bot_start.cpp

//
// HPB bot - botman's High Ping Bastard bot
//
// (http://planethalflife.com/botman/)
//
// bot_start.cpp
//
include "dlls/extdll.h"
include "dlls/util.h"
include "dlls/cbase.h"
include "bot.h"
include "bot_func.h"
include "bot_weapons.h"
include "mod/AvHMessage.h"
extern int mod_id;
extern edict_t *pent_info_ctfdetect;
extern int max_team_players[4];
extern int team_class_limits[4];
extern int max_teams;
void BotStartGame( bot_t *pBot )
{
char c_team[32];
char c_class[32];
char c_item[32];
int index, count, retry_count;
edict_t *pPlayer;
int team;
int class_not_allowed;
edict_t *pEdict = pBot->pEdict;
//CBaseEntity* theEntity = CBaseEntity::Instance(pEdict);
//AvHPlayer* thePlayer = dynamic_cast(theEntity);
if (mod_id == TFC_DLL)
{
if ((pBot->start_action == MSG_TFC_IDLE) &&
(pBot->create_time + 3.0 <= gpGlobals->time))
{
pBot->start_action = MSG_TFC_TEAM_SELECT; // force team selection
}
// handle Team Fortress Classic stuff here... if (pBot->start_action == MSG_TFC_TEAM_SELECT) { pBot->start_action = MSG_TFC_IDLE; // switch back to idle pBot->create_time = gpGlobals->time; // reset if ((pBot->bot_team != 1) && (pBot->bot_team != 2) && (pBot->bot_team != 3) && (pBot->bot_team != 4) && (pBot->bot_team != 5)) pBot->bot_team = -1; if (pBot->bot_team == -1) pBot->bot_team = RANDOM_LONG(1, max_teams); retry_count = 0; while ((retry_count < 4) && (max_team_players[pBot->bot_team-1] > 0)) // not unlimited? { count = 0; // count number of players on this team... for (index = 1; index <= gpGlobals->maxClients; index++) { pPlayer = INDEXENT(index); if (pPlayer && !pPlayer->free) { if (UTIL_GetTeam(pPlayer) == (pBot->bot_team - 1)) count++; } } if (count < max_team_players[pBot->bot_team-1]) break; // haven't reached limit yet, continue else { pBot->bot_team++; if (pBot->bot_team > max_teams) pBot->bot_team = 1; retry_count++; } } // select the team the bot wishes to join... if (pBot->bot_team == 1) strcpy(c_team, "1"); else if (pBot->bot_team == 2) strcpy(c_team, "2"); else if (pBot->bot_team == 3) strcpy(c_team, "3"); else if (pBot->bot_team == 4) strcpy(c_team, "4"); else strcpy(c_team, "5"); FakeClientCommand(pEdict, "jointeam", c_team, NULL); return; } if (pBot->start_action == MSG_TFC_CLASS_SELECT) { pBot->start_action = MSG_TFC_IDLE; // switch back to idle pBot->create_time = gpGlobals->time; // reset if ((pBot->bot_class < 0) || (pBot->bot_class > 10)) pBot->bot_class = -1; if (pBot->bot_class == -1) pBot->bot_class = RANDOM_LONG(1, 10); team = UTIL_GetTeam(pEdict); if (team_class_limits[team] == -1) // civilian only? { pBot->bot_class = 0; // civilian } else { if (pBot->bot_class == 10) class_not_allowed = team_class_limits[team] & (1<<7); else if (pBot->bot_class <= 7) class_not_allowed = team_class_limits[team] & (1<<(pBot->bot_class-1)); else class_not_allowed = team_class_limits[team] & (1<<(pBot->bot_class)); while (class_not_allowed) { pBot->bot_class = RANDOM_LONG(1, 10); if (pBot->bot_class == 10) class_not_allowed = team_class_limits[team] & (1<<7); else if (pBot->bot_class <= 7) class_not_allowed = team_class_limits[team] & (1<<(pBot->bot_class-1)); else class_not_allowed = team_class_limits[team] & (1<<(pBot->bot_class)); } } // select the class the bot wishes to use... if (pBot->bot_class == 0) strcpy(c_class, "civilian"); else if (pBot->bot_class == 1) strcpy(c_class, "scout"); else if (pBot->bot_class == 2) strcpy(c_class, "sniper"); else if (pBot->bot_class == 3) strcpy(c_class, "soldier"); else if (pBot->bot_class == 4) strcpy(c_class, "demoman"); else if (pBot->bot_class == 5) strcpy(c_class, "medic"); else if (pBot->bot_class == 6) strcpy(c_class, "hwguy"); else if (pBot->bot_class == 7) strcpy(c_class, "pyro"); else if (pBot->bot_class == 8) strcpy(c_class, "spy"); else if (pBot->bot_class == 9) strcpy(c_class, "engineer"); else strcpy(c_class, "randompc"); FakeClientCommand(pEdict, c_class, NULL, NULL); // bot has now joined the game (doesn't need to be started) pBot->not_started = 0; return; }
