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bot.cpp
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bot.cpp
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/*
* The GINA Bot - a computer opponent for Valve's FPS game Half-Life
* Copyright (c) 2011, Wei Mingzhi <[email protected]>
*
* This file is part of The GINA Bot.
*
* The GINA Bot is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at
* your option) any later version.
*
* The GINA Bot is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The GINA Bot; if not, visit <http://www.gnu.org/licenses>.
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*/
/*******************************************************
* bot.cpp *
*******************************************************
* Purpose: Base bot handling. *
* Engine-specific: no *
*******************************************************/
#include "main.h"
CBaseBot::CBaseBot():
m_iStartAction(0),
m_fIsStarted(false),
m_fNeedToInitialize(true),
m_flTimeThink(0),
m_flTimePrevThink(0),
m_iPrevHealth(0),
m_pAINode(NULL)
{
bi.actionflags = 0;
bi.dir = NULLVEC;
bi.idealangles = NULLVEC;
bi.weapon = 0;
// initialize subsystems...
nav = new CBotNav(this);
chat = new CBotChat(this);
if (!nav || !chat)
g_General.TerminateOnError("Memory allocation error !");
}
CBaseBot::~CBaseBot()
{
// delete subsystems...
delete nav;
delete chat;
if (m_pAINode)
delete m_pAINode; // free memory allocated for current AI node
m_pProfile->is_used = false; // this profile is not used now
}
void CBaseBot::BotThink()
{
if (!IsValid() || !GetNetName()[0]) {
g_General.TerminateOnError("BotThink(): Bot entity is invalid!");
}
if (!m_fIsStarted) {
// if the bot hasn't selected stuff to start the game yet, go do that...
StartGame();
} else {
Chat()->Think(); // update the chatting subsystem
if (!IsAlive()) {
// if the bot is dead, run the dead think code (MOD specific)
DeadThink();
m_fNeedToInitialize = true;
// delete the AI node data if exist
if (m_pAINode)
delete m_pAINode;
m_pAINode = NULL;
} else {
if (m_fNeedToInitialize) {
SpawnInit(); // initialize if we need to
m_fNeedToInitialize = false;
}
if (m_flTimeThink < g_pServer->GetTime()) {
BotAI(); // run the main bot AI routine at 10Hz
m_flTimePrevThink = g_pServer->GetTime();
m_flTimeThink = g_pServer->GetTime() + 0.1;
}
}
}
PerformMovement(); // Pass through the engine
}
void CBaseBot::DeadThink()
{
// press fire to respawn...
// NOTE: For some MODs like CS, we needn't press fire.
// so leave this virtual...
bi.actionflags |= ACTION_RESPAWN;
}
void CBaseBot::SpawnInit()
{
ResetState();
AIEnter(new CAINode_Normal(this)); // enter the normal AI node
}
void CBaseBot::FacePosition(const Vector &vecPos)
{
// Adjust bots ideal angles to face an absolute vector
bi.idealangles = (vecPos - GetGunPosition()).ToAngles();
bi.idealangles.ClampAngles();
}
void CBaseBot::ResetState()
{
// reset bot input parameters
bi.actionflags = 0;
bi.dir = NULLVEC;
bi.idealangles = NULLVEC;
bi.weapon = 0;
m_iPrevHealth = 0;
m_pEnemy = NULL; // null out the enemy pointer
m_vecEnemy = NULLVEC;
m_ucVisibility = 0;
Nav()->Init(); // initialize the navigation system
}
void CBaseBot::DebugMsg(int flag, const char *fmt, ...)
{
#ifndef _DEBUG
if (!g_Debug.IsDebugOn(flag))
return; // debug for this flag is off; don't proceed
#endif
va_list argptr;
char string[256];
va_start(argptr, fmt);
_vsnprintf(string, sizeof(string), fmt, argptr);
va_end(argptr);
printf("[BOT DEBUG] %s: %s\n", GetNetName(), string); // print this message to the console
g_Debug.DebugLog(flag, "(%s) %s", GetNetName(), string); // also store it to the log file
}