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weapon.cpp
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weapon.cpp
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#include "players.h"
#include "source_engine.h"
#include "weapon.h"
#include "in_buttons.h"
#if defined(DEBUG) || defined(_DEBUG)
#define WEAPON_TRACE(...) BLOG_T(__VA_ARGS__)
#else
#define WEAPON_TRACE(...)
#endif
//----------------------------------------------------------------------------------------------------------------
good::vector<CWeaponWithAmmo> CWeapons::m_aWeapons;
//----------------------------------------------------------------------------------------------------------------
void CWeaponWithAmmo::GameFrame( int& iButtons )
{
if ( CBotrixPlugin::fTime >= m_fEndTime )
{
m_bShooting = false;
m_bChanging = false;
if ( m_bHolding )
{
m_bHolding = false;
EndHold();
}
else if ( m_bReloadingStart )
{
WEAPON_TRACE( "%.5f end reload start.", CBotrixPlugin::fTime );
m_bReloadingStart = false;
m_bReloading = true;
m_fEndTime = CBotrixPlugin::fTime + m_pWeapon->fReloadTime[m_iSecondary];
}
else if ( m_bReloading )
EndReload();
// Check to reload secondary ammo. It is automatic, no need to press reload button.
else if ( !HasAmmoInClip(1) && HasAmmoExtra(1) )
Reload(1);
// Check to reload primary ammo.
else if ( !HasAmmoInClip(0) && HasAmmoExtra(0) )
{
Reload(0);
FLAG_SET(IN_RELOAD, iButtons);
}
}
else
{
if ( m_bHolding )
{
if ( m_iSecondary )
FLAG_SET(IN_ATTACK2, iButtons);
else
FLAG_SET(IN_ATTACK, iButtons);
}
else if ( m_bShooting )
{
if ( !m_iSecondary && (m_pWeapon->iType == EWeaponRifle) )
FLAG_SET(IN_ATTACK, iButtons);
}
}
}
//----------------------------------------------------------------------------------------------------------------
void CWeaponWithAmmo::Shoot( int iSecondary )
{
GoodAssert( CanUse() && ( HasAmmoInClip(iSecondary) || IsMelee() || IsPhysics() || FLAG_SOME_SET(FWeaponHasSecondary, m_pWeapon->iFlags[iSecondary]) ) );
m_bReloading = m_bReloadingStart = false; // Stop reloading if weapon time is shotgun-like.
m_iSecondary = iSecondary;
float fHold = m_pWeapon->fHoldTime[iSecondary];
if ( fHold )
{
WEAPON_TRACE( "%.5f hold %d.", CBotrixPlugin::fTime, iSecondary );
m_bHolding = true;
m_fEndTime = CBotrixPlugin::fTime + fHold;
}
else
EndHold();
}
//----------------------------------------------------------------------------------------------------------------
void CWeaponWithAmmo::EndHold()
{
// Shotgun type: uses same bullets for primary and secondary attack.
if ( m_iSecondary && ( FLAG_SOME_SET(FWeaponSameBullets, m_pWeapon->iFlags[m_iSecondary]) ) )
m_iBulletsInClip[1-m_iSecondary] -= m_pWeapon->iAttackBullets[m_iSecondary];
else
m_iBulletsInClip[m_iSecondary] -= m_pWeapon->iAttackBullets[m_iSecondary];
float fShotTime = m_pWeapon->fShotTime[m_iSecondary];
if ( fShotTime )
{
WEAPON_TRACE( "Time %.5f shoot %d.", CBotrixPlugin::fTime, m_iSecondary );
m_bShooting = true;
m_fEndTime = CBotrixPlugin::fTime + fShotTime;
}
}
//----------------------------------------------------------------------------------------------------------------
void CWeaponWithAmmo::Reload( int iSecondary )
{
GoodAssert( !IsReloading() && CanUse() && NeedReload(iSecondary) );
m_iSecondary = iSecondary;
if ( m_pWeapon->fReloadStartTime[iSecondary] )
{
WEAPON_TRACE( "%.5f reload start.", CBotrixPlugin::fTime );
m_bReloadingStart = true;
m_fEndTime = CBotrixPlugin::fTime + m_pWeapon->fReloadStartTime[iSecondary];
}
else
{
WEAPON_TRACE( "%.5f reload.", CBotrixPlugin::fTime );
m_bReloading = true;
if ( m_pWeapon->fReloadTime[iSecondary] )
m_fEndTime = CBotrixPlugin::fTime + m_pWeapon->fReloadTime[iSecondary];
else
EndReload();
}
}
//----------------------------------------------------------------------------------------------------------------
void CWeaponWithAmmo::AddWeapon()
{
AddBullets(m_pWeapon->iDefaultAmmo[0], 0);
AddBullets(m_pWeapon->iDefaultAmmo[1], 1);
if ( m_bWeaponPresent ) // Just add bullets.
