HLua/game_shared/bot/bot_util.cpp

860 lines
21 KiB
C++

//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "bot.h"
#include "bot_util.h"
#include "bot_profile.h"
#include "nav.h"
static short s_iBeamSprite = 0;
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if given name is already in use by another player
*/
bool UTIL_IsNameTaken( const char *name, bool ignoreHumans )
{
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBaseEntity * player = UTIL_PlayerByIndex( i );
if (player == NULL)
continue;
if (FNullEnt( player->pev ))
continue;
if (FStrEq( STRING( player->pev->netname ), "" ))
continue;
if (player->IsPlayer() && (((CBasePlayer *)player)->IsBot() == TRUE))
{
// bots can have prefixes so we need to check the name
// against the profile name instead.
CBot *bot = (CBot *)player;
if (FStrEq(name, bot->GetProfile()->GetName()))
{
return true;
}
}
else
{
if (!ignoreHumans)
{
if (FStrEq( name, STRING( player->pev->netname ) ))
return true;
}
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
int UTIL_ClientsInGame( void )
{
int iCount = 0;
for ( int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++ )
{
CBaseEntity * pPlayer = UTIL_PlayerByIndex( iIndex );
if ( pPlayer == NULL )
continue;
if ( FNullEnt( pPlayer->pev ) )
continue;
if ( FStrEq( STRING( pPlayer->pev->netname ), "" ) )
continue;
iCount++;
}
return iCount;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return number of active players (not spectators) in the game
*/
int UTIL_ActivePlayersInGame( void )
{
int iCount = 0;
for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++ )
{
CBaseEntity *entity = UTIL_PlayerByIndex( iIndex );
if ( entity == NULL )
continue;
if ( FNullEnt( entity->pev ) )
continue;
if ( FStrEq( STRING( entity->pev->netname ), "" ) )
continue;
CBasePlayer *player = static_cast<CBasePlayer *>( entity );
// ignore spectators
if (player->m_iTeam != TERRORIST && player->m_iTeam != CT)
continue;
if (player->m_iJoiningState != JOINED)
continue;
iCount++;
}
return iCount;
}
//--------------------------------------------------------------------------------------------------------------
int UTIL_HumansInGame( bool ignoreSpectators )
{
int iCount = 0;
for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++ )
{
CBaseEntity *entity = UTIL_PlayerByIndex( iIndex );
if ( entity == NULL )
continue;
if ( FNullEnt( entity->pev ) )
continue;
if ( FStrEq( STRING( entity->pev->netname ), "" ) )
continue;
CBasePlayer *player = static_cast<CBasePlayer *>( entity );
if (player->IsBot())
continue;
if (ignoreSpectators && player->m_iTeam != TERRORIST && player->m_iTeam != CT)
continue;
if (ignoreSpectators && player->m_iJoiningState != JOINED)
continue;
iCount++;
}
/*
if ( IS_DEDICATED_SERVER() && !ignoreSpectators )
{
// If we're counting humans, including spectators, don't count the dedicated server
--iCount;
}
*/
return iCount;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the number of non-bots on the given team
*/
int UTIL_HumansOnTeam( int teamID, bool isAlive )
{
int iCount = 0;
for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++ )
{
CBaseEntity *entity = UTIL_PlayerByIndex( iIndex );
if ( entity == NULL )
continue;
if ( FNullEnt( entity->pev ) )
continue;
if ( FStrEq( STRING( entity->pev->netname ), "" ) )
continue;
CBasePlayer *player = static_cast<CBasePlayer *>( entity );
if (player->IsBot())
continue;
if (player->m_iTeam != teamID)
continue;
if (isAlive && !player->IsAlive())
continue;
iCount++;
}
return iCount;
}
//--------------------------------------------------------------------------------------------------------------
int UTIL_BotsInGame( void )
{
int iCount = 0;
for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++ )
{
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(UTIL_PlayerByIndex( iIndex ));
if ( pPlayer == NULL )
continue;
if ( FNullEnt( pPlayer->pev ) )
continue;
if ( FStrEq( STRING( pPlayer->pev->netname ), "" ) )
continue;
if ( !pPlayer->IsBot() )
continue;
iCount++;
}
return iCount;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Kick a bot from the given team. If no bot exists on the team, return false.
