mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
457 lines
12 KiB
C++
457 lines
12 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef BOT_H
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#define BOT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef HOOK_GAMEDLL
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#define g_flBotCommandInterval (*pg_flBotCommandInterval)
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#define g_flBotFullThinkInterval (*pg_flBotFullThinkInterval)
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#define BotArgs (*pBotArgs)
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#define UseBotArgs (*pUseBotArgs)
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#endif // HOOK_GAMEDLL
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extern float g_flBotCommandInterval;
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extern float g_flBotFullThinkInterval;
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extern const char *BotArgs[4];
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extern bool UseBotArgs;
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class BotProfile;
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/* <36c175> ../game_shared/bot/bot.h:36 */
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template <class T>
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T *CreateBot(const BotProfile *profile)
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{
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edict_t *pentBot;
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if (UTIL_ClientsInGame() >= gpGlobals->maxClients)
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{
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CONSOLE_ECHO("Unable to create bot: Server is full (%d/%d clients).\n", UTIL_ClientsInGame(), gpGlobals->maxClients);
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return NULL;
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}
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char netname[64];
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UTIL_ConstructBotNetName(netname, sizeof(netname), profile);
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pentBot = CREATE_FAKE_CLIENT(netname);
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if (FNullEnt(pentBot))
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{
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CONSOLE_ECHO("Unable to create bot: pfnCreateFakeClient() returned null.\n");
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return NULL;
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}
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else
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{
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T *pBot = NULL;
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FREE_PRIVATE(pentBot);
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pBot = GetClassPtr((T *)VARS(pentBot));
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pBot->Initialize(profile);
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return pBot;
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}
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}
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// The base bot class from which bots for specific games are derived
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class CBot: public CBasePlayer
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{
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public:
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// constructor initializes all values to zero
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CBot(void);
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NOBODY virtual void Spawn(void);
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// invoked when injured by something
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
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{
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return CBasePlayer::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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}
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// invoked when killed
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virtual void Killed(entvars_t *pevAttacker, int iGib)
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{
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CBasePlayer::Killed(pevAttacker, iGib);
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}
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NOBODY virtual void Think(void) {};
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virtual BOOL IsBot(void)
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{
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return true;
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}
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NOBODY virtual Vector GetAutoaimVector(float flDelta);
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// invoked when in contact with a CWeaponBox
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NOBODY virtual void OnTouchingWeapon(CWeaponBox *box) {}
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NOBODY virtual bool Initialize(const BotProfile *profile);
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virtual void SpawnBot(void) = 0;
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// lightweight maintenance, invoked frequently
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virtual void Upkeep(void) = 0;
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// heavyweight algorithms, invoked less often
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virtual void Update(void) = 0;
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NOBODY virtual void Run(void);
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NOBODY virtual void Walk(void);
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NOBODY virtual void Crouch(void);
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NOBODY virtual void StandUp(void);
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NOBODY virtual void MoveForward(void);
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NOBODY virtual void MoveBackward(void);
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NOBODY virtual void StrafeLeft(void);
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NOBODY virtual void StrafeRight(void);
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// returns true if jump was started
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NOBODY virtual bool Jump(bool mustJump = false);
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// zero any MoveForward(), Jump(), etc
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NOBODY virtual void ClearMovement(void);
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// Weapon interface
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NOBODY virtual void UseEnvironment(void);
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NOBODY virtual void PrimaryAttack(void);
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NOBODY virtual void ClearPrimaryAttack(void);
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virtual void TogglePrimaryAttack(void);
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NOBODY virtual void SecondaryAttack(void);
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NOBODY virtual void Reload(void);
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// invoked when event occurs in the game (some events have NULL entities)
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virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) {};
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// return true if we can see the point
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virtual bool IsVisible(const Vector *pos, bool testFOV = false) const = 0;
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// return true if we can see any part of the player
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virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL) const = 0;
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enum VisiblePartType
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{
