ioq3/code/game/g_bot.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
2005-08-26 17:39:27 +00:00
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// g_bot.c
#include "g_local.h"
static int g_numBots;
static char *g_botInfos[MAX_BOTS];
int g_numArenas;
static char *g_arenaInfos[MAX_ARENAS];
#define BOT_BEGIN_DELAY_BASE 2000
#define BOT_BEGIN_DELAY_INCREMENT 1500
#define BOT_SPAWN_QUEUE_DEPTH 16
typedef struct {
int clientNum;
int spawnTime;
} botSpawnQueue_t;
static botSpawnQueue_t botSpawnQueue[BOT_SPAWN_QUEUE_DEPTH];
vmCvar_t bot_minplayers;
extern gentity_t *podium1;
extern gentity_t *podium2;
extern gentity_t *podium3;
float trap_Cvar_VariableValue( const char *var_name ) {
char buf[128];
trap_Cvar_VariableStringBuffer(var_name, buf, sizeof(buf));
return atof(buf);
}
/*
===============
G_ParseInfos
===============
*/
int G_ParseInfos( char *buf, int max, char *infos[] ) {
char *token;
int count;
char key[MAX_TOKEN_CHARS];
char info[MAX_INFO_STRING];
count = 0;
while ( 1 ) {
token = COM_Parse( &buf );
if ( !token[0] ) {
break;
}
if ( strcmp( token, "{" ) ) {
Com_Printf( "Missing { in info file\n" );
break;
}
if ( count == max ) {
Com_Printf( "Max infos exceeded\n" );
break;
}
info[0] = '\0';
while ( 1 ) {
token = COM_ParseExt( &buf, qtrue );
if ( !token[0] ) {
Com_Printf( "Unexpected end of info file\n" );
break;
}
if ( !strcmp( token, "}" ) ) {
break;
}
Q_strncpyz( key, token, sizeof( key ) );
token = COM_ParseExt( &buf, qfalse );
if ( !token[0] ) {
strcpy( token, "<NULL>" );
}
Info_SetValueForKey( info, key, token );
}
//NOTE: extra space for arena number
infos[count] = G_Alloc(strlen(info) + strlen("\\num\\") + strlen(va("%d", MAX_ARENAS)) + 1);
if (infos[count]) {
strcpy(infos[count], info);
count++;
}
}
return count;
}
/*
===============
G_LoadArenasFromFile
===============
*/
static void G_LoadArenasFromFile( char *filename ) {
int len;
fileHandle_t f;
char buf[MAX_ARENAS_TEXT];
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( !f ) {
trap_Printf( va( S_COLOR_RED "file not found: %s\n", filename ) );
return;
}
if ( len >= MAX_ARENAS_TEXT ) {
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) );
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trap_FS_FCloseFile( f );
return;
}
trap_FS_Read( buf, len, f );
buf[len] = 0;
trap_FS_FCloseFile( f );
g_numArenas += G_ParseInfos( buf, MAX_ARENAS - g_numArenas, &g_arenaInfos[g_numArenas] );
}
/*
===============
G_LoadArenas
===============
*/
static void G_LoadArenas( void ) {
int numdirs;
vmCvar_t arenasFile;
char filename[128];
char dirlist[1024];
char* dirptr;
int i, n;
int dirlen;
g_numArenas = 0;
trap_Cvar_Register( &arenasFile, "g_arenasFile", "", CVAR_INIT|CVAR_ROM );
if( *arenasFile.string ) {
G_LoadArenasFromFile(arenasFile.string);
}
else {
G_LoadArenasFromFile("scripts/arenas.txt");
}
// get all arenas from .arena files
numdirs = trap_FS_GetFileList("scripts", ".arena", dirlist, 1024 );
dirptr = dirlist;
for (i = 0; i < numdirs; i++, dirptr += dirlen+1) {
dirlen = strlen(dirptr);
strcpy(filename, "scripts/");
strcat(filename, dirptr);
G_LoadArenasFromFile(filename);
}
trap_Printf( va( "%i arenas parsed\n", g_numArenas ) );
for( n = 0; n < g_numArenas; n++ ) {
Info_SetValueForKey( g_arenaInfos[n], "num", va( "%i", n ) );
}
}
/*
===============
G_GetArenaInfoByNumber
===============
*/
const char *G_GetArenaInfoByMap( const char *map ) {
int n;
for( n = 0; n < g_numArenas; n++ ) {
if( Q_stricmp( Info_ValueForKey( g_arenaInfos[n], "map" ), map ) == 0 ) {
return g_arenaInfos[n];
}
}
return NULL;
}
/*
=================
PlayerIntroSound
