mirror of
https://bitbucket.org/CPMADevs/cnq3
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490 lines
13 KiB
C++
490 lines
13 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*****************************************************************************
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* name: be_ea.c
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*
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* desc: elementary actions
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*
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* $Archive: /MissionPack/code/botlib/be_ea.c $
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*
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*****************************************************************************/
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#include "../qcommon/q_shared.h"
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#include "l_memory.h"
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#include "l_script.h"
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#include "l_precomp.h"
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#include "l_struct.h"
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#include "botlib.h"
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#include "be_interface.h"
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#define MAX_USERMOVE 400
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#define MAX_COMMANDARGUMENTS 10
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#define ACTION_JUMPEDLASTFRAME 128
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bot_input_t *botinputs;
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Say( int client, const char* s )
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{
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botimport.BotClientCommand(client, va("say %s", s) );
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} //end of the function EA_Say
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_SayTeam( int client, const char* s )
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{
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botimport.BotClientCommand(client, va("say_team %s", s));
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} //end of the function EA_SayTeam
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_UseItem(int client, char *it)
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{
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botimport.BotClientCommand(client, va("use %s", it));
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} //end of the function EA_UseItem
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_DropItem(int client, char *it)
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{
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botimport.BotClientCommand(client, va("drop %s", it));
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} //end of the function EA_DropItem
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_UseInv(int client, char *inv)
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{
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botimport.BotClientCommand(client, va("invuse %s", inv));
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} //end of the function EA_UseInv
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_DropInv(int client, char *inv)
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{
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botimport.BotClientCommand(client, va("invdrop %s", inv));
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} //end of the function EA_DropInv
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Gesture(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_GESTURE;
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}
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void EA_Command(int client, const char* command)
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{
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botimport.BotClientCommand(client, command);
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}
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void EA_SelectWeapon(int client, int weapon)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->weapon = weapon;
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} //end of the function EA_SelectWeapon
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Attack(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_ATTACK;
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} //end of the function EA_Attack
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Talk(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_TALK;
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} //end of the function EA_Talk
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Use(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_USE;
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} //end of the function EA_Use
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Respawn(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_RESPAWN;
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} //end of the function EA_Respawn
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Jump(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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if (bi->actionflags & ACTION_JUMPEDLASTFRAME)
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{
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bi->actionflags &= ~ACTION_JUMP;
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} //end if
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else
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{
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bi->actionflags |= ACTION_JUMP;
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} //end if
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} //end of the function EA_Jump
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_DelayedJump(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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if (bi->actionflags & ACTION_JUMPEDLASTFRAME)
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{
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bi->actionflags &= ~ACTION_DELAYEDJUMP;
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} //end if
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else
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{
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bi->actionflags |= ACTION_DELAYEDJUMP;
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} //end if
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} //end of the function EA_DelayedJump
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Crouch(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_CROUCH;
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} //end of the function EA_Crouch
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Walk(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_WALK;
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} //end of the function EA_Walk
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Action(int client, int action)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= action;
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} //end of function EA_Action
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_MoveUp(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_MOVEUP;
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} //end of the function EA_MoveUp
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_MoveDown(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_MOVEDOWN;
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} //end of the function EA_MoveDown
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_MoveForward(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_MOVEFORWARD;
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} //end of the function EA_MoveForward
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_MoveBack(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_MOVEBACK;
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} //end of the function EA_MoveBack
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_MoveLeft(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_MOVELEFT;
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} //end of the function EA_MoveLeft
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_MoveRight(int client)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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bi->actionflags |= ACTION_MOVERIGHT;
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} //end of the function EA_MoveRight
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Move(int client, vec3_t dir, float speed)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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VectorCopy(dir, bi->dir);
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//cap speed
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if (speed > MAX_USERMOVE) speed = MAX_USERMOVE;
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else if (speed < -MAX_USERMOVE) speed = -MAX_USERMOVE;
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bi->speed = speed;
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} //end of the function EA_Move
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_View(int client, vec3_t viewangles)
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{
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bot_input_t *bi;
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bi = &botinputs[client];
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VectorCopy(viewangles, bi->viewangles);
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} //end of the function EA_View
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_EndRegular(int client, float thinktime)
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{
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/*
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bot_input_t *bi;
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int jumped = qfalse;
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bi = &botinputs[client];
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bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
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bi->thinktime = thinktime;
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botimport.BotInput(client, bi);
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bi->thinktime = 0;
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VectorClear(bi->dir);
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bi->speed = 0;
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jumped = bi->actionflags & ACTION_JUMP;
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bi->actionflags = 0;
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if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
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*/
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} //end of the function EA_EndRegular
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_GetInput(int client, float thinktime, bot_input_t *input)
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{
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bot_input_t *bi;
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// int jumped = qfalse;
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bi = &botinputs[client];
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// bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
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bi->thinktime = thinktime;
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Com_Memcpy(input, bi, sizeof(bot_input_t));
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/*
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bi->thinktime = 0;
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VectorClear(bi->dir);
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bi->speed = 0;
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jumped = bi->actionflags & ACTION_JUMP;
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bi->actionflags = 0;
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if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
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*/
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} //end of the function EA_GetInput
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_ResetInput(int client)
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{
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bot_input_t *bi;
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int jumped = qfalse;
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bi = &botinputs[client];
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bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
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bi->thinktime = 0;
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VectorClear(bi->dir);
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bi->speed = 0;
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jumped = bi->actionflags & ACTION_JUMP;
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bi->actionflags = 0;
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if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
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} //end of the function EA_ResetInput
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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int EA_Setup(void)
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{
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//initialize the bot inputs
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botinputs = (bot_input_t *) GetClearedHunkMemory(
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botlibglobals.maxclients * sizeof(bot_input_t));
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return BLERR_NOERROR;
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} //end of the function EA_Setup
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void EA_Shutdown(void)
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{
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FreeMemory(botinputs);
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botinputs = NULL;
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} //end of the function EA_Shutdown
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