mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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48ec89893a
Added project build mp.dll/cs.so work final the reverse-engineering for CS 1.6
382 lines
8.8 KiB
C++
382 lines
8.8 KiB
C++
#include "precompiled.h"
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// STL uses exceptions, but we are not compiling with them - ignore warning
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#pragma warning(disable : 4530)
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//#define DEFINE_EVENT_NAMES
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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 "game_shared/perf_counter.h"
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#include "bot.h"
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#include "bot_manager.h"
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#include "nav_area.h"
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#include "bot_util.h"
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#include "hostage.h"
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#include "tutor.h"*/
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//#define CHECK_PERFORMANCE
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const float smokeRadius = 115.0f; ///< for smoke grenades
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/* <49f6d7> ../game_shared/bot/bot_manager.cpp:58 */
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NOBODY GameEventType NameToGameEvent(const char *name)
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{
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/*for (int i=0; GameEventName[i]; ++i)
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if (!Q_stricmp(GameEventName[i], name))
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return static_cast<GameEventType>(i);*/
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return EVENT_INVALID;
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}
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/* <49f733> ../game_shared/bot/bot_manager.cpp:69 */
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NOBODY CBotManager::CBotManager()
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{
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//InitBotTrig();
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}
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/* <49f586> ../game_shared/bot/bot_manager.cpp:78 */
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void CBotManager::__MAKE_VHOOK(RestartRound)(void)
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{
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DestroyAllGrenades();
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}
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void CBotManager::__MAKE_VHOOK(StartFrame)(void)
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{
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// debug smoke grenade visualization
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if (cv_bot_debug.value == 5)
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{
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UNTESTED
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Vector edge, lastEdge;
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ActiveGrenadeList::iterator iter = m_activeGrenadeList.begin();
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while (iter != m_activeGrenadeList.end())
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{
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ActiveGrenade *ag = *iter;
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// lazy validation
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if (!ag->IsValid())
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{
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delete ag;
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iter = m_activeGrenadeList.erase(iter);
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continue;
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}
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else
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++iter;
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const Vector *pos = ag->GetDetonationPosition();
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UTIL_DrawBeamPoints(*pos, *pos + Vector(0, 0, 50), 1, 255, 100, 0);
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lastEdge = Vector(smokeRadius + pos->x, pos->y, pos->z);
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float angle;
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for (angle = 0.0f; angle <= 180.0f; angle += 22.5f)
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{
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edge.x = smokeRadius * BotCOS(angle) + pos->x;
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edge.y = pos->y;
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edge.z = smokeRadius * BotSIN(angle) + pos->z;
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UTIL_DrawBeamPoints(edge, lastEdge, 1, 255, 50, 0);
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lastEdge = edge;
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}
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lastEdge = Vector(pos->x, smokeRadius + pos->y, pos->z);
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for (angle = 0.0f; angle <= 180.0f; angle += 22.5f)
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{
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edge.x = pos->x;
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edge.y = smokeRadius * BotCOS(angle) + pos->y;
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edge.z = smokeRadius * BotSIN(angle) + pos->z;
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UTIL_DrawBeamPoints(edge, lastEdge, 1, 255, 50, 0);
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lastEdge = edge;
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}
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}
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}
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// Process each active bot
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for (int i = 1; i <= gpGlobals->maxClients; ++i)
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{
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CBasePlayer *pPlayer = reinterpret_cast<CBasePlayer *>(UTIL_PlayerByIndex(i));
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if (!pPlayer)
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continue;
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if (pPlayer->IsBot() && IsEntityValid(pPlayer))
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{
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CBot *pBot = static_cast<CBot *>(pPlayer);
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pBot->BotThink();
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}
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}
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}
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/* <49f7a6> ../game_shared/bot/bot_manager.cpp:205 */
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const char *CBotManager::GetNavMapFilename(void) const
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{
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static char filename[256];
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Q_sprintf(filename, "maps\\%s.nav", STRING(gpGlobals->mapname));
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return filename;
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}
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/* <49f17b> ../game_shared/bot/bot_manager.cpp:219 */
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void CBotManager::__MAKE_VHOOK(OnEvent)(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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// propogate event to all bots
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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{
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CBasePlayer *player = static_cast<CBasePlayer *>(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 (!player->IsBot())
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continue;
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// do not send self-generated event
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if (entity == player)
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continue;
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CBot *bot = static_cast<CBot *>(player);
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bot->OnEvent(event, entity, other);
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}
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if (TheTutor != NULL)
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{
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TheTutor->OnEvent(event, entity, other);
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}
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if (g_pHostages != NULL)
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{
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g_pHostages->OnEvent(event, entity, other);
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}
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}
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/* <49f7ff> ../game_shared/bot/bot_manager.cpp:257 */
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void CBotManager::AddGrenade(int type, CGrenade *grenade)
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{
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ActiveGrenade *ag = new ActiveGrenade(type, grenade);
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m_activeGrenadeList.push_back(ag);
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}
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/* <49f95a> ../game_shared/bot/bot_manager.cpp:267 */
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void CBotManager::RemoveGrenade(CGrenade *grenade)
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{
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for (ActiveGrenadeList::iterator iter = m_activeGrenadeList.begin(); iter != m_activeGrenadeList.end(); ++iter)
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{
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ActiveGrenade *ag = *iter;
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if (ag->IsEntity(grenade))
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{
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ag->OnEntityGone();
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return;
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}
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}
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}
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/* <49f9fc> ../game_shared/bot/bot_manager.cpp:285 */
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NOXREF void CBotManager::ValidateActiveGrenades(void)
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{
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ActiveGrenadeList::iterator iter = m_activeGrenadeList.begin();
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while (iter != m_activeGrenadeList.end())
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{
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ActiveGrenade *ag = *iter;
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if (!ag->IsValid())
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{
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delete ag;