=================
*/
static void PlayerIntroSound( const char *modelAndSkin ) {
char model[MAX_QPATH];
char *skin;
Q_strncpyz( model, modelAndSkin, sizeof(model) );
skin = strrchr( model, '/' );
2005-08-26 17:39:27 +00:00
if ( skin ) {
*skin++ = '\0';
}
else {
skin = model;
}
if( Q_stricmp( skin, "default" ) == 0 ) {
skin = model;
}
trap_SendConsoleCommand( EXEC_APPEND, va( "play sound/player/announce/%s.wav\n", skin ) );
}
/*
===============
G_AddRandomBot
===============
*/
void G_AddRandomBot( int team ) {
int i, n, num;
float skill;
char *value, netname[36], *teamstr;
gclient_t *cl;
num = 0;
for ( n = 0; n < g_numBots ; n++ ) {
value = Info_ValueForKey( g_botInfos[n], "name" );
//
for ( i=0 ; i< g_maxclients.integer ; i++ ) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
if ( !(g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) ) {
continue;
}
if ( team >= 0 && cl->sess.sessionTeam != team ) {
continue;
}
if ( !Q_stricmp( value, cl->pers.netname ) ) {
break;
}
}
if (i >= g_maxclients.integer) {
num++;
}
}
num = random() * num;
for ( n = 0; n < g_numBots ; n++ ) {
value = Info_ValueForKey( g_botInfos[n], "name" );
//
for ( i=0 ; i< g_maxclients.integer ; i++ ) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
if ( !(g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) ) {
continue;
}
if ( team >= 0 && cl->sess.sessionTeam != team ) {
continue;
}
if ( !Q_stricmp( value, cl->pers.netname ) ) {
break;
}
}
if (i >= g_maxclients.integer) {
num--;
if (num <= 0) {
skill = trap_Cvar_VariableValue( "g_spSkill" );
if (team == TEAM_RED) teamstr = "red";
else if (team == TEAM_BLUE) teamstr = "blue";
else teamstr = "";
strncpy(netname, value, sizeof(netname)-1);
netname[sizeof(netname)-1] = '\0';
Q_CleanStr(netname);
trap_SendConsoleCommand( EXEC_INSERT, va("addbot %s %f %s %i\n", netname, skill, teamstr, 0) );
return;
}
}
}
}
/*
===============
G_RemoveRandomBot
===============
*/
int G_RemoveRandomBot( int team ) {
int i;
gclient_t *cl;
for ( i=0 ; i< g_maxclients.integer ; i++ ) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
if ( !(g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) ) {
continue;
}
if ( team >= 0 && cl->sess.sessionTeam != team ) {
continue;
}
trap_SendConsoleCommand( EXEC_INSERT, va("clientkick %d\n", cl->ps.clientNum) );
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return qtrue;
}
return qfalse;
}
/*
===============
G_CountHumanPlayers
===============
*/
int G_CountHumanPlayers( int team ) {
int i, num;
gclient_t *cl;
num = 0;
for ( i=0 ; i< g_maxclients.integer ; i++ ) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) {
continue;
}
if ( team >= 0 && cl->sess.sessionTeam != team ) {
continue;
}
num++;
}
return num;
}
/*
===============
G_CountBotPlayers
===============
*/
int G_CountBotPlayers( int team ) {
int i, n, num;
gclient_t *cl;
num = 0;
for ( i=0 ; i< g_maxclients.integer ; i++ ) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
if ( !(g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT) ) {
continue;
}
if ( team >= 0 && cl->sess.sessionTeam != team ) {
continue;
}
num++;
}
for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) {
if( !botSpawnQueue[n].spawnTime ) {
continue;
}
if ( botSpawnQueue[n].spawnTime > level.time ) {
continue;
}
num++;
}
return num;
}
/*
===============
G_CheckMinimumPlayers
===============
*/
void G_CheckMinimumPlayers( void ) {
int minplayers;
int humanplayers, botplayers;
static int checkminimumplayers_time;
if (level.intermissiontime) return;
//only check once each 10 seconds
if (checkminimumplayers_time > level.time - 10000) {