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NONE = 0x00,
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CHEST = 0x01,
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HEAD = 0x02,
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LEFT_SIDE = 0x04, // the left side of the object from our point of view (not their left side)
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RIGHT_SIDE = 0x08, // the right side of the object from our point of view (not their right side)
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FEET = 0x10
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};
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// if enemy is visible, return the part we see
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virtual bool IsEnemyPartVisible(VisiblePartType part) const = 0;
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// return true if player is facing towards us
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NOBODY virtual bool IsPlayerFacingMe(CBasePlayer *other) const;
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// returns true if other player is pointing right at us
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NOBODY virtual bool IsPlayerLookingAtMe(CBasePlayer *other) const;
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virtual void ExecuteCommand(void);
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NOBODY virtual void SetModel(const char *modelName);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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Vector GetAutoaimVector_(float flDelta);
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bool Initialize_(const BotProfile *profile);
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void Crouch_(void);
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void StandUp_(void);
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void MoveForward_(void);
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void MoveBackward_(void);
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void StrafeLeft_(void);
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void StrafeRight_(void);
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bool Jump_(bool mustJump = false);
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void ClearMovement_(void);
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void UseEnvironment_(void);
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void PrimaryAttack_(void);
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void ClearPrimaryAttack_(void);
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void TogglePrimaryAttack_(void);
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void SecondaryAttack_(void);
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void Reload_(void);
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void ExecuteCommand_(void);
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#endif // HOOK_GAMEDLL
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public:
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unsigned int GetID(void) const
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{
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return m_id;
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}
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bool IsRunning(void) const
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{
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return m_isRunning;
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}
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bool IsCrouching(void) const
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{
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return m_isCrouching;
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}
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// push the current posture context onto the top of the stack
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void PushPostureContext(void);
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// restore the posture context to the next context on the stack
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void PopPostureContext(void);
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NOBODY bool IsJumping(void);
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// return time last jump began
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float GetJumpTimestamp(void) const
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{
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return m_jumpTimestamp;
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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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NOBODY float GetActiveWeaponAmmoRatio(void) const;
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// return true if active weapon has any empty clip
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NOBODY bool IsActiveWeaponClipEmpty(void) const;
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// return true if active weapon has no ammo at all
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NOBODY bool IsActiveWeaponOutOfAmmo(void) const;
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// is the weapon in the middle of a reload
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bool IsActiveWeaponReloading(void) const;
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// return true if active weapon's bullet spray has become large and inaccurate
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bool IsActiveWeaponRecoilHigh(void) const;
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// return the weapon the bot is currently using
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CBasePlayerWeapon *GetActiveWeapon(void) const;
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// return true if looking thru weapon's scope
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bool IsUsingScope(void) const;
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// returns TRUE if given entity is our enemy
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NOBODY bool IsEnemy(CBaseEntity *ent) const;
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// return number of enemies left alive
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NOBODY int GetEnemiesRemaining(void) const;
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// return number of friends left alive
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NOBODY int GetFriendsRemaining(void) const;
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// return true if local player is observing this bot
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bool IsLocalPlayerWatchingMe(void) const;
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// output message to console
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NOXREF void Print(char *format,...) const;
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// output message to console if we are being watched by the local player
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void PrintIfWatched(char *format,...) const;
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void BotThink(void);
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bool IsNetClient(void) const
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{
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return false;
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}
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int Save(CSave &save) const;
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int Restore(CRestore &restor) const;
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// return our personality profile
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const BotProfile *GetProfile(void) const
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{
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return m_profile;
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}
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#ifndef HOOK_GAMEDLL
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protected:
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#endif // HOOK_GAMEDLL
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// Do a "client command" - useful for invoking menu choices, etc.
