/*********************************************** * * * 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; }; struct 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}, }; @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; } +(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; };