return;
}
checkminimumplayers_time = level.time;
trap_Cvar_Update(&bot_minplayers);
minplayers = bot_minplayers.integer;
if (minplayers <= 0) return;
if (g_gametype.integer >= GT_TEAM) {
if (minplayers >= g_maxclients.integer / 2) {
minplayers = (g_maxclients.integer / 2) -1;
}
humanplayers = G_CountHumanPlayers( TEAM_RED );
botplayers = G_CountBotPlayers( TEAM_RED );
//
if (humanplayers + botplayers < minplayers) {
G_AddRandomBot( TEAM_RED );
} else if (humanplayers + botplayers > minplayers && botplayers) {
G_RemoveRandomBot( TEAM_RED );
}
//
humanplayers = G_CountHumanPlayers( TEAM_BLUE );
botplayers = G_CountBotPlayers( TEAM_BLUE );
//
if (humanplayers + botplayers < minplayers) {
G_AddRandomBot( TEAM_BLUE );
} else if (humanplayers + botplayers > minplayers && botplayers) {
G_RemoveRandomBot( TEAM_BLUE );
}
}
else if (g_gametype.integer == GT_TOURNAMENT ) {
if (minplayers >= g_maxclients.integer) {
minplayers = g_maxclients.integer-1;
}
humanplayers = G_CountHumanPlayers( -1 );
botplayers = G_CountBotPlayers( -1 );
//
if (humanplayers + botplayers < minplayers) {
G_AddRandomBot( TEAM_FREE );
} else if (humanplayers + botplayers > minplayers && botplayers) {
// try to remove spectators first
if (!G_RemoveRandomBot( TEAM_SPECTATOR )) {
// just remove the bot that is playing
G_RemoveRandomBot( -1 );
}
}
}
else if (g_gametype.integer == GT_FFA) {
if (minplayers >= g_maxclients.integer) {
minplayers = g_maxclients.integer-1;
}
humanplayers = G_CountHumanPlayers( TEAM_FREE );
botplayers = G_CountBotPlayers( TEAM_FREE );
//
if (humanplayers + botplayers < minplayers) {
G_AddRandomBot( TEAM_FREE );
} else if (humanplayers + botplayers > minplayers && botplayers) {
G_RemoveRandomBot( TEAM_FREE );
}
}
}
/*
===============
G_CheckBotSpawn
===============
*/
void G_CheckBotSpawn( void ) {
int n;
char userinfo[MAX_INFO_VALUE];
G_CheckMinimumPlayers();
for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) {
if( !botSpawnQueue[n].spawnTime ) {
continue;
}
if ( botSpawnQueue[n].spawnTime > level.time ) {
continue;
}
ClientBegin( botSpawnQueue[n].clientNum );
botSpawnQueue[n].spawnTime = 0;
if( g_gametype.integer == GT_SINGLE_PLAYER ) {
trap_GetUserinfo( botSpawnQueue[n].clientNum, userinfo, sizeof(userinfo) );
PlayerIntroSound( Info_ValueForKey (userinfo, "model") );
}
}
}
/*
===============
AddBotToSpawnQueue
===============
*/
static void AddBotToSpawnQueue( int clientNum, int delay ) {
int n;
for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) {
if( !botSpawnQueue[n].spawnTime ) {
botSpawnQueue[n].spawnTime = level.time + delay;
botSpawnQueue[n].clientNum = clientNum;
return;
}
}
G_Printf( S_COLOR_YELLOW "Unable to delay spawn\n" );
ClientBegin( clientNum );
}
/*
===============
G_RemoveQueuedBotBegin
Called on client disconnect to make sure the delayed spawn
doesn't happen on a freed index
===============
*/
void G_RemoveQueuedBotBegin( int clientNum ) {
int n;
for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) {
if( botSpawnQueue[n].clientNum == clientNum ) {
botSpawnQueue[n].spawnTime = 0;
return;
}
}
}
/*
===============
G_BotConnect
===============
*/
qboolean G_BotConnect( int clientNum, qboolean restart ) {
bot_settings_t settings;
char userinfo[MAX_INFO_STRING];
trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
Q_strncpyz( settings.characterfile, Info_ValueForKey( userinfo, "characterfile" ), sizeof(settings.characterfile) );
settings.skill = atof( Info_ValueForKey( userinfo, "skill" ) );
Q_strncpyz( settings.team, Info_ValueForKey( userinfo, "team" ), sizeof(settings.team) );
