/*********************************************** * * * FrikBot Misc Code * * "Because you can't name it anything else" * * * ***********************************************/ /* This program is in the Public Domain. My crack legal team would like to add: RYAN "FRIKAC" SMITH IS PROVIDING THIS SOFTWARE "AS IS" AND MAKES NO WARRANTY, EXPRESS OR IMPLIED, AS TO THE ACCURACY, CAPABILITY, EFFICIENCY, MERCHANTABILITY, OR FUNCTIONING OF THIS SOFTWARE AND/OR DOCUMENTATION. IN NO EVENT WILL RYAN "FRIKAC" SMITH BE LIABLE FOR ANY GENERAL, CONSEQUENTIAL, INDIRECT, INCIDENTAL, EXEMPLARY, OR SPECIAL DAMAGES, EVEN IF RYAN "FRIKAC" SMITH HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, IRRESPECTIVE OF THE CAUSE OF SUCH DAMAGES. You accept this software on the condition that you indemnify and hold harmless Ryan "FrikaC" Smith from any and all liability or damages to third parties, including attorney fees, court costs, and other related costs and expenses, arising out of your use of this software irrespective of the cause of said liability. The export from the United States or the subsequent reexport of this software is subject to compliance with United States export control and munitions control restrictions. You agree that in the event you seek to export this software, you assume full responsibility for obtaining all necessary export licenses and approvals and for assuring compliance with applicable reexport restrictions. Any reproduction of this software must contain this notice in its entirety. */ #include "libfrikbot.h" struct bot_data_t = { string name; float pants, shirt; }; bot_data_t [32] bot_data = { {"Vincent", 11, 0}, {"Bishop", 1, 3}, {"Nomad", 13, 2}, {"Hudson", 7, 6}, {"Lore", 12, 6}, {"Servo", 4, 4}, {"Gort", 2, 5}, {"Kryten", 10, 3}, {"Pimp Bot", 9, 4}, {"Max", 4, 7}, {"Marvin", 3, 11}, {"Erwin", 13, 12}, {"FrikBot", 11, 2}, {"Krosis", 0, 2}, {"Gypsy", 8, 9}, {"Hal", 5, 10}, {"Orion", 0, 11}, {"Centauri", 3, 1}, {"Draco", 2, 13}, {"Casseopia", 6, 7}, {"Herculese", 6, 12}, {"Zeus", 4, 4}, {"Shiva", 5, 2}, {"Charon", 3, 10}, {"Apollo", 4, 9}, {"Jupiter", 7, 4}, {"Saturn", 11, 3}, {"Uranus", 12, 13}, {"Neptune", 2, 11}, {"Pluto", 2, 0}, {"Mars", 9, 8}, {"Mercury", 10, 5}, }; Bot b_originator; integer b_topic; /* FBX Topics b_originator == self 1 - sign on 2 - killed targ 3 - team message "friendly eyes" 4 - team message "on your back" 5 - team message "need back up" 6 - excuses ---- 7 - gameover ---- 8 - welcoming someone onto server 9 - ridicule lost frag (killed self?) 10 - ridicule lost frag (lava) 11 - lag b_originator == targ */ @implementation Bot (Misc) /* BotName Sets bot's name and colors */ -(string)name:(integer)r { b_num = r; if (r < 0 || r >= 32) return NIL; b_pants = bot_data[r].pants; b_shirt = bot_data[r].shirt; return bot_data[r].name; } -(string)randomName { local integer y, test; local string h; local entity t; y = TRUE; while (y) { test = (integer) (32 * random ()); h = [self name:test]; t = find (NIL, netname, h); if (t == NIL) y = FALSE; } return h; } // I didn't like the old code so this is very stripped down -(void)start_topic:(integer)topic { if (random() < 0.2) { b_topic = topic; b_originator = self; } else b_topic = 0; } -(void)chat { local float r; if (b_options & OPT_NOCHAT) return; r = ceil (6 * random ()); if (b_chattime > time) { if (b_skill < 2) keys = 0; ent.button0 = ent.button2 = 0; return; } else if (b_chattime) { switch (b_topic) { case 1: if (b_originator == self) { switch (r) { case 1: BotSay (": lo all\n"); bot_start_topic (8); break; case 2: BotSay (": hey everyone\n"); bot_start_topic (8); break; case 3: BotSay (": prepare to be fragged!\n"); bot_start_topic (0); break; case 4: BotSay (": boy this is laggy\n"); bot_start_topic (11); break; case 5: BotSay (": #mm getting some lag here\n"); bot_start_topic (11); break; default: BotSay(": hi everyone\n"); bot_start_topic (8); break; } } break; case 2: if (b_originator == self) { switch (r) { case 1: BotSay (": take that\n"); break; case 2: BotSay (": yehaww!