mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 06:31:52 +00:00
1224 lines
27 KiB
C++
1224 lines
27 KiB
C++
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/*
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======================================
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FrikBot X (Version 0.10.1)
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======================================
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This program is in the Public Domain. My crack legal
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team would like to add:
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RYAN "FRIKAC" SMITH IS PROVIDING THIS SOFTWARE "AS IS"
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AND MAKES NO WARRANTY, EXPRESS OR IMPLIED, AS TO THE
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ACCURACY, CAPABILITY, EFFICIENCY, MERCHANTABILITY, OR
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FUNCTIONING OF THIS SOFTWARE AND/OR DOCUMENTATION. IN
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NO EVENT WILL RYAN "FRIKAC" SMITH BE LIABLE FOR ANY
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GENERAL, CONSEQUENTIAL, INDIRECT, INCIDENTAL,
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EXEMPLARY, OR SPECIAL DAMAGES, EVEN IF RYAN "FRIKAC"
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SMITH HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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DAMAGES, IRRESPECTIVE OF THE CAUSE OF SUCH DAMAGES.
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You accept this software on the condition that you
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indemnify and hold harmless Ryan "FrikaC" Smith from
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any and all liability or damages to third parties,
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including attorney fees, court costs, and other
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related costs and expenses, arising out of your use
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of this software irrespective of the cause of said
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liability.
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The export from the United States or the subsequent
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reexport of this software is subject to compliance
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with United States export control and munitions
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control restrictions. You agree that in the event you
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seek to export this software, you assume full
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responsibility for obtaining all necessary export
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licenses and approvals and for assuring compliance
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with applicable reexport restrictions.
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Any reproduction of this software must contain
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this notice in its entirety.
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======================================
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These installation instructions only apply to Normal Quake (as does this
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entire file). For QuakeWorld, please refer to bot_qw.qc
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--------------------------------------
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To install on a new mod, do all this:
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--------------------------------------
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Place all included bot*.qc files in the subdirectory "frikbot"
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in your source folder, then...
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* Add the following lines to progs.src right after the defs.qc line
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frikbot/map_dm1.qc
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frikbot/map_dm2.qc
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frikbot/map_dm3.qc
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frikbot/map_dm4.qc
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frikbot/map_dm5.qc
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frikbot/map_dm6.qc
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frikbot/bot.qc
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frikbot/bot_way.qc
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frikbot/bot_fight.qc
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frikbot/bot_ai.qc
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frikbot/bot_misc.qc
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frikbot/bot_phys.qc
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frikbot/bot_move.qc
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frikbot/bot_ed.qc
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--------------------------------------
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* Comment out the following functions in defs.qc
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sound, stuffcmd, sprint, aim, centerprint, setspawnparms
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WriteByte, WriteChar, WriteShort, WriteLong, WriteCoord
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WriteAngle, WriteString, WriteEntity
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--------------------------------------
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* Add this to worldspawn() in world.qc, right at the very top, before InitBodyQue();
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BotInit(); // FrikBot
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--------------------------------------
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* add this line to StartFrame() in world.qc, at the very top
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BotFrame(); // FrikBot
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--------------------------------------
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* Add these two lines to PlayerPreThink in client.qc at the very top
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if (BotPreFrame()) // FrikBot
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return;
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--------------------------------------
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* Add this line to PlayerPostThink in client.qc at the very top
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if (BotPostFrame()) // FrikBot
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return;
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--------------------------------------
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* Add the following line to the very top of Client Connect in client.qc
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ClientInRankings(); // FrikBot
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--------------------------------------
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* Add these lines to the very top of ClientDisconnect in client.qc
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ClientDisconnected(); // FrikBot
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--------------------------------------
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*/
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void() bot_map_load =
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{
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// place your qc loaded waypoints here
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switch (mapname) {
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case "dm1":
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map_dm1 ();
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break;
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case "dm2":
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map_dm2 ();
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break;
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case "dm3":
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map_dm3 ();
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break;
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case "dm4":
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map_dm4 ();
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break;
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case "dm5":
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map_dm5 ();
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break;
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case "dm6":
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map_dm6 ();
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default:
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break;
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}
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Variables and shtuff
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bot.qc has become pretty much a header file
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for all variable in the bot...