{
if ( FLAG_CLEARED(FWeaponDontAddClip, m_pWeapon->iFlags[0]) )
AddBullets(m_pWeapon->iClipSize[0], 0);
}
else
{
m_iBulletsInClip[0] = m_pWeapon->iClipSize[0]; // Picked weapon has full clip.
m_bWeaponPresent = true;
}
}
//----------------------------------------------------------------------------------------------------------------
void CWeaponWithAmmo::Holster( CWeaponWithAmmo* pSwitchFrom, CWeaponWithAmmo& cSwitchTo )
{
if ( pSwitchFrom )
{
//GoodAssert( !pSwitchFrom->m_bShooting ); // Happends when weapon is out of bullets and switched automatically.
pSwitchFrom->m_bChanging = pSwitchFrom->m_bHolding = pSwitchFrom->m_bShooting = pSwitchFrom->m_bReloading = pSwitchFrom->m_bUsingZoom = false;
pSwitchFrom->m_fEndTime = CBotrixPlugin::fTime + cSwitchTo.m_pWeapon->fReloadTime[0]; // Save time for flag FWeaponBackgroundReload.
}
if ( FLAG_SOME_SET(FWeaponBackgroundReload, cSwitchTo.m_pWeapon->iFlags[0]) && !cSwitchTo.HasAmmoInClip(0) && cSwitchTo.HasAmmoExtra(0) &&
(CBotrixPlugin::fTime >= cSwitchTo.m_fEndTime) )
{
cSwitchTo.m_bReloading = true;
cSwitchTo.EndReload();
}
cSwitchTo.m_bChanging = true;
cSwitchTo.m_fEndTime = CBotrixPlugin::fTime + cSwitchTo.m_pWeapon->fHolsterTime;
}
//----------------------------------------------------------------------------------------------------------------
void CWeaponWithAmmo::EndReload()
{
GoodAssert( m_bReloading && (m_iBulletsInClip[m_iSecondary] < m_pWeapon->iClipSize[m_iSecondary]) );
int iClipSize = m_pWeapon->iClipSize[m_iSecondary];
int iReloadBy = MIN2( m_pWeapon->iReloadBy[m_iSecondary], m_iBulletsExtra[m_iSecondary]);
int iLeft = iClipSize - m_iBulletsInClip[m_iSecondary];
if ( iReloadBy > iLeft )
iReloadBy = iLeft;
m_iBulletsInClip[m_iSecondary] += iReloadBy;
m_iBulletsExtra[m_iSecondary] -= iReloadBy;
if ( (m_iBulletsInClip[m_iSecondary] < iClipSize) && m_iBulletsExtra[m_iSecondary] )
{
WEAPON_TRACE( "%.5f end partial reload by %d.", CBotrixPlugin::fTime, iReloadBy );
m_fEndTime = CBotrixPlugin::fTime + m_pWeapon->fReloadTime[m_iSecondary]; // Do next reload.
}
else
{
WEAPON_TRACE( "%.5f end reload by %d.", CBotrixPlugin::fTime, iReloadBy );
m_bReloading = false;
}
}
//----------------------------------------------------------------------------------------------------------------
void CWeaponWithAmmo::GetLook( const Vector& vFrom, const CPlayer* pTo, TBotIntelligence iIntelligence, int iSecondary, Vector& vResult ) const
{
// Assume we can see enemy head.
switch ( m_pWeapon->iAim[iSecondary] )
{
case EWeaponAimFoot:
pTo->GetFoot(vResult);
break;
case EWeaponAimBody:
// Rifle preference is body.
if ( CMod::bHeadShotDoesMoreDamage && (iIntelligence >= EBotNormal) && (m_pWeapon->iType != EWeaponRifle) )
vResult = pTo->GetHead();
else
{
pTo->GetCenter(vResult);
if ( !CUtil::IsVisible( vFrom, vResult, EVisibilityBots ) )
vResult = pTo->GetHead();
}
break;
case EWeaponAimHead:
vResult = pTo->GetHead();
break;
default:
GoodAssert(false);
}
}
//----------------------------------------------------------------------------------------------------------------
bool CWeaponWithAmmo::GetLook( const Vector& vFrom, const CPlayer* pTo, float fDistanceSqr,
TBotIntelligence iBotIntelligence, int iSecondary, Vector& vResult ) const
{
GoodAssert( IsDistanceSafe(fDistanceSqr, iSecondary) );
float fParabolicDistance45 = m_pWeapon->iParabolicDistance45[iSecondary];
if ( fParabolicDistance45 && (fDistanceSqr > SQR(fParabolicDistance45)) ) // Can't reach enemy.