if (!BotAISetupClient( clientNum, &settings, restart )) {
trap_DropClient( clientNum, "BotAISetupClient failed" );
return qfalse;
}
return qtrue;
}
/*
===============
G_AddBot
===============
*/
static void G_AddBot( const char *name, float skill, const char *team, int delay, char *altname) {
int clientNum;
char *botinfo;
gentity_t *bot;
char *key;
char *s;
char *botname;
char *model;
char *headmodel;
char userinfo[MAX_INFO_STRING];
// get the botinfo from bots.txt
botinfo = G_GetBotInfoByName( name );
if ( !botinfo ) {
G_Printf( S_COLOR_RED "Error: Bot '%s' not defined\n", name );
return;
}
// create the bot's userinfo
userinfo[0] = '\0';
botname = Info_ValueForKey( botinfo, "funname" );
if( !botname[0] ) {
botname = Info_ValueForKey( botinfo, "name" );
}
// check for an alternative name
if (altname && altname[0]) {
botname = altname;
}
Info_SetValueForKey( userinfo, "name", botname );
Info_SetValueForKey( userinfo, "rate", "25000" );
Info_SetValueForKey( userinfo, "snaps", "20" );
Info_SetValueForKey( userinfo, "skill", va("%1.2f", skill) );
if ( skill >= 1 && skill < 2 ) {
Info_SetValueForKey( userinfo, "handicap", "50" );
}
else if ( skill >= 2 && skill < 3 ) {
Info_SetValueForKey( userinfo, "handicap", "70" );
}
else if ( skill >= 3 && skill < 4 ) {
Info_SetValueForKey( userinfo, "handicap", "90" );
}
key = "model";
model = Info_ValueForKey( botinfo, key );
if ( !*model ) {
model = "visor/default";
}
Info_SetValueForKey( userinfo, key, model );
key = "team_model";
Info_SetValueForKey( userinfo, key, model );
key = "headmodel";
headmodel = Info_ValueForKey( botinfo, key );
if ( !*headmodel ) {
headmodel = model;
}
Info_SetValueForKey( userinfo, key, headmodel );
key = "team_headmodel";
Info_SetValueForKey( userinfo, key, headmodel );
key = "gender";
s = Info_ValueForKey( botinfo, key );
if ( !*s ) {
s = "male";
}
Info_SetValueForKey( userinfo, "sex", s );
key = "color1";
s = Info_ValueForKey( botinfo, key );
if ( !*s ) {
s = "4";
}
Info_SetValueForKey( userinfo, key, s );
key = "color2";
s = Info_ValueForKey( botinfo, key );
if ( !*s ) {
s = "5";
}
Info_SetValueForKey( userinfo, key, s );
s = Info_ValueForKey(botinfo, "aifile");
if (!*s ) {
trap_Printf( S_COLOR_RED "Error: bot has no aifile specified\n" );
return;
}
// have the server allocate a client slot
clientNum = trap_BotAllocateClient();
if ( clientNum == -1 ) {
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" );
2005-08-26 17:39:27 +00:00
G_Printf( S_COLOR_RED "Start server with more 'open' slots (or check setting of sv_maxclients cvar).\n" );
return;
}
// initialize the bot settings
if( !team || !*team ) {
if( g_gametype.integer >= GT_TEAM ) {
if( PickTeam(clientNum) == TEAM_RED) {
team = "red";
}
else {
team = "blue";
}
}
else {
team = "red";
}
}
Info_SetValueForKey( userinfo, "characterfile", Info_ValueForKey( botinfo, "aifile" ) );
Info_SetValueForKey( userinfo, "skill", va( "%5.2f", skill ) );
Info_SetValueForKey( userinfo, "team", team );
bot = &g_entities[ clientNum ];
bot->r.svFlags |= SVF_BOT;
bot->inuse = qtrue;
// register the userinfo
trap_SetUserinfo( clientNum, userinfo );
// have it connect to the game as a normal client
if ( ClientConnect( clientNum, qtrue, qtrue ) ) {
return;
}
if( delay == 0 ) {
ClientBegin( clientNum );
return;
}
AddBotToSpawnQueue( clientNum, delay );
}
/*
===============
Svcmd_AddBot_f
===============
*/
void Svcmd_AddBot_f( void ) {
float skill;
int delay;
char name[MAX_TOKEN_CHARS];
char altname[MAX_TOKEN_CHARS];
char string[MAX_TOKEN_CHARS];
char team[MAX_TOKEN_CHARS];
// are bots enabled?