}
else if (mod_id == CSTRIKE_DLL)
{
// handle Counter-Strike stuff here…
if (pBot->start_action == MSG_CS_TEAM_SELECT) { pBot->start_action = MSG_CS_IDLE; // switch back to idle if ((pBot->bot_team != 1) && (pBot->bot_team != 2) && (pBot->bot_team != 5)) pBot->bot_team = -1; if (pBot->bot_team == -1) pBot->bot_team = RANDOM_LONG(1, 2); // select the team the bot wishes to join... if (pBot->bot_team == 1) strcpy(c_team, "1"); else if (pBot->bot_team == 2) strcpy(c_team, "2"); else strcpy(c_team, "5"); FakeClientCommand(pEdict, "menuselect", c_team, NULL); return; } if (pBot->start_action == MSG_CS_CT_SELECT) // counter terrorist { pBot->start_action = MSG_CS_IDLE; // switch back to idle if ((pBot->bot_class < 1) || (pBot->bot_class > 4)) pBot->bot_class = -1; // use random if invalid if (pBot->bot_class == -1) pBot->bot_class = RANDOM_LONG(1, 4); // select the class the bot wishes to use... if (pBot->bot_class == 1) strcpy(c_class, "1"); else if (pBot->bot_class == 2) strcpy(c_class, "2"); else if (pBot->bot_class == 3) strcpy(c_class, "3"); else if (pBot->bot_class == 4) strcpy(c_class, "4"); else strcpy(c_class, "5"); // random FakeClientCommand(pEdict, "menuselect", c_class, NULL); // bot has now joined the game (doesn't need to be started) pBot->not_started = 0; return; } if (pBot->start_action == MSG_CS_T_SELECT) // terrorist select { pBot->start_action = MSG_CS_IDLE; // switch back to idle if ((pBot->bot_class < 1) || (pBot->bot_class > 4)) pBot->bot_class = -1; // use random if invalid if (pBot->bot_class == -1) pBot->bot_class = RANDOM_LONG(1, 4); // select the class the bot wishes to use... if (pBot->bot_class == 1) strcpy(c_class, "1"); else if (pBot->bot_class == 2) strcpy(c_class, "2"); else if (pBot->bot_class == 3) strcpy(c_class, "3"); else if (pBot->bot_class == 4) strcpy(c_class, "4"); else strcpy(c_class, "5"); // random FakeClientCommand(pEdict, "menuselect", c_class, NULL); // bot has now joined the game (doesn't need to be started) pBot->not_started = 0; return; }
}
else if ((mod_id == GEARBOX_DLL) && (pent_info_ctfdetect != NULL))
{
// handle Opposing Force CTF stuff here…
if (pBot->start_action == MSG_OPFOR_TEAM_SELECT) { pBot->start_action = MSG_OPFOR_IDLE; // switch back to idle if ((pBot->bot_team != 1) && (pBot->bot_team != 2) && (pBot->bot_team != 3)) pBot->bot_team = -1; if (pBot->bot_team == -1) pBot->bot_team = RANDOM_LONG(1, 2); // select the team the bot wishes to join... if (pBot->bot_team == 1) strcpy(c_team, "1"); else if (pBot->bot_team == 2) strcpy(c_team, "2"); else strcpy(c_team, "3"); FakeClientCommand(pEdict, "jointeam", c_team, NULL); return; } if (pBot->start_action == MSG_OPFOR_CLASS_SELECT) { pBot->start_action = MSG_OPFOR_IDLE; // switch back to idle if ((pBot->bot_class < 0) || (pBot->bot_class > 10)) pBot->bot_class = -1; if (pBot->bot_class == -1) pBot->bot_class = RANDOM_LONG(1, 10); // select the class the bot wishes to use... if (pBot->bot_class == 1) strcpy(c_class, "1"); else if (pBot->bot_class == 2) strcpy(c_class, "2"); else if (pBot->bot_class == 3) strcpy(c_class, "3"); else if (pBot->bot_class == 4) strcpy(c_class, "4"); else if (pBot->bot_class == 5) strcpy(c_class, "5"); else if (pBot->bot_class == 6) strcpy(c_class, "6"); else strcpy(c_class, "7"); FakeClientCommand(pEdict, "selectchar", c_class, NULL); // bot has now joined the game (doesn't need to be started) pBot->not_started = 0; return; }