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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// ----- entity fields ---
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.float wallhug, keys, oldkeys, ishuman;
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.float b_frags, b_clientno, b_shirt, b_pants;
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.float priority, ai_time, b_sound, missile_speed;
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.float portal_time, b_skill, switch_wallhug;
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.float b_aiflags, b_num, b_chattime;
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.float b_menu, b_menu_time, b_menu_value;
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.float route_failed, dyn_flags, dyn_time;
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.float dyn_plat;
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.entity temp_way, last_way, phys_obj;
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.entity target1, target2, target3, target4;
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.entity _next, _last;
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.entity current_way;
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.vector b_angle, b_dest, mouse_emu, obs_dir;
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.vector movevect, b_dir;
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.vector dyn_dest;
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// --------defines-----
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float SVC_UPDATENAME = 13;
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float SVC_UPDATEFRAGS = 14;
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float SVC_UPDATECOLORS = 17;
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// used for the physics & movement AI
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float KEY_MOVEUP = 1;
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float KEY_MOVEDOWN = 2;
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float KEY_MOVELEFT = 4;
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float KEY_MOVERIGHT = 8;
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float KEY_MOVEFORWARD = 16;
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float KEY_MOVEBACK = 32;
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float KEY_LOOKUP = 64;
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float KEY_LOOKDOWN = 128;
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float KEY_LOOKLEFT = 256;
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float KEY_LOOKRIGHT = 512;
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// these are aiflags for waypoints
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// some overlap to the bot
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float AI_TELELINK_1 = 1; // link type
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float AI_TELELINK_2 = 2; // link type
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float AI_TELELINK_3 = 4; // link type
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float AI_TELELINK_4 = 8; // link type
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float AI_DOORFLAG = 16; // read ahead
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float AI_PRECISION = 32; // read ahead + point
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float AI_SURFACE = 64; // point
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float AI_BLIND = 128; // read ahead + point
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float AI_JUMP = 256; // point + ignore
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float AI_DIRECTIONAL = 512; // read ahead + ignore
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float AI_PLAT_BOTTOM = 1024; // read ahead
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float AI_RIDE_TRAIN = 2048; // read ahead
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float AI_SUPER_JUMP = 4096; // point + ignore + route test
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float AI_SNIPER = 8192; // point type
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float AI_AMBUSH = 16384; // point type
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float AI_DOOR_NO_OPEN = 32768; // read ahead
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float AI_DIFFICULT = 65536; // route test
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float AI_TRACE_TEST = 131072; // route test
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// these are flags for bots/players (dynamic/editor flags)
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float AI_OBSTRUCTED = 1;
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float AI_HOLD_SELECT = 2;
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float AI_ROUTE_FAILED = 2;
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float AI_WAIT = 4;
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float AI_DANGER = 8;
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// addition masks
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float AI_POINT_TYPES = 29152;
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float AI_READAHEAD_TYPES = 36528;
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float AI_IGNORE_TYPES = 4864;
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float WM_UNINIT = 0;
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float WM_DYNAMIC = 1;
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float WM_LOADING = 2;
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float WM_LOADED = 3;
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float WM_EDITOR = 4;
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float WM_EDITOR_DYNAMIC = 5;
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float WM_EDITOR_DYNLINK = 6;
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float OPT_SAVEBOTS = 1;
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float OPT_NOCHAT = 2;
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// -------globals-----
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float active_clients;
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float max_clients, real_frametime;
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float bot_count, b_options;
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float waypoint_mode, dump_mode;
