mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
6f51a65ae9
Cleanup.
676 lines
14 KiB
C++
676 lines
14 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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// 30 times per second, just like human clients
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float g_flBotCommandInterval = 1.0 / 30.0;
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// full AI only 10 times per second
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float g_flBotFullThinkInterval = 1.0 / 10.0;
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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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#else // HOOK_GAMEDLL
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float g_flBotCommandInterval;
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float g_flBotFullThinkInterval;
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const char *BotArgs[4];
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bool UseBotArgs;
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#endif // HOOK_GAMEDLL
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/* <48fed0> ../game_shared/bot/bot.cpp:28 */
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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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m_postureStackIndex = 0;
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}
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// Prepare bot for action
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/* <48f6ef> ../game_shared/bot/bot.cpp:50 */
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bool CBot::__MAKE_VHOOK(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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/* <48fbbd> ../game_shared/bot/bot.cpp:57 */
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void CBot::__MAKE_VHOOK(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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/* <48fa37> ../game_shared/bot/bot.cpp:88 */
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Vector CBot::__MAKE_VHOOK(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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/* <48ffa8> ../game_shared/bot/bot.cpp:97 */
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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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/* <48f723> ../game_shared/bot/bot.cpp:119 */
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void CBot::__MAKE_VHOOK(MoveForward)(void)
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{
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m_forwardSpeed = GetMoveSpeed();
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m_buttonFlags |= IN_FORWARD;
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// make mutually exclusive
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m_buttonFlags &= ~IN_BACK;
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}
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/* <48f761> ../game_shared/bot/bot.cpp:130 */
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void CBot::__MAKE_VHOOK(MoveBackward)(void)
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{
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m_forwardSpeed = -GetMoveSpeed();
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m_buttonFlags |= IN_BACK;
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// make mutually exclusive
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m_buttonFlags &= ~IN_FORWARD;
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}
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/* <48f79f> ../game_shared/bot/bot.cpp:140 */
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void CBot::__MAKE_VHOOK(StrafeLeft)(void)
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{
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m_strafeSpeed = -GetMoveSpeed();
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m_buttonFlags |= IN_MOVELEFT;
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// make mutually exclusive
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m_buttonFlags &= ~IN_MOVERIGHT;
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}
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/* <48f7dd> ../game_shared/bot/bot.cpp:150 */
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void CBot::__MAKE_VHOOK(StrafeRight)(void)
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{
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m_strafeSpeed = GetMoveSpeed();
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m_buttonFlags |= IN_MOVERIGHT;
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// make mutually exclusive
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m_buttonFlags &= ~IN_MOVELEFT;
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}
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/* <48fe00> ../game_shared/bot/bot.cpp:160 */
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bool CBot::__MAKE_VHOOK(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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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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// Zero any MoveForward(), Jump(), etc
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/* <48f81b> ../game_shared/bot/bot.cpp:187 */
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void CBot::__MAKE_VHOOK(ClearMovement)(void)
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{
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ResetCommand();
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}
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// Returns true if we are in the midst of a jump
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/* <48ffe7> ../game_shared/bot/bot.cpp:196 */
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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 (pev->flags & FL_ONGROUND)
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return false;
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return true;
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}
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/* <48f859> ../game_shared/bot/bot.cpp:214 */
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void CBot::__MAKE_VHOOK(Crouch)(void)
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{
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m_isCrouching = true;
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}
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/* <48f87f> ../game_shared/bot/bot.cpp:220 */
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void CBot::__MAKE_VHOOK(StandUp)(void)
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{
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m_isCrouching = false;
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}
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/* <48f8a5> ../game_shared/bot/bot.cpp:227 */
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void CBot::__MAKE_VHOOK(UseEnvironment)(void)
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{
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m_buttonFlags |= IN_USE;
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}
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/* <48f8cb> ../game_shared/bot/bot.cpp:234 */
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void CBot::__MAKE_VHOOK(PrimaryAttack)(void)
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{
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m_buttonFlags |= IN_ATTACK;
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}
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/* <48f8f1> ../game_shared/bot/bot.cpp:240 */
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void CBot::__MAKE_VHOOK(ClearPrimaryAttack)(void)
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{
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m_buttonFlags &= ~IN_ATTACK;
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}
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/* <48f917> ../game_shared/bot/bot.cpp:246 */
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void CBot::__MAKE_VHOOK(TogglePrimaryAttack)(void)
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{
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if (m_buttonFlags & IN_ATTACK)
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m_buttonFlags &= ~IN_ATTACK;
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else
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m_buttonFlags |= IN_ATTACK;
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}
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/* <48f93d> ../game_shared/bot/bot.cpp:260 */
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void CBot::__MAKE_VHOOK(SecondaryAttack)(void)