return false;
Vector vTo(CUtil::vZero);
GetLook(vFrom, pTo, iBotIntelligence, iSecondary, vTo);
float fParabolicDistance0 = m_pWeapon->iParabolicDistance0[iSecondary];
if ( fParabolicDistance0 || fParabolicDistance45 )
{
vTo -= vFrom; // Make vectors relative to player's eyes.
float fGradeDist;
float fDist = FastSqrt(fDistanceSqr);
float fGradesInc;
if ( fParabolicDistance0 <= fDist )
{
// Distance increment that 1 grade does looking up.
fGradeDist = (fParabolicDistance45 - fParabolicDistance0) / 45.0f;
fGradesInc = (fDist - fParabolicDistance0) / fGradeDist; // Grade we need to aim up.
}
else // Distance increment that 1 grade does looking down.
{
fGradeDist = fParabolicDistance0 / -45.0f;
fGradesInc = fDist / fGradeDist; // Grade we need to aim down.
}
fGradesInc = fDist * FastCos(fGradesInc); // z = fDist*cos(angle)
vTo.z += fGradesInc; // Aim more up/down.
vTo += vFrom; // Make vectors relative to player's eyes.
}
#if 0 // BOTRIX_BOT_AIM_ERROR
static const float fMaxErrorDistance = CUtil::iHalfMaxMapSize; // Don't error after that.
// Aim errors (pitch/yaw): max error for a distance = 1000, and max error for a distance = 0.
static const float aAimErrors[EBotIntelligenceTotal][2] =
{
// Pitch(when distance is 0) Yaw(when distance is 0). When distance is 1000 both pitch and yaw is 1.
{ 40, 40, }, // I.e. fool bot at distance 0 will have error in 45 degrees for pitch and 30 for yaw.
{ 30, 30, }, // At distance 1000 error should not be greater than 1 degree.
{ 20, 20, },
{ 10, 10, },
{ 0, 0, },
};
int iRangePitch = 1, iRangeYaw = 1;
if ( fDistance < fMaxErrorDistance )
{
float fPercentage = fDistance / fMaxErrorDistance;
iRangePitch = 2 * (int)(aAimErrors[iBotIntelligence][0] * fPercentage);
iRangeYaw = 2 * (int)(aAimErrors[iBotIntelligence][1] * fPercentage);
}
int iRandPitch = (rand() % iRangePitch) - (iRangePitch >> 1); // 45 degrees, errors = 22.5 up and 22.5 down
int iRandYaw = (rand() % iRangeYaw) - (iRangeYaw >> 1);
angResult.x += iRandPitch;
angResult.y += iRandYaw;
#endif // BOTRIX_BOT_AIM_ERROR
vResult = vTo;
return true;
}
//----------------------------------------------------------------------------------------------------------------
void CWeapons::GetRespawnWeapons( good::vector<CWeaponWithAmmo>& aWeapons, TTeam iTeam, TClass iClass )
{
aWeapons.clear();
aWeapons.reserve( 8 );
int iTeamFlag = 1 << iTeam;
int iClassFlag = 1 << iClass;
for ( int i=0; i < m_aWeapons.size(); ++i )
{
if ( FLAG_SOME_SET(iTeamFlag, m_aWeapons[i].GetBaseWeapon()->iTeam) &&
FLAG_SOME_SET(iClassFlag, m_aWeapons[i].GetBaseWeapon()->iClass) )
aWeapons.push_back( m_aWeapons[i] );
}
}
//----------------------------------------------------------------------------------------------------------------
bool CWeapons::AddAmmo( const CItemClass* pAmmoClass, good::vector<CWeaponWithAmmo>& aWeapons )
{
bool bResult = false;
for ( int i=0; i < aWeapons.size(); ++i )
{
const good::vector<const CItemClass*>* aAmmos = aWeapons[i].GetBaseWeapon()->aAmmos;
const good::vector<int>* aAmmoBullets = aWeapons[i].GetBaseWeapon()->aAmmoBullets;
for ( int iSec=CWeapon::PRIMARY; iSec <= CWeapon::SECONDARY; ++iSec )
for ( int j=0; j < aAmmos[iSec].size(); ++j )
if ( aAmmos[iSec][j] == pAmmoClass )
{
int iAmmoCount = aAmmoBullets[iSec][j];
aWeapons[i].AddBullets(iAmmoCount, iSec);
bResult = true;
}
}
return bResult;
}
//----------------------------------------------------------------------------------------------------------------
TWeaponId CWeapons::GetBestWeapon( const good::vector<CWeaponWithAmmo>& aWeapons )
{
// Choose best weapon.