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void ClientCommand(const char *cmd, const char *arg1 = NULL, const char *arg2 = NULL, const char *arg3 = NULL);
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// the "personality" profile of this bot
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const BotProfile *m_profile;
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private:
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void ResetCommand(void);
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byte ThrottledMsec(void) const;
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// returns current movement speed (for walk/run)
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float GetMoveSpeed(void);
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// unique bot ID
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unsigned int m_id;
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// Think mechanism variables
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float m_flNextBotThink;
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float m_flNextFullBotThink;
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// Command interface variables
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float m_flPreviousCommandTime;
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// run/walk mode
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bool m_isRunning;
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// true if crouching (ducking)
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bool m_isCrouching;
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float m_forwardSpeed;
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float m_strafeSpeed;
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float m_verticalSpeed;
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// bitfield of movement buttons
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unsigned short m_buttonFlags;
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// time when we last began a jump
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float m_jumpTimestamp;
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// the PostureContext represents the current settings of walking and crouching
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struct PostureContext
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{
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bool isRunning;
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bool isCrouching;
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};
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enum { MAX_POSTURE_STACK = 8 };
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PostureContext m_postureStack[MAX_POSTURE_STACK];
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// index of top of stack
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int m_postureStackIndex;
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};/* size: 2564, cachelines: 41, members: 15 */
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/* <48f61d> ../game_shared/bot/bot.h:253 */
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inline void CBot::SetModel(const char *modelName)
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{
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SET_CLIENT_KEY_VALUE(entindex(), GET_INFO_BUFFER(edict()), "model", (char *)modelName);
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}
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/* <48e98a> ../game_shared/bot/bot.h:259 */
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inline float CBot::GetMoveSpeed(void)
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{
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if (m_isRunning || m_isCrouching)
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return pev->maxspeed;
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return 0.4f * pev->maxspeed;
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}
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/* <48f6a3> ../game_shared/bot/bot.h:269 */
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inline void CBot::Run(void)
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{
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m_isRunning = true;
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}
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/* <48f6c9> ../game_shared/bot/bot.h:275 */
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inline void CBot::Walk(void)
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{
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m_isRunning = false;
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}
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/* <5d3ed6> ../game_shared/bot/bot.h:281 */
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inline CBasePlayerWeapon *CBot::GetActiveWeapon(void) const
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{
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return static_cast<CBasePlayerWeapon *>(m_pActiveItem);
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}
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/* <5c4d70> ../game_shared/bot/bot.h:287 */
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inline bool CBot::IsActiveWeaponReloading(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 false;
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return (gun->m_fInReload || gun->m_fInSpecialReload) != 0;
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}
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/* <3c5c5c> ../game_shared/bot/bot.h:297 */
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inline bool CBot::IsActiveWeaponRecoilHigh(void) const
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{
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CBasePlayerWeapon *gun = GetActiveWeapon();
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if (gun != NULL)
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{
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const float highRecoil = 0.4f;
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return (gun->m_flAccuracy > highRecoil) != 0;
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}
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return false;
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}
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/* <5194b2> ../game_shared/bot/bot.h:308 */
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inline void CBot::PushPostureContext(void)
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{
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if (m_postureStackIndex == MAX_POSTURE_STACK)
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{
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if (pev)
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PrintIfWatched("PushPostureContext() overflow error!\n");
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return;
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}
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m_postureStack[m_postureStackIndex].isRunning = m_isRunning;
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m_postureStack[m_postureStackIndex].isCrouching = m_isCrouching;
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++m_postureStackIndex;
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}
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/* <519534> ../game_shared/bot/bot.h:323 */
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inline void CBot::PopPostureContext(void)
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{
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if (m_postureStackIndex == 0)
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{
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if (pev)
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PrintIfWatched("PopPostureContext() underflow error!\n");
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m_isRunning = true;
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m_isCrouching = false;
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return;
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}
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--m_postureStackIndex;
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m_isRunning = m_postureStack[m_postureStackIndex].isRunning;
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m_isCrouching = m_postureStack[m_postureStackIndex].isCrouching;
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}
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/* <48fae3> ../game_shared/bot/bot.h:340 */
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inline bool CBot::IsPlayerFacingMe(CBasePlayer *other) const
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{
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Vector toOther = other->pev->origin - pev->origin;
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UTIL_MakeVectors(other->pev->v_angle + other->pev->punchangle);
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Vector otherDir = gpGlobals->v_forward;
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if (otherDir.x * toOther.x + otherDir.y * toOther.y < 0.0f)
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return true;
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return false;
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}
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/* <48fbfc> ../game_shared/bot/bot.h:355 */
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inline bool CBot::IsPlayerLookingAtMe(CBasePlayer *other) const
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{
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Vector toOther = other->pev->origin - pev->origin;
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toOther.NormalizeInPlace();
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UTIL_MakeVectors(other->pev->v_angle + other->pev->punchangle);
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Vector otherDir = gpGlobals->v_forward;
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const float lookAtCos = 0.9f;
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if (otherDir.x * toOther.x + otherDir.y * toOther.y < -lookAtCos)
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{
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Vector vec(other->EyePosition());
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if (IsVisible(&vec))
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return true;
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}
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return false;
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}
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#ifdef HOOK_GAMEDLL
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typedef bool (CBot::*IS_VISIBLE_VECTOR)(const Vector *, bool) const;
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typedef bool (CBot::*IS_VISIBLE_CBASE_PLAYER)(CBasePlayer *, bool, unsigned char *) const;
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#endif // HOOK_GAMEDLL
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#endif // BOT_H
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