*/
bool UTIL_KickBotFromTeam( TeamName kickTeam )
{
int i;
// try to kick a dead bot first
for ( i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
if (FNullEnt( player->pev ))
continue;
const char *name = STRING( player->pev->netname );
if (FStrEq( name, "" ))
continue;
if (!player->IsBot())
continue;
if (!player->IsAlive() && player->m_iTeam == kickTeam)
{
// its a bot on the right team - kick it
SERVER_COMMAND( UTIL_VarArgs( "kick \"%s\"\n", STRING( player->pev->netname ) ) );
return true;
}
}
// no dead bots, kick any bot on the given team
for ( i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
if (FNullEnt( player->pev ))
continue;
const char *name = STRING( player->pev->netname );
if (FStrEq( name, "" ))
continue;
if (!player->IsBot())
continue;
if (player->m_iTeam == kickTeam)
{
// its a bot on the right team - kick it
SERVER_COMMAND( UTIL_VarArgs( "kick \"%s\"\n", STRING( player->pev->netname ) ) );
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if all of the members of the given team are bots
*/
bool UTIL_IsTeamAllBots( int team )
{
int botCount = 0;
for( int i=1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
// skip players on other teams
if (player->m_iTeam != team)
continue;
if (FNullEnt( player->pev ))
continue;
if (FStrEq( STRING( player->pev->netname ), "" ))
continue;
// if not a bot, fail the test
if (!FBitSet( player->pev->flags, FL_FAKECLIENT ))
return false;
// is a bot on given team
++botCount;
}
// if team is empty, there are no bots
return (botCount) ? true : false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the closest active player to the given position.
* If 'distance' is non-NULL, the distance to the closest player is returned in it.
*/
extern CBasePlayer *UTIL_GetClosestPlayer( const Vector *pos, float *distance )
{
CBasePlayer *closePlayer = NULL;
float closeDistSq = 999999999999.9f;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (!IsEntityValid( player ))
continue;
if (!player->IsAlive())
continue;
float distSq = (player->pev->origin - *pos).LengthSquared();
if (distSq < closeDistSq)
{
closeDistSq = distSq;
closePlayer = static_cast<CBasePlayer *>( player );
}
}
if (distance)
*distance = sqrt( closeDistSq );
return closePlayer;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the closest active player on the given team to the given position.
* If 'distance' is non-NULL, the distance to the closest player is returned in it.
*/
extern CBasePlayer *UTIL_GetClosestPlayer( const Vector *pos, int team, float *distance )
{
CBasePlayer *closePlayer = NULL;
float closeDistSq = 999999999999.9f;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (!IsEntityValid( player ))
continue;
if (!player->IsAlive())
continue;
if (player->m_iTeam != team)
continue;
float distSq = (player->pev->origin - *pos).LengthSquared();
if (distSq < closeDistSq)
{
closeDistSq = distSq;
closePlayer = static_cast<CBasePlayer *>( player );
}
}
if (distance)
*distance = sqrt( closeDistSq );
return closePlayer;
}
//--------------------------------------------------------------------------------------------------------------
// returns the string to be used for the bot name prefix.
const char * UTIL_GetBotPrefix()
{
return cv_bot_prefix.string;
}
//--------------------------------------------------------------------------------------------------------------
// Takes the bot pointer and constructs the net name using the current bot name prefix.
void UTIL_ConstructBotNetName(char *name, int nameLength, const BotProfile *profile)
{
if (profile == NULL)
{
name[0] = 0;
return;
}
// if there is no bot prefix just use the profile name.
if ((UTIL_GetBotPrefix() == NULL) || (strlen(UTIL_GetBotPrefix()) == 0))
{
strncpy(name, profile->GetName(), nameLength);
return;
}
_snprintf(name, nameLength, "%s %s", UTIL_GetBotPrefix(), profile->GetName());
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if anyone on the given team can see the given spot
*/
bool UTIL_IsVisibleToTeam( const Vector &spot, int team, float maxRange )
{
for( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (player == NULL)
continue;
if (FNullEnt( player->pev ))
continue;
if (FStrEq( STRING( player->pev->netname ), "" ))
continue;
if (!player->IsAlive())
continue;
if (player->m_iTeam != team)
continue;
if (maxRange > 0.0f && (spot - player->Center()).IsLengthGreaterThan( maxRange ))
continue;
TraceResult result;
UTIL_TraceLine( player->EyePosition(), spot, ignore_monsters, ignore_glass, ENT( player->pev ), &result );
if (result.flFraction == 1.0f)
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the local player
*/
CBasePlayer *UTIL_GetLocalPlayer( void )
{
if ( IS_DEDICATED_SERVER() )
{
return NULL;
}
return static_cast<CBasePlayer *>( UTIL_PlayerByIndex( 1 ) );
}
//------------------------------------------------------------------------------------------------------------
// Some types of entities have no origin set, so we use this instead.