\n"); break; case 3: BotSay (": wh00p\n"); break; case 4: BotSay (": j00_sawk();\n"); break; case 5: BotSay (": i rule\n"); break; default: BotSay (": eat that\n"); break; } bot_start_topic (0); } break; case 3: if (b_originator == self) { if (r < 3) BotSayTeam (": friendly eyes\n"); else BotSayTeam (": team eyes\n"); bot_start_topic (0); } break; case 4: if (b_originator == self) { if (r < 3) BotSayTeam (": on your back\n"); else BotSayTeam (": I'm with you\n"); bot_start_topic (0); } break; case 5: if (b_originator == self) { if (r < 3) BotSayTeam (": I need help\n"); else BotSayTeam (": need backup\n"); bot_start_topic (0); } break; case 6: if (b_originator == self) { switch (r) { case 1: BotSay (": sun got in my eyes\n"); bot_start_topic (0); break; case 2: BotSay (": mouse needs cleaning\n"); bot_start_topic (0); break; case 3: BotSay (": i meant to do that\n"); bot_start_topic (0); break; case 4: BotSay (": lag\n"); bot_start_topic (11); break; case 5: BotSay (": killer lag\n"); bot_start_topic (11); break; default: BotSay (": 100% lag\n"); bot_start_topic (11); break; } } break; case 7: switch (r) { case 1: BotSay (": gg\n"); break; case 2: BotSay (": gg all\n"); break; case 3: BotSay (": that was fun\n"); break; case 4: BotSay (": good game\n"); break; case 5: BotSay (": pah\n"); break; default: BotSay (": hrm\n"); break; } bot_start_topic (0); break; case 8: if (b_originator != self) { switch (r) { case 1: BotSay (": heya\n"); bot_start_topic (0); break; case 2: BotSay (": welcome\n"); bot_start_topic (0); break; case 3: BotSayInit (); BotSay2 (": hi "); BotSay2 (b_originator.ent.netname); BotSay2 ("\n"); bot_start_topic (0); break; case 5: BotSayInit (); BotSay2 (": hey "); BotSay2 (b_originator.ent.netname); BotSay2 ("\n"); bot_start_topic (0); break; case 6: BotSay (": howdy\n"); bot_start_topic (0); break; default: BotSay(": lo\n"); bot_start_topic(0); break; } } break; case 9: if (b_originator != self) { switch (r) { case 1: BotSay (": hah\n"); break; case 2: BotSay (": heheh\n"); break; case 3: BotSayInit (); BotSay2 (": good work "); BotSay2 (b_originator.ent.netname); BotSay2 ("\n"); break; case 4: BotSayInit (); BotSay2 (": nice1 "); BotSay2 (b_originator.ent.netname); BotSay2 ("\n"); break; case 5: BotSay (": lol\n"); break; default: BotSay (": :)\n"); break; } b_topic = 6; } break; case 10: if (b_originator != self) { switch (r) { case 1: BotSay (": have a nice dip?\n"); break; case 2: BotSay (": bah I hate levels with lava\n"); break; case 3: BotSayInit(); BotSay2 (": good job "); BotSay2 (b_originator.ent.netname); BotSay2 ("\n"); break; case 4: BotSayInit (); BotSay2 (": nice backflip "); BotSay2 (b_originator.ent.netname); BotSay2 ("\n"); break; case 5: BotSay (": watch your step\n"); break; default: BotSay (": hehe\n"); break; } b_topic = 6; } break; case 11: if (b_originator != self) { switch (r) { case 1: BotSayInit (); BotSay2 (": yeah right "); BotSay2 (b_originator.ent.netname); BotSay2 ("\n"); bot_start_topic (0); break; case 2: BotSay (": ping\n"); bot_start_topic (0); break; case 3: BotSay (": shuddup, you're an lpb\n"); bot_start_topic (0); break; case 4: BotSay (": lag my eye\n"); bot_start_topic (0); break; case 5: BotSay (": yeah\n"); bot_start_topic (11); break; default: BotSay (": totally\n"); bot_start_topic (11); break; } } default: break; } b_chattime = 0; } else if (b_topic) { if (random () < 0.5) { if (self == b_originator) { if (b_topic <= 7) b_chattime = time + 2; } else { if (b_topic >= 7) b_chattime = time + 2; } } } } +(void)kick { local entity ty; ty = find (NIL, classname, "player"); while (ty != NIL) { /*XXX if (!(ty.ishuman)) { BotDisconnect (ty); ty.ishuman = TRUE; ty = NIL; } else ty = find (ty, classname, "player"); */ } } /* fov is the entity in the bot's field of view */ -(integer)fov:(entity)targ { local float g; local vector yawn; yawn = realorigin (targ); yawn = (yawn + targ.view_ofs) - (ent.origin + ent.view_ofs); yawn = normalize (yawn); yawn = vectoangles (yawn); g = angcomp (ent.v_angle_x, yawn_x); if (fabs (g) > 45) return FALSE; g = angcomp (ent.v_angle_y, yawn_y); if (fabs (g) > 60) return FALSE; return TRUE; } @end float (float v) frik_anglemod = { return v - floor (v / 360) * 360; }; /* Simplified origin checking. God, I wish I had inline */ vector (entity ent) realorigin = { // even more simplified... return (ent.absmin + ent.absmax) * 0.5; }; /* sisible Now this is getting ridiculous. Simple visible, used when we need just a simple traceline nothing else */ float (entity ent, entity targ) sisible = { traceline (ent.origin, targ.origin, TRUE, ent); if (trace_ent == targ) return TRUE; else if (trace_fraction == 1) return TRUE; }; /* angcomp subtracts one angle from another */ float (float y1, float y2) angcomp = { local float answer; y1 = frik_anglemod (y1); y2 = frik_anglemod (y2); answer = y1 - y2; if (answer > 180) answer -= 360; else if (answer < -180) answer += 360; return answer; };