/*
bool bCanKill = false, bOneBullet = false;
float fDamagePerSec = 0.0f, fDamage = 0.0f;
*/
TWeaponId iIdx = EWeaponIdInvalid;
TBotIntelligence iPreference = -1;
for ( TWeaponId i = 0; i < aWeapons.size(); ++i )
{
const CWeaponWithAmmo& cWeapon = aWeapons[i];
const CWeapon* pWeapon = cWeapon.GetBaseWeapon();
if ( !pWeapon->bForbidden && cWeapon.IsPresent() &&
(iPreference < pWeapon->iBotPreference) &&
( ( cWeapon.HasAmmo(CWeapon::PRIMARY) && (cWeapon.Damage(CWeapon::PRIMARY) > 0.0f) ) ||
( cWeapon.HasAmmo(CWeapon::SECONDARY) && (cWeapon.Damage(CWeapon::SECONDARY) > 0.0f) ) ) )
{
iIdx = i;
iPreference = cWeapon.IsMelee() ? -1 : pWeapon->iBotPreference; // Prefer non melee weapons.
}
/*
if ( cWeapon.GetBaseWeapon()->bForbidden || !cWeapon.IsPresent() ||
!cWeapon.IsRanged() || !cWeapon.HasAmmo() ) // Skip all melees, grenades and physics or without ammo.
continue;
float fDamage0 = cWeapon.Damage(0);
float fDamage1 = cWeapon.Damage(1);
bool bOneBullet0 = (fDamage0 >= CMod::GetVar( EModVarPlayerMaxHealth ));
bool bOneBullet1 = (fDamage1 >= CMod::GetVar( EModVarPlayerMaxHealth ));
// Check if can kill with one bullet first.
if ( bOneBullet0 && cWeapon.HasAmmoInClip(0) && (!bOneBullet || (fDamage < fDamage0)) )
{
iIdx = i;
bOneBullet = bCanKill = true;
fDamage = fDamage0;
continue;
}
if ( bOneBullet1 && cWeapon.HasAmmoInClip(1) && (!bOneBullet || (fDamage < fDamage1)) )
{
iIdx = i;
bOneBullet = bCanKill = true;
fDamage = fDamage1;
continue;
}
if ( bOneBullet ) // We have founded previously weapon that can kill with one bullet.
continue;
// Check if weapon has sufficient bullets to kill.
fDamage0 = cWeapon.TotalDamage();
bool bCanKill0 = (fDamage0 >= CMod::GetVar( EModVarPlayerMaxHealth )); // Has enough bullets to kill?
float fDamagePerSec0 = cWeapon.DamagePerSecond(); // How fast this weapon kills.
if ( bCanKill0 && (!bCanKill || (fDamagePerSec < fDamagePerSec0)) )
{
iIdx = i;
bCanKill = true;
fDamagePerSec = fDamagePerSec0;
continue;
}
if ( bCanKill ) // We have founded previously weapon that has enough bullets to kill.
continue;
// Check total damage.
if ( fDamage < fDamage0 ) // Previous weapon does less damage.
{
iIdx = i;
fDamage = fDamage0;
}
*/
}
return iIdx;
}
//----------------------------------------------------------------------------------------------------------------
TWeaponId CWeapons::GetRandomWeapon( TBotIntelligence iIntelligence, const good::bitset& cSkipWeapons )
{
int iSize = MIN2( cSkipWeapons.size(), Size() );
TWeaponId iIdx = rand() % iSize;
for ( TWeaponId i = iIdx+1; i < iSize; ++i )
{
CWeaponWithAmmo& cWeapon = m_aWeapons[i];
const CWeapon* pWeapon = cWeapon.GetBaseWeapon();
if ( !pWeapon->bForbidden && cWeapon.IsRanged() && (iIntelligence <= pWeapon->iBotPreference) &&
CItems::ExistsOnMap(pWeapon->pWeaponClass) && !cSkipWeapons.test(i) )
return i;
}
for ( TWeaponId i = iIdx; i >= 0; --i )
{
CWeaponWithAmmo& cWeapon = m_aWeapons[i];
const CWeapon* pWeapon = cWeapon.GetBaseWeapon();
if ( !pWeapon->bForbidden && cWeapon.IsRanged() && (iIntelligence <= pWeapon->iBotPreference) &&
CItems::ExistsOnMap(pWeapon->pWeaponClass) && !cSkipWeapons.test(i) )
return i;
}
return -1;
}