Vector UTIL_ComputeOrigin( entvars_t * pevVars )
{
if ( ( pevVars->origin.x == 0.0 ) && ( pevVars->origin.y == 0.0 ) && ( pevVars->origin.z == 0.0 ) )
return ( pevVars->absmax + pevVars->absmin ) * 0.5;
else
return pevVars->origin;
}
Vector UTIL_ComputeOrigin( CBaseEntity * pEntity )
{
return UTIL_ComputeOrigin( pEntity->pev );
}
Vector UTIL_ComputeOrigin( edict_t * pentEdict )
{
return UTIL_ComputeOrigin( VARS( pentEdict ) );
}
//------------------------------------------------------------------------------------------------------------
void UTIL_DrawBeamFromEnt( int iIndex, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecEnd ); // vecEnd = origin???
WRITE_BYTE( TE_BEAMENTPOINT );
WRITE_SHORT( iIndex );
WRITE_COORD( vecEnd.x );
WRITE_COORD( vecEnd.y );
WRITE_COORD( vecEnd.z );
WRITE_SHORT( s_iBeamSprite );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( iLifetime ); // life
WRITE_BYTE( 10 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( bRed ); // r, g, b
WRITE_BYTE( bGreen ); // r, g, b
WRITE_BYTE( bBlue ); // r, g, b
WRITE_BYTE( 255 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
}
//------------------------------------------------------------------------------------------------------------
void UTIL_DrawBeamPoints( Vector vecStart, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecStart );
WRITE_BYTE( TE_BEAMPOINTS );
WRITE_COORD( vecStart.x );
WRITE_COORD( vecStart.y );
WRITE_COORD( vecStart.z );
WRITE_COORD( vecEnd.x );
WRITE_COORD( vecEnd.y );
WRITE_COORD( vecEnd.z );
WRITE_SHORT( s_iBeamSprite );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( iLifetime ); // life
WRITE_BYTE( 10 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( bRed ); // r, g, b
WRITE_BYTE( bGreen ); // r, g, b
WRITE_BYTE( bBlue ); // r, g, b
WRITE_BYTE( 255 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
}
//------------------------------------------------------------------------------------------------------------
void CONSOLE_ECHO( char * pszMsg, ... )
{
va_list argptr;
static char szStr[1024];
va_start( argptr, pszMsg );
vsprintf( szStr, pszMsg, argptr );
va_end( argptr );
(*g_engfuncs.pfnServerPrint)( szStr );
}
//------------------------------------------------------------------------------------------------------------
void CONSOLE_ECHO_LOGGED( char * pszMsg, ... )
{
va_list argptr;
static char szStr[1024];
va_start( argptr, pszMsg );
vsprintf( szStr, pszMsg, argptr );
va_end( argptr );
(*g_engfuncs.pfnServerPrint)( szStr );
UTIL_LogPrintf( szStr );
}
//------------------------------------------------------------------------------------------------------------
void BotPrecache( void )
{
s_iBeamSprite = PRECACHE_MODEL( "sprites/smoke.spr" );
PRECACHE_SOUND( "buttons/bell1.wav" );
PRECACHE_SOUND( "buttons/blip1.wav" );
PRECACHE_SOUND( "buttons/blip2.wav" );
PRECACHE_SOUND( "buttons/button11.wav" );
PRECACHE_SOUND( "buttons/latchunlocked2.wav" );
PRECACHE_SOUND( "buttons/lightswitch2.wav" );
PRECACHE_SOUND( "ambience/quail1.wav" );
/// @todo This is for the Tutor - move it somewhere sane
PRECACHE_SOUND( "events/tutor_msg.wav" );
PRECACHE_SOUND( "events/enemy_died.wav" );
PRECACHE_SOUND( "events/friend_died.wav" );
/// @todo This is for the Career mode UI - move it somewhere sane
PRECACHE_SOUND( "events/task_complete.wav" );