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float waypoints, direct_route;
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float sv_friction, sv_gravity;
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float sv_accelerate, sv_maxspeed, sv_stopspeed;
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entity fixer;
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entity route_table;
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entity b_temp1, b_temp2, b_temp3;
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entity player_head, phys_head, way_head;
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float busy_waypoints;
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float saved_bots, saved_skills1, saved_skills2, current_bots;
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// -------ProtoTypes------
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// external
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void() ClientConnect;
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void() ClientDisconnect;
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void() SetNewParms;
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// rankings
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float(float clientno) ClientBitFlag;
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float() ClientNextAvailable;
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void(float whichteam, float whatbot, float whatskill) BotConnect;
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void(entity bot) BotDisconnect;
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void(float clientno) BotInvalidClientNo;
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void(entity who) UpdateClient;
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// waypointing
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void() DynamicWaypoint;
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entity(vector org) make_waypoint;
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void() ClearAllWays;
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void() FixWaypoints;
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float() begin_route;
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void(entity this, float direct) bot_get_path;
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void() WaypointThink;
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entity(entity start) FindWaypoint;
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// physics & movement
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float(entity e) bot_can_rj;
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void() bot_jump;
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void() frik_bot_roam;
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float(vector weird) frik_walkmove;
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void() frik_movetogoal;
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void() frik_obstacles;
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float(float flag) frik_recognize_plat;
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float(vector sdir) frik_KeysForDir;
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void(vector whichway, float danger) frik_obstructed;
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void() SV_Physics_Client;
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void() SV_ClientThink;
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void() CL_KeyMove;
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// ai & misc
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string() PickARandomName;
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float(entity targ) fov;
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float(float y1, float y2) angcomp;
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float(entity targ1, entity targ2) wisible;
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float(entity targ) sisible;
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float(entity targ) fisible;
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vector(entity ent) realorigin;
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void(entity ent) target_drop;
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void(entity ent) target_add;
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void() KickABot;
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void() BotImpulses;
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void(entity targ, float success) bot_lost;
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string(float r) BotName;
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float(float v) frik_anglemod;
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void() bot_chat;
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void(float tpic) bot_start_topic;
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// editor stuffs
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void() bot_way_edit;
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void() bot_menu_display;
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// ----------Commands---------
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void(entity e, float chan, string samp, float vol, float atten) frik_sound = #8;
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void(entity client, string s) frik_stuffcmd = #21;
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void(entity client, string s) frik_sprint = #24;
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vector(entity e, float sped) frik_aim = #44;
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void(entity client, string s) frik_centerprint = #73;
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void(entity e) frik_setspawnparms = #78;
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void(float to, float f) frik_WriteByte = #52;
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void(float to, float f) frik_WriteChar = #53;
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void(float to, float f) frik_WriteShort = #54;
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void(float to, float f) frik_WriteLong = #55;
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void(float to, float f) frik_WriteCoord = #56;
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void(float to, float f) frik_WriteAngle = #57;
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void(float to, string s) frik_WriteString = #58;