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{
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m_buttonFlags |= IN_ATTACK2;
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}
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/* <48f963> ../game_shared/bot/bot.cpp:266 */
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void CBot::__MAKE_VHOOK(Reload)(void)
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{
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m_buttonFlags |= IN_RELOAD;
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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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/* <490008> ../game_shared/bot/bot.cpp:275 */
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float CBot::GetActiveWeaponAmmoRatio(void) const
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{
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CBasePlayerWeapon *weapon = GetActiveWeapon();
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if (!weapon)
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return 0.0f;
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// weapons with no ammo are always full
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if (weapon->m_iClip < 0)
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return 1.0f;
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return (float)weapon->m_iClip / (float)weapon->iMaxClip();
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}
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// Return true if active weapon has an empty clip
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/* <490058> ../game_shared/bot/bot.cpp:293 */
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bool CBot::IsActiveWeaponClipEmpty(void) const
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{
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CBasePlayerWeapon *weapon = GetActiveWeapon();
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if (weapon != NULL && weapon->m_iClip == 0)
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return true;
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return false;
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}
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// Return true if active weapon has no ammo at all
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/* <490096> ../game_shared/bot/bot.cpp:307 */
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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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// Return true if looking thru weapon's scope
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/* <4900d4> ../game_shared/bot/bot.cpp:327 */
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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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/* <48f989> ../game_shared/bot/bot.cpp:338 */
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void CBot::__MAKE_VHOOK(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 /= -3.0f;
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// save the command time
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m_flPreviousCommandTime = gpGlobals->time;
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if (IsCrouching())
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{
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m_buttonFlags |= IN_DUCK;
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}
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// Run the command
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PLAYER_RUN_MOVE(edict(), pev->v_angle, m_forwardSpeed, m_strafeSpeed, m_verticalSpeed, m_buttonFlags, 0, adjustedMSec);
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}
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/* <4900fa> ../game_shared/bot/bot.cpp:362 */
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void CBot::ResetCommand(void)
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{
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m_forwardSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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m_verticalSpeed = 0.0f;
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m_buttonFlags = 0;
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}
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/* <49011b> ../game_shared/bot/bot.cpp:372 */
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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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// Doh, bots are going to be slower than they should if this happens.
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// Upgrade that CPU or use less bots!
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if (iNewMsec > 255)
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iNewMsec = 255;
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return (byte)iNewMsec;
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}
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// Do a "client command" - useful for invoking menu choices, etc.
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/* <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)
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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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// Returns TRUE if given entity is our enemy
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/* <4901ac> ../game_shared/bot/bot.cpp:410 */
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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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// Return number of enemies left alive
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/* <49021a> ../game_shared/bot/bot.cpp:434 */
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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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// Return number of friends left alive
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/* <490338> ../game_shared/bot/bot.cpp:467 */
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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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/* <490489> ../game_shared/bot/bot.cpp:503 */
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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) && 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_CHASE_LOCKED:
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case OBS_CHASE_FREE:
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case OBS_IN_EYE:
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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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/* <4904f2> ../game_shared/bot/bot.cpp:536 */
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NOXREF 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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Q_sprintf(buffer, "%s: ", STRING(pev->netname));
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SERVER_PRINT(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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SERVER_PRINT(buffer);
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}
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/* <490561> ../game_shared/bot/bot.cpp:557 */
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void CBot::PrintIfWatched(char *format, ...) const
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{
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if (!cv_bot_debug.value)
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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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Q_sprintf(buffer, "%s: ", (name != NULL) ? name : "(NULL netname)");
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SERVER_PRINT(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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SERVER_PRINT(buffer);
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}
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}
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/* <49066c> ../game_shared/bot/bot.cpp:588 */
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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;
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}
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/* <49069d> ../game_shared/bot/bot.cpp:597 */
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void ActiveGrenade::OnEntityGone(void)
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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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|
}
|
|
|
|
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 */
|
|
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_();
|
|
}
|
|
|
|
#endif // HOOK_GAMEDLL
|