#ifdef TERRORSTRIKE
/// @todo Zombie mode experiment
PRECACHE_SOUND( "zombie/attack1.wav" );
PRECACHE_SOUND( "zombie/attack2.wav" );
PRECACHE_SOUND( "zombie/attack3.wav" );
PRECACHE_SOUND( "zombie/attack4.wav" );
PRECACHE_SOUND( "zombie/attack5.wav" );
PRECACHE_SOUND( "zombie/bark1.wav" );
PRECACHE_SOUND( "zombie/bark2.wav" );
PRECACHE_SOUND( "zombie/bark3.wav" );
PRECACHE_SOUND( "zombie/bark4.wav" );
PRECACHE_SOUND( "zombie/bark5.wav" );
PRECACHE_SOUND( "zombie/bark6.wav" );
PRECACHE_SOUND( "zombie/bark7.wav" );
PRECACHE_SOUND( "zombie/breathing1.wav" );
PRECACHE_SOUND( "zombie/breathing2.wav" );
PRECACHE_SOUND( "zombie/breathing3.wav" );
PRECACHE_SOUND( "zombie/breathing4.wav" );
PRECACHE_SOUND( "zombie/groan1.wav" );
PRECACHE_SOUND( "zombie/groan2.wav" );
PRECACHE_SOUND( "zombie/groan3.wav" );
PRECACHE_SOUND( "zombie/hiss1.wav" );
PRECACHE_SOUND( "zombie/hiss2.wav" );
PRECACHE_SOUND( "zombie/hiss3.wav" );
PRECACHE_SOUND( "ambience/the_horror2.wav" );
PRECACHE_SOUND( "scientist/scream20.wav" );
PRECACHE_SOUND( "zombie/human_hurt1.wav" );
PRECACHE_SOUND( "zombie/human_hurt2.wav" );
PRECACHE_SOUND( "zombie/human_hurt3.wav" );
PRECACHE_SOUND( "zombie/human_hurt4.wav" );
PRECACHE_SOUND( "zombie/shout_reloading1.wav" );
PRECACHE_SOUND( "zombie/shout_reloading2.wav" );
PRECACHE_SOUND( "zombie/shout_reloading3.wav" );
PRECACHE_SOUND( "zombie/deep_heartbeat.wav" );
PRECACHE_SOUND( "zombie/deep_heartbeat_fast.wav" );
PRECACHE_SOUND( "zombie/deep_heartbeat_very_fast.wav" );
PRECACHE_SOUND( "zombie/deep_heartbeat_stopping.wav" );
PRECACHE_SOUND( "zombie/zombie_step1.wav" );
PRECACHE_SOUND( "zombie/zombie_step2.wav" );
PRECACHE_SOUND( "zombie/zombie_step3.wav" );
PRECACHE_SOUND( "zombie/zombie_step4.wav" );
PRECACHE_SOUND( "zombie/zombie_step5.wav" );
PRECACHE_SOUND( "zombie/zombie_step6.wav" );
PRECACHE_SOUND( "zombie/zombie_step7.wav" );
PRECACHE_SOUND( "zombie/fear1.wav" );
PRECACHE_SOUND( "zombie/fear2.wav" );
PRECACHE_SOUND( "zombie/fear3.wav" );
PRECACHE_SOUND( "zombie/fear4.wav" );
#endif // TERRORSTRIKE
}
//------------------------------------------------------------------------------------------------------------
#define COS_TABLE_SIZE 256
static float cosTable[ COS_TABLE_SIZE ];
void InitBotTrig( void )
{
for( int i=0; i<COS_TABLE_SIZE; ++i )
{
float angle = 2.0f * M_PI * (float)i / (float)(COS_TABLE_SIZE-1);
cosTable[i] = cos(angle);
}
}
float BotCOS( float angle )
{
angle = NormalizeAnglePositive( angle );
int i = angle * (COS_TABLE_SIZE-1) / 360.0f;
return cosTable[i];
}
float BotSIN( float angle )
{
angle = NormalizeAnglePositive( angle - 90 );
int i = angle * (COS_TABLE_SIZE-1) / 360.0f;
return cosTable[i];
}
//------------------------------------------------------------------------------------------------------------
/**
* Determine if this event is audible, and if so, return its audible range and priority
*/
bool IsGameEventAudible( GameEventType event, CBaseEntity *entity, CBaseEntity *other, float *range, PriorityType *priority, bool *isHostile )
{
CBasePlayer *player = static_cast<CBasePlayer *>( entity );
if (entity == NULL || !player->IsPlayer())
player = NULL;
const float ShortRange = 1000.0f;
const float NormalRange = 2000.0f;
switch( event )
{
/// @todo Check weapon type (knives are pretty quiet)
/// @todo Use actual volume, account for silencers, etc.
