtual void SetModel(const char *modelName);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
Vector GetAutoaimVector_(float flDelta);
bool Initialize_(const BotProfile *profile);
void Crouch_(void);
void StandUp_(void);
void MoveForward_(void);
void MoveBackward_(void);
void StrafeLeft_(void);
void StrafeRight_(void);
bool Jump_(bool mustJump = false);
void ClearMovement_(void);
void UseEnvironment_(void);
void PrimaryAttack_(void);
void ClearPrimaryAttack_(void);
void TogglePrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void ExecuteCommand_(void);
#endif // HOOK_GAMEDLL
public:
unsigned int GetID(void) const
{
return m_id;
}
bool IsRunning(void) const
{
return m_isRunning;
}
bool IsCrouching(void) const
{
return m_isCrouching;
}
// push the current posture context onto the top of the stack
void PushPostureContext(void);
// restore the posture context to the next context on the stack
void PopPostureContext(void);
NOBODY bool IsJumping(void);
// return time last jump began
float GetJumpTimestamp(void) const
{
return m_jumpTimestamp;
}
// returns ratio of ammo left to max ammo (1 = full clip, 0 = empty)
NOBODY float GetActiveWeaponAmmoRatio(void) const;
// return true if active weapon has any empty clip
NOBODY bool IsActiveWeaponClipEmpty(void) const;
// return true if active weapon has no ammo at all
NOBODY bool IsActiveWeaponOutOfAmmo(void) const;
// is the weapon in the middle of a reload
bool IsActiveWeaponReloading(void) const;
// return true if active weapon's bullet spray has become large and inaccurate
bool IsActiveWeaponRecoilHigh(void) const;
// return the weapon the bot is currently using
CBasePlayerWeapon *GetActiveWeapon(void) const;
// return true if looking thru weapon's scope
bool IsUsingScope(void) const;
// returns TRUE if given entity is our enemy
NOBODY bool IsEnemy(CBaseEntity *ent) const;
// return number of enemies left alive
NOBODY int GetEnemiesRemaining(void) const;
// return number of friends left alive
NOBODY int GetFriendsRemaining(void) const;
// return true if local player is observing this bot
bool IsLocalPlayerWatchingMe(void) const;
// output message to console
NOXREF void Print(char *format,...) const;
// output message to console if we are being watched by the local player
void PrintIfWatched(char *format,...) const;
void BotThink(void);
bool IsNetClient(void) const
{
return false;
}
int Save(CSave &save) const;
int Restore(CRestore &restor) const;
// return our personality profile
const BotProfile *GetProfile(void) const
{
return m_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);
// the "personality" profile of this bot
const BotProfile *m_profile;
private:
NOXREF void ResetCommand(void);
NOXREF byte ThrottledMsec(void) const;
// returns current movement speed (for walk/run)
float GetMoveSpeed(void);
// unique bot ID
unsigned int m_id;
// Think mechanism variables
float m_flNextBotThink;
float m_flNextFullBotThink;
// Command interface variables
float m_flPreviousCommandTime;
// run/walk mode
bool m_isRunning;
// true if crouching (ducking)
bool m_isCrouching;
float m_forwardSpeed;
float m_strafeSpeed;
float m_verticalSpeed;
// bitfield of movement buttons
unsigned short m_buttonFlags;
// time when we last began a jump
float m_jumpTimestamp;
// 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];
// index of top of stack
int m_postureStackIndex;
};/* size: 2564, cachelines: 41, members: 15 */
/* <48f61d> ../game_shared/bot/bot.h:253 */
inline void CBot::SetModel(const char *modelName)
{
SET_CLIENT_KEY_VALUE(entindex(), GET_USERINFO(edict()), "model", (char *)modelName);
}
/* <48e98a> ../game_shared/bot/bot.h:259 */
inline float CBot::GetMoveSpeed(void)
{
if (m_isRunning || m_isCrouching)
return pev->maxspeed;
return 0.4f * pev->maxspeed;
}
/* <48f6a3> ../game_shared/bot/bot.h:269 */
inline void CBot::Run(void)
{
m_isRunning = true;
}
/* <48f6c9> ../game_shared/bot/bot.h:275 */
inline void CBot::Walk(void)
{
m_isRunning = false;
}
/* <5d3ed6> ../game_shared/bot/bot.h:281 */
inline CBasePlayerWeapon *CBot::GetActiveWeapon(void) const
{
return static_cast<CBasePlayerWeapon *>(m_pActiveItem);
}
/* <5c4d70> ../game_shared/bot/bot.h:287 */
inline bool CBot::IsActiveWeaponReloading(void) const
{
CBasePlayerWeapon *gun = GetActiveWeapon();
if (gun == NULL)
return false;
return (gun->m_fInReload || gun->m_fInSpecialReload) != 0;
}
/* <3c5c5c> ../game_shared/bot/bot.h:297 */
inline bool CBot::IsActiveWeaponRecoilHigh(void) const
{
CBasePlayerWeapon *gun = GetActiveWeapon();
if (gun != NULL)
{
const float highRecoil = 0.4f;
return (gun->m_flAccuracy > highRecoil) != 0;
}
return false;
}
/* <5194b2> ../game_shared/bot/bot.h:308 */
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;
}
/* <519534> ../game_shared/bot/bot.h:323 */
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;
}
/* <48fae3> ../game_shared/bot/bot.h:340 */
inline bool CBot::IsPlayerFacingMe(CBasePlayer *other) const
{
Vector toOther = other->pev->origin - pev->origin;
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;
}
/* <48fbfc> ../game_shared/bot/bot.h:355 */
inline bool CBot::IsPlayerLookingAtMe(CBasePlayer *other) const
{
Vector toOther = other->pev->origin - pev->origin;
toOther.NormalizeInPlace();
UTIL_MakeVectors(other->pev->v_angle + other->pev->punchangle);
Vector otherDir = gpGlobals->v_forward;
const float lookAtCos = 0.9f;
if (otherDir.x * toOther.x + otherDir.y * toOther.y < -lookAtCos)
{
Vector vec(other->EyePosition());
if (IsVisible(&vec))
return true;
}
return false;
}
#ifdef HOOK_GAMEDLL
typedef bool (CBot::*IS_VISIBLE_VECTOR)(const Vector *, bool) const;
typedef bool (CBot::*IS_VISIBLE_CBASE_PLAYER)(CBasePlayer *, bool, unsigned char *) const;
#endif // HOOK_GAMEDLL
#endif // BOT_H