}
else if (mod_id == FRONTLINE_DLL)
{
// handle FrontLineForce stuff here…
if (pBot->start_action == MSG_FLF_TEAM_SELECT) { pBot->start_action = MSG_FLF_IDLE; // switch back to idle if ((pBot->bot_team != 1) && (pBot->bot_team != 2) && (pBot->bot_team != 5)) pBot->bot_team = -1; if (pBot->bot_team == -1) pBot->bot_team = RANDOM_LONG(1, 2); // select the team the bot wishes to join... if (pBot->bot_team == 1) strcpy(c_team, "1"); else if (pBot->bot_team == 2) strcpy(c_team, "2"); else strcpy(c_team, "5"); FakeClientCommand(pEdict, "jointeam", c_team, NULL); return; } if (pBot->start_action == MSG_FLF_CLASS_SELECT) { pBot->start_action = MSG_FLF_IDLE; // switch back to idle team = UTIL_GetTeam(pEdict); if (team == 0) // rebels { if ((pBot->bot_class < 0) || (pBot->bot_class > 3)) pBot->bot_class = -1; if (pBot->bot_class == -1) pBot->bot_class = RANDOM_LONG(1, 3); // select the class the bot wishes to use... if (pBot->bot_class == 1) strcpy(c_class, "rebelsrecon"); else if (pBot->bot_class == 2) strcpy(c_class, "rebelsassault"); else strcpy(c_class, "rebelssupport"); } else // commandos { if ((pBot->bot_class < 0) || (pBot->bot_class > 3)) pBot->bot_class = -1; if (pBot->bot_class == -1) pBot->bot_class = RANDOM_LONG(1, 3); // select the class the bot wishes to use... if (pBot->bot_class == 1) strcpy(c_class, "commandosrecon"); else if (pBot->bot_class == 2) strcpy(c_class, "commandosassault"); else strcpy(c_class, "commandossupport"); } FakeClientCommand(pEdict, c_class, NULL, NULL); return; } if (pBot->start_action == MSG_FLF_PISTOL_SELECT) { int prim_weapon_group, sec_weapon_group; pBot->start_action = MSG_FLF_IDLE; // switch back to idle int flf_class = UTIL_GetClass(pEdict); if (flf_class == 0) // recon { prim_weapon_group = RANDOM_LONG(1, 3); if (prim_weapon_group == 1) // shotguns pBot->primary_weapon = FLF_WEAPON_SPAS12; else if (prim_weapon_group == 2) // submachine { int weapon = RANDOM_LONG(1, 4); if (weapon == 1) pBot->primary_weapon = FLF_WEAPON_MP5A2; else if (weapon == 2) pBot->primary_weapon = FLF_WEAPON_MP5SD; else if (weapon == 3) pBot->primary_weapon = FLF_WEAPON_MAC10; else pBot->primary_weapon = FLF_WEAPON_UMP45; } else // rifles { pBot->primary_weapon = FLF_WEAPON_MSG90; } if (prim_weapon_group == 1) sec_weapon_group = RANDOM_LONG(2, 3); else if (prim_weapon_group == 3) sec_weapon_group = RANDOM_LONG(1, 2); else { if (RANDOM_LONG(1, 100) <= 50) sec_weapon_group = 1; else sec_weapon_group = 3; } if (sec_weapon_group == 1) // shotguns pBot->secondary_weapon = FLF_WEAPON_SPAS12; else if (sec_weapon_group == 2) // submachine { int weapon = RANDOM_LONG(1, 4); if (weapon == 1) pBot->secondary_weapon = FLF_WEAPON_MP5A2; else if (weapon == 2) pBot->secondary_weapon = FLF_WEAPON_MP5SD; else if (weapon == 3) pBot->secondary_weapon = FLF_WEAPON_MAC10; else pBot->secondary_weapon = FLF_WEAPON_UMP45; } else // rifles { pBot->secondary_weapon = FLF_WEAPON_MSG90; } } else if (flf_class == 1) // assault { prim_weapon_group = RANDOM_LONG(1, 3); if (prim_weapon_group == 1) // shotguns pBot->primary_weapon = FLF_WEAPON_SPAS12; else if (prim_weapon_group == 