case EVENT_WEAPON_FIRED:
{
if (player->m_pActiveItem == NULL)
return false;
switch( player->m_pActiveItem->m_iId )
{
// silent "firing"
case WEAPON_HEGRENADE:
case WEAPON_SMOKEGRENADE:
case WEAPON_FLASHBANG:
case WEAPON_SHIELDGUN:
case WEAPON_C4:
return false;
// quiet
case WEAPON_KNIFE:
case WEAPON_TMP:
*range = ShortRange;
break;
// M4A1 - check for silencer
case WEAPON_M4A1:
{
CBasePlayerWeapon *pWeapon = static_cast<CBasePlayerWeapon *>(player->m_pActiveItem);
if ( pWeapon->m_iWeaponState & WPNSTATE_M4A1_SILENCER_ON )
{
*range = ShortRange;
}
else
{
*range = NormalRange;
}
}
break;
// USP - check for silencer
case WEAPON_USP:
{
CBasePlayerWeapon *pWeapon = static_cast<CBasePlayerWeapon *>(player->m_pActiveItem);
if ( pWeapon->m_iWeaponState & WPNSTATE_USP_SILENCER_ON )
{
*range = ShortRange;
}
else
{
*range = NormalRange;
}
}
break;
// loud
case WEAPON_AWP:
*range = 99999.0f;
break;
// normal
default:
*range = NormalRange;
break;
}
*priority = PRIORITY_HIGH;
*isHostile = true;
return true;
}
case EVENT_HE_GRENADE_EXPLODED:
*range = 99999.0f;
*priority = PRIORITY_HIGH;
*isHostile = true;
return true;
case EVENT_FLASHBANG_GRENADE_EXPLODED:
*range = 1000.0f;
*priority = PRIORITY_LOW;
*isHostile = true;
return true;
case EVENT_SMOKE_GRENADE_EXPLODED:
*range = 1000.0f;
*priority = PRIORITY_LOW;
*isHostile = true;
return true;
case EVENT_GRENADE_BOUNCED:
*range = 500.0f;
*priority = PRIORITY_LOW;
*isHostile = true;
return true;
case EVENT_BREAK_GLASS:
case EVENT_BREAK_WOOD:
case EVENT_BREAK_METAL:
case EVENT_BREAK_FLESH:
case EVENT_BREAK_CONCRETE:
*range = 1100.0f;
*priority = PRIORITY_MEDIUM;
*isHostile = true;
return true;
case EVENT_DOOR:
*range = 1100.0f;
*priority = PRIORITY_MEDIUM;
*isHostile = false;
return true;
case EVENT_WEAPON_FIRED_ON_EMPTY:
case EVENT_PLAYER_FOOTSTEP:
case EVENT_WEAPON_RELOADED:
case EVENT_WEAPON_ZOOMED:
case EVENT_PLAYER_LANDED_FROM_HEIGHT:
*range = 1100.0f;
*priority = PRIORITY_LOW;
*isHostile = false;
return true;
case EVENT_HOSTAGE_USED:
case EVENT_HOSTAGE_CALLED_FOR_HELP:
*range = 1200.0f;
*priority = PRIORITY_MEDIUM;
*isHostile = false;
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Send a "hint" message to all players, dead or alive.
*/
void HintMessageToAllPlayers( const char *message )
{
hudtextparms_t textParms;
textParms.x = -1.0f;
textParms.y = -1.0f;
textParms.fadeinTime = 1.0f;
textParms.fadeoutTime = 5.0f;
textParms.holdTime = 5.0f;
textParms.fxTime = 0.0f;
textParms.r1 = 100;
textParms.g1 = 255;
textParms.b1 = 100;
textParms.r2 = 255;
textParms.g2 = 255;
textParms.b2 = 255;
textParms.effect = 0;
textParms.channel = 0;
UTIL_HudMessageAll( textParms, message );
}