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void(float to, entity s) frik_WriteEntity = #59;
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void(entity client, string s1, string s2, string s3, string s4, string s5, string s6, string s7)
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frik_big_centerprint = #73;
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//----------------------------------------------------------------------------
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Function redclarations. These allow function
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designed to work for clients (sprint, so forth)
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to mainly not complain when working with a bot
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Although these shouldn't be needed anymore,
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as the bots truly are clients now, if you don't
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stop the SZ_ buffer from filling up by disabling
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direct messages to the bots, it crashes quake :-(
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void(entity client, string s) stuffcmd =
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{
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if (client.ishuman == 1)
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frik_stuffcmd (client, s);
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b_temp1 = player_head;
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while (b_temp1) {
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if (b_temp1.classname == "botcam") {
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if ((b_temp1.enemy == client) && b_temp1.ishuman)
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frik_stuffcmd (b_temp1, s);
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}
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b_temp1 = b_temp1._next;
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}
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};
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void(entity e) setspawnparms =
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{
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if (e.ishuman == 1)
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frik_setspawnparms(e);
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else {
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b_temp1 = player_head;
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while (b_temp1) {
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if (b_temp1.ishuman) {
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frik_setspawnparms (b_temp1);
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return;
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}
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b_temp1 = b_temp1._next;
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}
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SetNewParms ();
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}
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};
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void(entity client, string s) sprint =
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{
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if (client.ishuman == 1)
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frik_sprint (client, s);
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b_temp1 = player_head;
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while (b_temp1) {
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if (b_temp1.classname == "botcam") {
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if ((b_temp1.enemy == client) && b_temp1.ishuman)
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frik_sprint (b_temp1, s);
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}
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b_temp1 = b_temp1._next;
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}
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};
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void(entity client, string s) centerprint =
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{
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if (client.ishuman == 1)
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frik_centerprint (client, s);
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b_temp1 = player_head;
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while (b_temp1) {
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if (b_temp1.classname == "botcam") {
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if ((b_temp1.enemy == client) && b_temp1.ishuman)
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frik_centerprint (b_temp1, s);
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}
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b_temp1 = b_temp1._next;
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}
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};
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vector(entity e, float sped) aim =
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{
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e.missile_speed = sped;
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return frik_aim (e, sped);
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};
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void(entity e, float chan, string samp, float vol, float atten) sound =
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{
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frik_sound (e, chan, samp, vol, atten);
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if (samp == "items/inv3.wav")
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return;
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else if (e.classname == "player")
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e.b_sound = time + 1;
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else if (other.classname == "player")
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other.b_sound = time + 1;
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};
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void(float to, float f) WriteByte =
