/* AddToFullPack Return 1 if the entity state has been filled in for the ent and the entity will be propagated to the client, 0 otherwise state is the server maintained copy of the state info that is transmitted to the client a MOD could alter values copied into state to send the "host" a different look for a particular entity update, etc. e and ent are the entity that is being added to the update, if 1 is returned host is the player's edict of the player whom we are sending the update to player is 1 if the ent/e is a player and 0 otherwise pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS. we could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. Caching the value is valid in that case, but still only for the current frame */ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet ) { int i; // don't send if flagged for NODRAW and it's not the host getting the message if ( ( ent->v.effects == EF_NODRAW ) && ( ent != host ) ) return 0; // Ignore ents without valid / visible models if ( !ent->v.modelindex || !STRING( ent->v.model ) ) return 0; // Don't send spectators to other players if ( ( ent->v.flags & FL_SPECTATOR ) && ( ent != host ) ) { return 0; } // Ignore if not the host and not touching a PVS/PAS leaf // If pSet is NULL, then the test will always succeed and the entity will be added to the update if ( ent != host ) { if ( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet ) ) { // env_sky is visible always if( !FClassnameIs( ent, "env_sky" )) { return 0; } } } // Don't send entity to local client if the client says it's predicting the entity itself. if ( ent->v.flags & FL_SKIPLOCALHOST ) { if ( hostflags & 4 ) return 0; // it's a portal pass if ( ( hostflags & 1 ) && ( ent->v.owner == host ) ) return 0; } if ( host->v.groupinfo ) { UTIL_SetGroupTrace( host->v.groupinfo, GROUP_OP_AND ); // Should always be set, of course if ( ent->v.groupinfo ) { if ( g_groupop == GROUP_OP_AND ) { if ( !(ent->v.groupinfo & host->v.groupinfo ) ) return 0; } else if ( g_groupop == GROUP_OP_NAND ) { if ( ent->v.groupinfo & host->v.groupinfo ) return 0; } } UTIL_UnsetGroupTrace(); } memset( state, 0, sizeof( *state ) ); // Assign index so we can track this entity from frame to frame and // delta from it. state->number = e; state->entityType = ENTITY_NORMAL; // Flag custom entities. if ( ent->v.flags & FL_CUSTOMENTITY ) { state->entityType = ENTITY_BEAM; } // // Copy state data // // Round animtime to nearest millisecond state->animtime = (int)(1000.0 * ent->v.animtime ) / 1000.0; memcpy( state->origin, ent->v.origin, 3 * sizeof( float ) ); memcpy( state->angles, ent->v.angles, 3 * sizeof( float ) ); memcpy( state->mins, ent->v.mins, 3 * sizeof( float ) ); memcpy( state->maxs, ent->v.maxs, 3 * sizeof( float ) ); memcpy( state->startpos, ent->v.startpos, 3 * sizeof( float ) ); memcpy( state->endpos, ent->v.endpos, 3 * sizeof( float ) ); memcpy( state->velocity, ent->v.velocity, 3 * sizeof( float ) ); state->impacttime = ent->v.impacttime; state->starttime = ent->v.starttime; state->modelindex = ent->v.modelindex; state->frame = ent->v.frame; state->skin = ent->v.skin; state->effects = ent->v.effects; // This non-player entity is being moved by the game .dll and not the physics simulation system // make sure that we interpolate it's position on the client if it moves if ( !player && ent->v.animtime && ent->v.velocity[ 0 ] == 0 && ent->v.velocity[ 1 ] == 0 && ent->v.velocity[ 2 ] == 0 ) { state->eflags |= EFLAG_SLERP; } state->scale = ent->v.scale; state->solid = ent->v.solid; state->colormap = ent->v.colormap; state->movetype = ent->v.movetype; state->sequence = ent->v.sequence; state->framerate = ent->v.framerate; state->body = ent->v.body; for (i = 0; i < 4; i++) { state->controller[i] = ent->v.controller[i]; } for (i = 0; i < 2; i++) { state->blending[i] = ent->v.blending[i]; } state->rendermode = ent->v.rendermode; state->renderamt = ent->v.renderamt; state->renderfx = ent->v.renderfx; state->rendercolor.r = ent->v.rendercolor.x; state->rendercolor.g = ent->v.rendercolor.y; state->rendercolor.b = ent->v.rendercolor.z; state->aiment = 0; if ( ent->v.aiment ) { state->aiment = ENTINDEX( ent->v.aiment ); } state->owner = 0; if ( ent->v.owner ) { int owner = ENTINDEX( ent->v.owner ); // Only care if owned by a player if ( owner >= 1 && owner <= gpGlobals->maxClients ) { state->owner = owner; } } state->onground = 0; if ( ent->v.groundentity ) { state->onground = ENTINDEX( ent->v.groundentity ); } // HACK: Somewhat... // Class is overridden for non-players to signify a breakable glass object ( sort of a class? ) if ( !player ) { state->playerclass = ent->v.playerclass; } // Special stuff for players only if ( player ) { memcpy( state->basevelocity, ent->v.basevelocity, 3 * sizeof( float ) ); state->weaponmodel = MODEL_INDEX( STRING( ent->v.weaponmodel ) ); state->gaitsequence = ent->v.gaitsequence; state->spectator = ent->v.flags & FL_SPECTATOR; state->friction = ent->v.friction; state->gravity = ent->v.gravity; // state->team = ent->v.team; // state->usehull = ( ent->v.flags & FL_DUCKING ) ? 1 : 0; state->health = ent->v.health; } return 1; }
bool Bot::LookupEnemy (void) { // this function tries to find the best suitable enemy for the bot m_visibility = 0; // SyPB Pro P.1 if (m_enemy != null && (GetTeam (GetEntity ()) == GetTeam (m_enemy) || Attack_Invisible(m_enemy))) { m_enemy = null; return false; } // SyPB Pro P.4 if (GetEnemyEntity ()) return true; // do not search for enemies while we're blinded, or shooting disabled by user if (m_blindTime > engine->GetTime () || sypb_noshots.GetBool ()) return false; // do not check for new enemy too fast if (!FNullEnt (m_enemy) && m_enemyUpdateTime > engine->GetTime () && !(m_states & STATE_SUSPECTENEMY)) { m_aimFlags |= AIM_ENEMY; return true; } edict_t *player, *newEnemy = null; float nearestDistance = m_viewDistance; int i, team = GetTeam (GetEntity ()); // setup potentially visible set for this bot Vector potentialVisibility = EyePosition (); if (pev->flags & FL_DUCKING) potentialVisibility = potentialVisibility + (VEC_HULL_MIN - VEC_DUCK_HULL_MIN); uint8_t *pvs = ENGINE_SET_PVS (reinterpret_cast <float *> (&potentialVisibility)); // clear suspected flag if (m_seeEnemyTime + 4.0f < engine->GetTime ()) m_states &= ~STATE_SUSPECTENEMY; if (!FNullEnt (m_enemy)) { player = m_enemy; // is player is alive if (IsAlive (player) && IsEnemyViewable (player)) newEnemy = player; } // the old enemy is no longer visible or if (FNullEnt (newEnemy)) { m_enemyUpdateTime = engine->GetTime () + 0.25f; // some shield stuff Array <edict_t *> enemies; // search the world for players... for (i = 0; i < engine->GetMaxClients (); i++) { if (!(g_clients[i].flags & CFLAG_USED) || !(g_clients[i].flags & CFLAG_ALIVE) || (g_clients[i].team == team) || (g_clients[i].ent == GetEntity ())) continue; player = g_clients[i].ent; // let the engine check if this player is potentially visible if (!ENGINE_CHECK_VISIBILITY (player, pvs)) continue; // skip glowed players, in free for all mode, we can't hit them if (player->v.renderfx == kRenderFxGlowShell && GetGameMod() == 1) continue; // do some blind by smoke grenade if (IsBehindSmokeClouds (player) && m_blindRecognizeTime < engine->GetTime ()) m_blindRecognizeTime = engine->GetTime () + engine->RandomFloat (2.0, 3.0f); if (player->v.button & (IN_ATTACK | IN_ATTACK2)) m_blindRecognizeTime = engine->GetTime () - 0.1f; // see if bot can see the player... if (m_blindRecognizeTime < engine->GetTime () && IsEnemyViewable (player)) { float distance = (player->v.origin - pev->origin).GetLength (); if (distance < nearestDistance) { enemies.Push (player); if (IsEnemyProtectedByShield (player)) continue; nearestDistance = distance; newEnemy = player; // aim VIP first on AS maps... if ((g_mapType & MAP_AS) && *(INFOKEY_VALUE (GET_INFOKEYBUFFER (player), "model")) == 'v') break; } } } // if we got no enemies with no shield, and got enemies with target them if (enemies.GetElementNumber () != 0 && !IsValidPlayer (newEnemy)) newEnemy = enemies[0]; } if (IsValidPlayer (newEnemy)) { g_botsCanPause = true; m_aimFlags |= AIM_ENEMY; if (newEnemy == m_enemy) { // if enemy is still visible and in field of view, keep it keep track of when we last saw an enemy m_seeEnemyTime = engine->GetTime (); // zero out reaction time m_actualReactionTime = 0.0f; m_lastEnemy = newEnemy; m_lastEnemyOrigin = newEnemy->v.origin; m_GetNewEnemyTimer = engine->GetTime () + 0.8; return true; } else { if (m_seeEnemyTime + 3.0f < engine->GetTime () && (pev->weapons & (1 << WEAPON_C4) || HasHostage () || !FNullEnt (m_targetEntity))) RadioMessage (Radio_EnemySpotted); m_targetEntity = null; // stop following when we see an enemy... if (engine->RandomInt (0, 100) < m_skill) m_enemySurpriseTime = engine->GetTime () + (m_actualReactionTime / 3); else m_enemySurpriseTime = engine->GetTime () + m_actualReactionTime; // zero out reaction time m_actualReactionTime = 0.0f; m_enemy = newEnemy; m_lastEnemy = newEnemy; m_lastEnemyOrigin = newEnemy->v.origin; m_enemyReachableTimer = 0.0f; // keep track of when we last saw an enemy m_seeEnemyTime = engine->GetTime (); // now alarm all teammates who see this bot & don't have an actual enemy of the bots enemy should simulate human players seeing a teammate firing for (int j = 0; j < engine->GetMaxClients (); j++) { if (!(g_clients[j].flags & CFLAG_USED) || !(g_clients[j].flags & CFLAG_ALIVE) || g_clients[j].team != team || g_clients[j].ent == GetEntity ()) continue; Bot *friendBot = g_botManager->GetBot (g_clients[j].ent); if (friendBot != null) { if (friendBot->m_seeEnemyTime + 2.0f < engine->GetTime () || FNullEnt (friendBot->m_lastEnemy)) { if (IsVisible (pev->origin, ENT (friendBot->pev))) { friendBot->m_lastEnemy = newEnemy; friendBot->m_lastEnemyOrigin = m_lastEnemyOrigin; friendBot->m_seeEnemyTime = engine->GetTime (); } } } } m_GetNewEnemyTimer = engine->GetTime () + 1.6; return true; } } else if (!FNullEnt (m_enemy)) { newEnemy = m_enemy; m_lastEnemy = newEnemy; m_GetNewEnemyTimer = engine->GetTime () + 0.8; if (!IsAlive (newEnemy)) { m_enemy = null; // shoot at dying players if no new enemy to give some more human-like illusion if (m_seeEnemyTime + 0.1 > engine->GetTime ()) { if (!UsesSniper ()) { m_shootAtDeadTime = engine->GetTime () + 0.2f; m_actualReactionTime = 0.0f; m_states |= STATE_SUSPECTENEMY; return true; } return false; } else if (m_shootAtDeadTime > engine->GetTime ()) { m_actualReactionTime = 0.0f; m_states |= STATE_SUSPECTENEMY; return true; } return false; } // if no enemy visible check if last one shoot able through wall if (sypb_thruwalls.GetBool () && engine->RandomInt (1, 100) < g_skillTab[m_skill / 20].seenShootThruProb) { if (IsShootableThruObstacle (newEnemy->v.origin)) { m_seeEnemyTime = engine->GetTime () - 0.2f; m_states |= STATE_SUSPECTENEMY; m_aimFlags |= AIM_LASTENEMY; m_enemy = newEnemy; m_lastEnemy = newEnemy; m_lastEnemyOrigin = newEnemy->v.origin; return true; } } } // check if bots should reload... if ((m_aimFlags <= AIM_PREDICTENEMY && m_seeEnemyTime + 4.0f < engine->GetTime () && !(m_states & (STATE_SEEINGENEMY | STATE_HEARENEMY)) && FNullEnt (m_lastEnemy) && FNullEnt (m_enemy) && GetCurrentTask ()->taskID != TASK_DESTROYBREAKABLE && GetCurrentTask ()->taskID != TASK_PLANTBOMB && GetCurrentTask ()->taskID != TASK_DEFUSEBOMB) || g_roundEnded) { if (!m_reloadState) m_reloadState = RSTATE_PRIMARY; } // is the bot using a sniper rifle or a zoomable rifle? if ((UsesSniper () || UsesZoomableRifle ()) && m_zoomCheckTime + 1.0f < engine->GetTime ()) { if (pev->fov < 90) // let the bot zoom out pev->button |= IN_ATTACK2; else m_zoomCheckTime = 0.0f; } return false; }