2) // submachine { int weapon = RANDOM_LONG(1, 4); if (weapon == 1) pBot->primary_weapon = FLF_WEAPON_MP5A2; else if (weapon == 2) pBot->primary_weapon = FLF_WEAPON_MP5SD; else if (weapon == 3) pBot->primary_weapon = FLF_WEAPON_MAC10; else pBot->primary_weapon = FLF_WEAPON_UMP45; } else // rifles { int weapon = RANDOM_LONG(1, 3); if (weapon == 1) pBot->primary_weapon = FLF_WEAPON_M4; else if (weapon == 2) pBot->primary_weapon = FLF_WEAPON_FAMAS; else pBot->primary_weapon = FLF_WEAPON_AK5; } if (prim_weapon_group == 1) sec_weapon_group = RANDOM_LONG(2, 3); else if (prim_weapon_group == 2) { if (RANDOM_LONG(1, 100) <= 50) sec_weapon_group = 1; else sec_weapon_group = 3; } else // prim == 3 sec_weapon_group = RANDOM_LONG(1, 2); if (sec_weapon_group == 1) // shotguns pBot->secondary_weapon = FLF_WEAPON_SPAS12; else if (sec_weapon_group == 2) // submachine { int weapon = RANDOM_LONG(1, 4); if (weapon == 1) pBot->secondary_weapon = FLF_WEAPON_MP5A2; else if (weapon == 2) pBot->secondary_weapon = FLF_WEAPON_MP5SD; else if (weapon == 3) pBot->secondary_weapon = FLF_WEAPON_MAC10; else pBot->secondary_weapon = FLF_WEAPON_UMP45; } else // rifles { int weapon = RANDOM_LONG(1, 3); if (weapon == 1) pBot->secondary_weapon = FLF_WEAPON_M4; else if (weapon == 2) pBot->secondary_weapon = FLF_WEAPON_FAMAS; else pBot->secondary_weapon = FLF_WEAPON_AK5; } } else // support { prim_weapon_group = RANDOM_LONG(1, 3); if (prim_weapon_group == 1) // shotguns pBot->primary_weapon = FLF_WEAPON_SPAS12; else if (prim_weapon_group == 2) // submachine { int weapon = RANDOM_LONG(1, 4); if (weapon == 1) pBot->primary_weapon = FLF_WEAPON_MP5A2; else if (weapon == 2) pBot->primary_weapon = FLF_WEAPON_MP5SD; else if (weapon == 3) pBot->primary_weapon = FLF_WEAPON_MAC10; else pBot->primary_weapon = FLF_WEAPON_UMP45; } else if (prim_weapon_group == 3) // rifles & heavyweapons { if (RANDOM_LONG(1, 100) <= 50) { int weapon = RANDOM_LONG(1, 3); // rifles if (weapon == 1) pBot->primary_weapon = FLF_WEAPON_M4; else if (weapon == 2) pBot->primary_weapon = FLF_WEAPON_FAMAS; else pBot->primary_weapon = FLF_WEAPON_AK5; } else // heavy weapons { pBot->primary_weapon = FLF_WEAPON_HK21; } } if (prim_weapon_group == 1) sec_weapon_group = RANDOM_LONG(2, 3); else if (prim_weapon_group == 2) { if (RANDOM_LONG(1, 100) <= 50) sec_weapon_group = 1; else sec_weapon_group = 3; } else // prim == 3 sec_weapon_group = RANDOM_LONG(1, 2); if (sec_weapon_group == 1) // shotguns pBot->secondary_weapon = FLF_WEAPON_SPAS12; else if (sec_weapon_group == 2) // submachine { int weapon = RANDOM_LONG(1, 4); if (weapon == 1) pBot->secondary_weapon = FLF_WEAPON_MP5A2; else if (weapon == 2) pBot->secondary_weapon = FLF_WEAPON_MP5SD; else if (weapon == 3) pBot->secondary_weapon = FLF_WEAPON_MAC10; else pBot->secondary_weapon = FLF_WEAPON_UMP45; } else if (sec_weapon_group == 3) // rifles & heavyweapons { if (RANDOM_LONG(1, 100) <= 50) { int weapon = RANDOM_LONG(1, 3); // rifles if (weapon == 1) pBot->secondary_weapon = FLF_WEAPON_M4; else if (weapon == 2) pBot->secondary_weapon = FLF_WEAPON_FAMAS; else pBot->secondary_weapon = FLF_WEAPON_AK5; } else // heavy weapons { pBot->secondary_weapon = FLF_WEAPON_HK21; } } } int pistol = RANDOM_LONG(1, 2); if (pistol == 1) strcpy(c_item, "26"); // mk23 else strcpy(c_item, "23"); // beretta FakeClientCommand(pEdict, "pistols", c_item, NULL); return; } if (pBot->start_action == MSG_FLF_WEAPON_SELECT) { int weapon_class; pBot->start_action = MSG_FLF_IDLE; // switch back to idle if (pBot->primary_weapon) weapon_class = pBot->primary_weapon; else weapon_class = pBot->secondary_weapon; if (weapon_class == FLF_WEAPON_SPAS12) // shotguns strcpy(c_item, "shotgun"); else if ((weapon_class == FLF_WEAPON_MP5A2) || // submachine (weapon_class == FLF_WEAPON_MP5SD) || (weapon_class == FLF_WEAPON_MAC10) || (weapon_class == FLF_WEAPON_UMP45)) strcpy(c_item, "submachine"); else if ((weapon_class == FLF_WEAPON_M4) || (weapon_class == FLF_WEAPON_FAMAS) || (weapon_class == FLF_WEAPON_AK5) || (weapon_class == FLF_WEAPON_MSG90)) strcpy(c_item, "rifles"); else strcpy(c_item, "heavyweapons"); FakeClientCommand(pEdict, "wpnclass", c_item, NULL); return; } if (pBot->start_action == MSG_FLF_SHOTGUN_SELECT) { int weapon_class; pBot->start_action = MSG_FLF_IDLE; // switch back to idle if (pBot->primary_weapon) { weapon_class = pBot->primary_weapon; pBot->primary_weapon = 0; } else { weapon_class = pBot->secondary_weapon; // bot has now joined the game (doesn't need to be started) pBot->not_started = 0; } sprintf(c_item, "%d", weapon_class); FakeClientCommand(pEdict, "shotgun", c_item, NULL); return; } if (pBot->start_action == MSG_FLF_SUBMACHINE_SELECT) { int weapon_class; pBot->start_action = MSG_FLF_IDLE; // switch back to idle if (pBot->primary_weapon) { weapon_class = pBot->primary_weapon; pBot->primary_weapon = 0; } else { weapon_class = pBot->secondary_weapon; // bot has now joined the game (doesn't need to be started) pBot->not_started = 0; } sprintf(c_item, "%d", weapon_class); FakeClientCommand(pEdict, "submach", c_item, NULL); return; } if (pBot->start_action == MSG_FLF_RIFLE_SELECT) { int weapon_class; pBot->start_action = MSG_FLF_IDLE; // switch back to idle if (pBot->primary_weapon) { weapon_class = pBot->primary_weapon; pBot->primary_weapon = 0; } else { weapon_class = pBot->secondary_weapon; // bot has now joined the game (doesn't need to be started) pBot->not_started = 0; } sprintf(c_item, "%d", weapon_class); FakeClientCommand(pEdict, "rifles", c_item, NULL); return; } if (pBot->start_action == MSG_FLF_HEAVYWEAPONS_SELECT) { int weapon_class; pBot->start_action = MSG_FLF_IDLE; // switch back to idle if (pBot->primary_weapon) { weapon_class = pBot->primary_weapon; pBot->primary_weapon = 0; } else { weapon_class = pBot->secondary_weapon; // bot has now joined the game (doesn't need to be started) pBot->not_started = 0; } sprintf(c_item, "%d", weapon_class); FakeClientCommand(pEdict, "heavyweapons", c_item, NULL); return; }
}
else if (mod_id == AVH_DLL)
{
// if(pBot->mBotPlayMode == PLAYMODE_READYROOM)
// {
// // Look at desired team and head to nearest start entity
// AvHClassType theClassType = AVH_CLASS_TYPE_UNDEFINED;
//// if(pBot->mBotRole == ROLE_UNDEFINED)
//// {
//// // Choose a random team
//// theClassType = AvHClassType(RANDOM_LONG(1, 2));
//// }
//// else
//// {
//// theClassType = (AvHClassType)pBot->mBotRole;
//// }
////
//// // Now navigate to the nearest start entity
//// if(theClassType == AVH_CLASS_TYPE_MARINE)
//// {
// FakeClientCommand(pEdict, kcAutoAssign, c_item, NULL);
// //FakeClientCommand(pEdict, kcJoinTeamOne, c_item, NULL);
//
// // Try to become a squad leader if possible
//// pBot->pEdict->v.impulse = RANK_PROMOTE;
//// }
//// else if(theClassType == AVH_CLASS_TYPE_ALIEN)
//// {
//// FakeClientCommand(pEdict, kcJoinTeamTwo, c_item, NULL);
//// }
//
// // bot has now joined the game (doesn't need to be started)
// pBot->not_started = 0;
// }
}
else
{
// otherwise, don't need to do anything to start game…
pBot->not_started = 0;
}
}