if ( !trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
return;
}
// name
trap_Argv( 1, name, sizeof( name ) );
if ( !name[0] ) {
trap_Printf( "Usage: Addbot <botname> [skill 1-5] [team] [msec delay] [altname]\n" );
return;
}
// skill
trap_Argv( 2, string, sizeof( string ) );
if ( !string[0] ) {
skill = 4;
}
else {
skill = atof( string );
}
// team
trap_Argv( 3, team, sizeof( team ) );
// delay
trap_Argv( 4, string, sizeof( string ) );
if ( !string[0] ) {
delay = 0;
}
else {
delay = atoi( string );
}
// alternative name
trap_Argv( 5, altname, sizeof( altname ) );
G_AddBot( name, skill, team, delay, altname );
// if this was issued during gameplay and we are playing locally,
// go ahead and load the bot's media immediately
if ( level.time - level.startTime > 1000 &&
trap_Cvar_VariableIntegerValue( "cl_running" ) ) {
trap_SendServerCommand( -1, "loaddefered\n" ); // FIXME: spelled wrong, but not changing for demo
}
}
/*
===============
Svcmd_BotList_f
===============
*/
void Svcmd_BotList_f( void ) {
int i;
char name[MAX_TOKEN_CHARS];
char funname[MAX_TOKEN_CHARS];
char model[MAX_TOKEN_CHARS];
char aifile[MAX_TOKEN_CHARS];
trap_Printf("^1name model aifile funname\n");
for (i = 0; i < g_numBots; i++) {
strcpy(name, Info_ValueForKey( g_botInfos[i], "name" ));
if ( !*name ) {
strcpy(name, "UnnamedPlayer");
}
strcpy(funname, Info_ValueForKey( g_botInfos[i], "funname" ));
if ( !*funname ) {
strcpy(funname, "");
}
strcpy(model, Info_ValueForKey( g_botInfos[i], "model" ));
if ( !*model ) {
strcpy(model, "visor/default");
}
strcpy(aifile, Info_ValueForKey( g_botInfos[i], "aifile"));
if (!*aifile ) {
strcpy(aifile, "bots/default_c.c");
}
trap_Printf(va("%-16s %-16s %-20s %-20s\n", name, model, aifile, funname));
}
}
/*
===============
G_SpawnBots
===============
*/
static void G_SpawnBots( char *botList, int baseDelay ) {
char *bot;
char *p;
float skill;
int delay;
char bots[MAX_INFO_VALUE];
podium1 = NULL;
podium2 = NULL;
podium3 = NULL;
skill = trap_Cvar_VariableValue( "g_spSkill" );
if( skill < 1 ) {
trap_Cvar_Set( "g_spSkill", "1" );
skill = 1;
}
else if ( skill > 5 ) {
trap_Cvar_Set( "g_spSkill", "5" );
skill = 5;
}
Q_strncpyz( bots, botList, sizeof(bots) );
p = &bots[0];
delay = baseDelay;
while( *p ) {
//skip spaces
while( *p && *p == ' ' ) {
p++;
}
if( !p ) {
break;
}
// mark start of bot name
bot = p;
// skip until space of null
while( *p && *p != ' ' ) {
p++;
}
if( *p ) {
*p++ = 0;
}
// we must add the bot this way, calling G_AddBot directly at this stage
// does "Bad Things"
trap_SendConsoleCommand( EXEC_INSERT, va("addbot %s %f free %i\n", bot, skill, delay) );
delay += BOT_BEGIN_DELAY_INCREMENT;
}
}
/*
===============
G_LoadBotsFromFile
===============
*/
static void G_LoadBotsFromFile( char *filename ) {
int len;
fileHandle_t f;
char buf[MAX_BOTS_TEXT];
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( !f ) {
trap_Printf( va( S_COLOR_RED "file not found: %s\n", filename ) );