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{
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if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
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return;
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frik_WriteByte (to, f);
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};
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void(float to, float f) WriteChar =
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{
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if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
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return;
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frik_WriteChar (to, f);
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};
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void(float to, float f) WriteShort =
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{
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if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
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return;
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frik_WriteShort (to, f);
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};
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void(float to, float f) WriteLong =
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{
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if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
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return;
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frik_WriteLong (to, f);
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};
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void(float to, float f) WriteCoord =
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{
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if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
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return;
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frik_WriteCoord (to, f);
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};
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void(float to, float f) WriteAngle =
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{
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if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
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return;
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frik_WriteAngle (to, f);
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};
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void(float to, string s) WriteString =
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{
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if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
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return;
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frik_WriteString (to, s);
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};
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void(float to, entity s) WriteEntity =
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{
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if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
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return;
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frik_WriteEntity (to, s);
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};
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|
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Bot Cam, see what the bot sees (or any other player)
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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float() botcam =
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{
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if (self.classname != "botcam")
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return FALSE;
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setorigin (self, self.enemy.origin);
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self.items = self.enemy.items;
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self.weapon = self.enemy.weapon;
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self.weaponmodel = self.enemy.weaponmodel;
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self.currentammo = self.enemy.currentammo;
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self.weaponframe = self.enemy.weaponframe;
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self.ammo_shells = self.enemy.ammo_shells;
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self.ammo_nails = self.enemy.ammo_nails;
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self.ammo_rockets= self.enemy.ammo_rockets;
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self.ammo_cells = self.enemy.ammo_cells;
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self.view_ofs = self.enemy.view_ofs;
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self.health = self.enemy.health;
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self.armorvalue = self.enemy.armorvalue;
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self.dmg_take = self.enemy.dmg_take;
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self.dmg_save = self.enemy.dmg_save;
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self.dmg_inflictor = self.enemy.dmg_inflictor;
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self.punchangle = self.enemy.punchangle;
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self.deadflag = self.enemy.deadflag;
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msg_entity = self;
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WriteByte (MSG_ONE, 5);
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WriteEntity (MSG_ONE, self.enemy);
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WriteByte (MSG_ONE, 10);
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WriteAngle (MSG_ONE, self.enemy.v_angle_x);
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WriteAngle (MSG_ONE, self.enemy.v_angle_y);
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WriteAngle (MSG_ONE, self.enemy.v_angle_z);
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self.modelindex = 0;
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self.impulse = 0;
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return TRUE;
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};