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iter = m_activeGrenadeList.erase(iter);
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}
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else
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++iter;
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}
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}
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/* <49faf3> ../game_shared/bot/bot_manager.cpp:305 */
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NOXREF void CBotManager::DestroyAllGrenades(void)
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{
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for (ActiveGrenadeList::iterator iter = m_activeGrenadeList.begin(); iter != m_activeGrenadeList.end(); iter++)
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delete *iter;
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m_activeGrenadeList.clear();
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}
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/* <49fc24> ../game_shared/bot/bot_manager.cpp:317 */
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bool CBotManager::IsInsideSmokeCloud(const Vector *pos)
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{
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ActiveGrenadeList::iterator iter = m_activeGrenadeList.begin();
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while (iter != m_activeGrenadeList.end())
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{
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ActiveGrenade *ag = *iter;
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if (!ag->IsValid())
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{
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delete ag;
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iter = m_activeGrenadeList.erase(iter);
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continue;
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}
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else
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++iter;
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if (ag->GetID() == WEAPON_SMOKEGRENADE)
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{
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const Vector *smokeOrigin = ag->GetDetonationPosition();
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if ((*smokeOrigin - *pos).IsLengthLessThan(smokeRadius))
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return true;
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}
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}
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return false;
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}
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/* <49fd8b> ../game_shared/bot/bot_manager.cpp:355 */
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bool CBotManager::IsLineBlockedBySmoke(const Vector *from, const Vector *to)
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{
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const float smokeRadiusSq = smokeRadius * smokeRadius;
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// distance along line of sight covered by smoke
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float totalSmokedLength = 0.0f;
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// compute unit vector and length of line of sight segment
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Vector sightDir = *to - *from;
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float sightLength = sightDir.NormalizeInPlace();
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ActiveGrenadeList::iterator iter = m_activeGrenadeList.begin();
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while (iter != m_activeGrenadeList.end())
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{
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ActiveGrenade *ag = *iter;
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if (!ag->IsValid())
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{
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delete ag;
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iter = m_activeGrenadeList.erase(iter);
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continue;
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}
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else
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++iter;
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if (ag->GetID() == WEAPON_SMOKEGRENADE)
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{
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const Vector *smokeOrigin = ag->GetDetonationPosition();
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Vector toGrenade = *smokeOrigin - *from;
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float alongDist = DotProduct(toGrenade, sightDir);
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// compute closest point to grenade along line of sight ray
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Vector close;
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// constrain closest point to line segment
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if (alongDist < 0.0f)
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close = *from;
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else if (alongDist >= sightLength)
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close = *to;
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else
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close = *from + sightDir * alongDist;
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// if closest point is within smoke radius, the line overlaps the smoke cloud
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Vector toClose = close - *smokeOrigin;
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float lengthSq = toClose.LengthSquared();
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if (lengthSq < smokeRadiusSq)
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{
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// some portion of the ray intersects the cloud
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float fromSq = toGrenade.LengthSquared();
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float toSq = (*smokeOrigin - *to).LengthSquared();
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if (fromSq < smokeRadiusSq)
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{
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if (toSq < smokeRadiusSq)
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{
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// both 'from' and 'to' lie within the cloud
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// entire length is smoked
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totalSmokedLength += (*to - *from).Length();
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}
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else
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{
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// 'from' is inside the cloud, 'to' is outside
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// compute half of total smoked length as if ray crosses entire cloud chord
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float halfSmokedLength = sqrt(smokeRadiusSq - lengthSq);
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if (alongDist > 0.0f)
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{
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// ray goes thru 'close'
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totalSmokedLength += halfSmokedLength + (close - *from).Length();
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}
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else
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{
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// ray starts after 'close'
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totalSmokedLength += halfSmokedLength - (close - *from).Length();
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}
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}
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}
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else if (toSq < smokeRadiusSq)
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{
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// 'from' is outside the cloud, 'to' is inside
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// compute half of total smoked length as if ray crosses entire cloud chord
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float halfSmokedLength = sqrt(smokeRadiusSq - lengthSq);
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Vector v = *to - *smokeOrigin;
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if (DotProduct(v, sightDir) > 0.0f)
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{
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// ray goes thru 'close'
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totalSmokedLength += halfSmokedLength + (close - *to).Length();
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}
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else
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{
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// ray ends before 'close'
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totalSmokedLength += halfSmokedLength - (close - *to).Length();
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}
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}
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else
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{
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// 'from' and 'to' lie outside of the cloud - the line of sight completely crosses it
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// determine the length of the chord that crosses the cloud
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float smokedLength = 2.0f * sqrt(smokeRadiusSq - lengthSq);
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totalSmokedLength += smokedLength;
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}
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}
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}
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}
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const float maxSmokedLength = 0.7f * smokeRadius;
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return (totalSmokedLength > maxSmokedLength);
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}
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#ifdef HOOK_GAMEDLL
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void CBotManager::RestartRound(void)
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{
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RestartRound_();
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}
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void CBotManager::StartFrame(void)
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{
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StartFrame_();
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}
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void CBotManager::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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return OnEvent_(event, entity, other);
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}
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#endif // HOOK_GAMEDLL
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