return;
}
if ( len >= MAX_BOTS_TEXT ) {
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) );
2005-08-26 17:39:27 +00:00
trap_FS_FCloseFile( f );
return;
}
trap_FS_Read( buf, len, f );
buf[len] = 0;
trap_FS_FCloseFile( f );
g_numBots += G_ParseInfos( buf, MAX_BOTS - g_numBots, &g_botInfos[g_numBots] );
}
/*
===============
G_LoadBots
===============
*/
static void G_LoadBots( void ) {
vmCvar_t botsFile;
int numdirs;
char filename[128];
char dirlist[1024];
char* dirptr;
int i;
int dirlen;
if ( !trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
return;
}
g_numBots = 0;
trap_Cvar_Register( &botsFile, "g_botsFile", "", CVAR_INIT|CVAR_ROM );
if( *botsFile.string ) {
G_LoadBotsFromFile(botsFile.string);
}
else {
G_LoadBotsFromFile("scripts/bots.txt");
}
// get all bots from .bot files
numdirs = trap_FS_GetFileList("scripts", ".bot", dirlist, 1024 );
dirptr = dirlist;
for (i = 0; i < numdirs; i++, dirptr += dirlen+1) {
dirlen = strlen(dirptr);
strcpy(filename, "scripts/");
strcat(filename, dirptr);
G_LoadBotsFromFile(filename);
}
trap_Printf( va( "%i bots parsed\n", g_numBots ) );
}
/*
===============
G_GetBotInfoByNumber
===============
*/
char *G_GetBotInfoByNumber( int num ) {
if( num < 0 || num >= g_numBots ) {
trap_Printf( va( S_COLOR_RED "Invalid bot number: %i\n", num ) );
return NULL;
}
return g_botInfos[num];
}
/*
===============
G_GetBotInfoByName
===============
*/
char *G_GetBotInfoByName( const char *name ) {
int n;
char *value;
for ( n = 0; n < g_numBots ; n++ ) {
value = Info_ValueForKey( g_botInfos[n], "name" );
if ( !Q_stricmp( value, name ) ) {
return g_botInfos[n];
}
}
return NULL;
}
/*
===============
G_InitBots
===============
*/
void G_InitBots( qboolean restart ) {
int fragLimit;
int timeLimit;
const char *arenainfo;
char *strValue;
int basedelay;
char map[MAX_QPATH];
char serverinfo[MAX_INFO_STRING];
G_LoadBots();
G_LoadArenas();
trap_Cvar_Register( &bot_minplayers, "bot_minplayers", "0", CVAR_SERVERINFO );
if( g_gametype.integer == GT_SINGLE_PLAYER ) {
trap_GetServerinfo( serverinfo, sizeof(serverinfo) );
Q_strncpyz( map, Info_ValueForKey( serverinfo, "mapname" ), sizeof(map) );
arenainfo = G_GetArenaInfoByMap( map );
if ( !arenainfo ) {
return;
}
strValue = Info_ValueForKey( arenainfo, "fraglimit" );
fragLimit = atoi( strValue );
if ( fragLimit ) {
trap_Cvar_Set( "fraglimit", strValue );
}
else {
trap_Cvar_Set( "fraglimit", "0" );
}
strValue = Info_ValueForKey( arenainfo, "timelimit" );
timeLimit = atoi( strValue );
if ( timeLimit ) {
trap_Cvar_Set( "timelimit", strValue );
}
else {
trap_Cvar_Set( "timelimit", "0" );
}
if ( !fragLimit && !timeLimit ) {
trap_Cvar_Set( "fraglimit", "10" );
trap_Cvar_Set( "timelimit", "0" );
}
basedelay = BOT_BEGIN_DELAY_BASE;
strValue = Info_ValueForKey( arenainfo, "special" );
if( Q_stricmp( strValue, "training" ) == 0 ) {
basedelay += 10000;
}
if( !restart ) {
G_SpawnBots( Info_ValueForKey( arenainfo, "bots" ), basedelay );
}
}
}