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void() botcam_u =
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{
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// sloppy cycling code
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if (self.classname != "botcam") {
|
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self.enemy = player_head;
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} else {
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|
do
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self.enemy = self.enemy._next;
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|
while (self.enemy.classname == "botcam");
|
|
}
|
|
if (self.enemy == self) {
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|
do
|
|
self.enemy = self.enemy._next;
|
|
while (self.enemy.classname == "botcam");
|
|
}
|
|
|
|
self.classname = "botcam";
|
|
self.solid = SOLID_NOT;
|
|
self.movetype = MOVETYPE_NONE;
|
|
self.takedamage = DAMAGE_NO;
|
|
|
|
if (!self.enemy) {
|
|
sprint (self, "No one left to track!\n");
|
|
msg_entity = self;
|
|
WriteByte (MSG_ONE,5);
|
|
WriteEntity (MSG_ONE, self);
|
|
PutClientInServer ();
|
|
return;
|
|
}
|
|
if (!self.enemy.ishuman) {
|
|
self.enemy.dmg_take = 0;
|
|
self.enemy.dmg_save = 0;
|
|
}
|
|
sprint (self, "Now tracking ");
|
|
sprint (self, self.enemy.netname);
|
|
sprint (self, "\n");
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
Stuff mentioned up top
|
|
it just links the bot into the mod
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
|
|
void() ClientFixRankings =
|
|
{
|
|
local float cno;
|
|
|
|
if (self.switch_wallhug > time)
|
|
return;
|
|
|
|
self.switch_wallhug = 0;
|
|
|
|
b_temp2 = nextent(NIL);
|
|
cno = 0;
|
|
|
|
while (cno < max_clients) {
|
|
if ((!b_temp2.ishuman) && (active_clients & ClientBitFlag(cno)))
|
|
UpdateClient(b_temp2);
|
|
cno = cno + 1;
|
|
b_temp2 = nextent(b_temp2);
|
|
}
|
|
};
|
|
|
|
void() ClientInRankings =
|
|
{
|
|
local float cno;
|
|
|
|
if (player_head)
|
|
player_head._last = self;
|
|
|
|
self._next = player_head;
|
|
self._last = NIL;
|
|
player_head = self;
|
|
|
|
if (!self.phys_obj) {
|
|
b_temp2 = phys_head;
|
|
while (b_temp2 != NIL && b_temp2.owner != self)
|
|
b_temp2 = b_temp2._next;
|
|
self.phys_obj = b_temp2;
|
|
}
|
|
|
|
if (self.ishuman == 2) {
|
|
self.ishuman = FALSE;
|
|
return;
|
|
}
|
|
cno = self.colormap - 1;
|
|
BotInvalidClientNo (cno);
|
|
active_clients |= ClientBitFlag (cno);
|
|
|
|
self.b_clientno = cno;
|
|
self.ishuman = TRUE;
|
|
self.switch_wallhug = time + 1;
|
|
};
|
|
|
|
void() ClientDisconnected =
|
|
{
|
|
if (player_head == self)
|
|
player_head = self._next;
|
|
if (self._next)
|
|
self._next._last = self._last;
|
|
if (self._last)
|
|
self._last._next = self._next;
|
|
|
|
active_clients &= ~(ClientBitFlag (self.b_clientno));
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
BotPreFrame & BotPostFrame, used to make the
|
|
bot easier to install
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
float () BotPreFrame =
|
|
{
|
|
if (self.b_clientno == -1)
|
|
return TRUE;
|
|
if (self.ishuman) {
|
|
if (self.switch_wallhug)
|
|
ClientFixRankings();
|
|
if (self.classname == "botcam")
|
|
return TRUE;
|
|
}
|
|
if (self.b_frags != self.frags) {
|
|
if (self.b_frags > self.frags) {
|
|
if (pointcontents (self.origin) == CONTENT_LAVA)
|
|
bot_start_topic (10);
|
|
else
|
|
bot_start_topic (9);
|
|
} else
|
|
bot_start_topic (2);
|
|
self.b_frags = self.frags;
|
|
}
|
|
DynamicWaypoint ();
|
|
return FALSE;
|
|
};
|
|
|
|
float () BotPostFrame =
|
|
{
|
|
if (self.b_clientno == -1)
|
|
return TRUE;
|
|
if (self.ishuman) {
|
|
|
|
if (waypoint_mode > WM_LOADED)
|
|
bot_menu_display();
|
|
|
|
BotImpulses();
|
|
|
|
if (botcam())
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
Bot Chat code
|
|
|
|
The rest of this code is in bot_misc.qc
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
void(string h) BotSay = // simulate talking by composing a 'chat' message
|
|
{
|
|
WriteByte (MSG_ALL, 8);
|
|
WriteByte (MSG_ALL, 1);
|
|
WriteString (MSG_ALL, self.netname);
|
|
WriteByte (MSG_ALL, 8);
|
|
WriteByte (MSG_ALL, 2);
|
|
WriteString (MSG_ALL, h);
|
|
};
|
|
|
|
void() BotSayInit =
|
|
{
|
|
WriteByte (MSG_ALL, 8);
|
|
WriteByte (MSG_ALL, 1);
|
|
WriteString (MSG_ALL, self.netname);
|
|
};
|
|
|
|
void(string h) BotSay2 =
|
|
{
|
|
WriteByte (MSG_ALL, 8);
|
|
WriteByte (MSG_ALL, 2);
|
|
WriteString (MSG_ALL, h);
|
|
};
|
|
void(string h) BotSayTeam =
|
|
{
|
|
local entity t;
|
|
if (!teamplay)
|
|
return;
|
|
t = player_head;
|
|
while (t) {
|
|
if (t.team == self.team) {
|
|
msg_entity = t;
|
|
WriteByte (MSG_ONE, 8);
|
|
WriteByte (MSG_ONE, 1);
|
|
WriteByte (MSG_ONE, 40);
|
|
WriteString (MSG_ONE, self.netname);
|
|
WriteByte (MSG_ONE, 8);
|
|
WriteByte (MSG_ONE, 2);
|
|
WriteByte (MSG_ONE, 41);
|
|
WriteString (MSG_ONE, h);
|
|
}
|
|
t = t._next;
|
|
}
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
BotInit
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
void() BotInit =
|
|
{
|
|
local entity ent, fisent;
|
|
local float numents;
|
|
|
|
// spawn entities for the physics
|
|
ent = nextent (NIL);
|
|
max_clients = 0;
|
|
|
|
while (ent != NIL) {
|
|
max_clients++;
|
|
ent = nextent (ent);
|
|
}
|
|
if (max_clients > 16)
|
|
max_clients = 16;
|
|
|
|
ent = nextent (NIL);
|
|
fisent = NIL;
|
|
while (numents < max_clients) {
|
|
phys_head = spawn();
|
|
if (fisent)
|
|
fisent._next = phys_head;
|
|
phys_head._last = fisent;
|
|
fisent = phys_head;
|
|
ent.phys_obj = phys_head;
|
|
phys_head.classname = "phys_obj";
|
|
phys_head.owner = ent;
|
|
numents++;
|
|
ent = nextent (ent);
|
|
}
|
|
precache_model ("progs/s_light.spr");
|
|
precache_model ("progs/s_bubble.spr");
|
|
// the bots return!
|
|
b_options = cvar ("saved1");
|
|
if (coop || (b_options & OPT_SAVEBOTS)) {
|
|
saved_bots = cvar ("scratch1");
|
|
saved_skills1 = cvar ("scratch2");
|
|
saved_skills2 = cvar ("scratch3");
|
|
}
|
|
cvar_set ("saved4", "0");
|
|
if (max_clients > 1) {
|
|
localcmd ("exec maps/");
|
|
localcmd (mapname);
|
|
localcmd (".way\n");
|
|
waypoint_mode = WM_DYNAMIC;
|
|
bot_map_load ();
|
|
} else
|
|
waypoint_mode = WM_LOADED;
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
Rankings 'utilities'. Written by Alan Kivlin,
|
|
this code just fools clients by sending precisely
|
|
the same network messages as when a real player
|
|
signs on to the server.
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
|
|
void(entity who) UpdateClient =
|
|
{
|
|
WriteByte (MSG_ALL, SVC_UPDATENAME);
|
|
WriteByte (MSG_ALL, who.b_clientno);
|
|
WriteString (MSG_ALL, who.netname);
|
|
WriteByte (MSG_ALL, SVC_UPDATECOLORS);
|
|
WriteByte (MSG_ALL, who.b_clientno);
|
|
WriteByte (MSG_ALL, who.b_shirt * 16 + who.b_pants);
|
|
WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
|
|
WriteByte (MSG_ALL, who.b_clientno);
|
|
WriteShort (MSG_ALL, who.frags);
|
|
};
|
|
|
|
float(float clientno) ClientBitFlag =
|
|
{
|
|
// bigger, but faster
|
|
switch (clientno) {
|
|
case 0:
|
|
return 1;
|
|
case 1:
|
|
return 2;
|
|
case 2:
|
|
return 4;
|
|
case 3:
|
|
return 8;
|
|
case 4:
|
|
return 16;
|
|
case 5:
|
|
return 32;
|
|
case 6:
|
|
return 64;
|
|
case 7:
|
|
return 128;
|
|
case 8:
|
|
return 256;
|
|
case 9:
|
|
return 512;
|
|
case 10:
|
|
return 1024;
|
|
case 11:
|
|
return 2048;
|
|
case 12:
|
|
return 4096;
|
|
case 13:
|
|
return 8192;
|
|
case 14:
|
|
return 16384;
|
|
case 15:
|
|
return 32768;
|
|
default:
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
float() ClientNextAvailable =
|
|
{
|
|
local float clientno;
|
|
|
|
clientno = max_clients;
|
|
while (clientno > 0) {
|
|
clientno--;
|
|
|
|
if (!(active_clients & ClientBitFlag (clientno)))
|
|
return clientno;
|
|
}
|
|
|
|
return -1;
|
|
};
|
|
|
|
|
|
void(entity e1, entity e2, float flag) DeveloperLightning =
|
|
{
|
|
// used to show waypoint links for debugging
|
|
WriteByte (MSG_BROADCAST, 23);
|
|
if (flag)
|
|
WriteByte (MSG_BROADCAST, 6);
|
|
else
|
|
WriteByte (MSG_BROADCAST, 13);
|
|
WriteEntity (MSG_BROADCAST, e2);
|
|
WriteCoord (MSG_BROADCAST, e1.origin_x);
|
|
WriteCoord (MSG_BROADCAST, e1.origin_y);
|
|
WriteCoord (MSG_BROADCAST, e1.origin_z);
|
|
WriteCoord (MSG_BROADCAST, e2.origin_x);
|
|
WriteCoord (MSG_BROADCAST, e2.origin_y);
|
|
WriteCoord (MSG_BROADCAST, e2.origin_z);
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
Find Another Color
|
|
|
|
Team finding code
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
float(float tcolor) FindAnotherColor =
|
|
{
|
|
local float bestbet, scolor, pcount, bestp;
|
|
|
|
bestbet = -1;
|
|
bestp = 16;
|
|
while (scolor < 14) {
|
|
if (scolor != tcolor) {
|
|
b_temp2 = player_head;
|
|
pcount = 0;
|
|
while (b_temp2 != NIL) {
|
|
if (b_temp2.team == scolor + 1)
|
|
pcount++;
|
|
b_temp2 = b_temp2._next;
|
|
}
|
|
if ((pcount < bestp) && pcount) {
|
|
bestbet = scolor;
|
|
bestp = pcount;
|
|
}
|
|
}
|
|
scolor++;
|
|
}
|
|
if (bestbet < 0) {
|
|
bestbet = tcolor;
|
|
while (bestbet == tcolor) {
|
|
bestbet = floor (13 * random ());
|
|
}
|
|
}
|
|
return bestbet;
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
BotConnect and related functions.
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
entity(float num) GetClientEntity =
|
|
{
|
|
local entity upsy;
|
|
upsy = NIL;
|
|
num++;
|
|
while (num > 0) {
|
|
num--;
|
|
upsy = nextent (upsy);
|
|
}
|
|
return upsy;
|
|
};
|
|
|
|
void(float whichteam, float whatbot, float whatskill) BotConnect =
|
|
{
|
|
local float f;
|
|
local string h;
|
|
local entity uself;
|
|
|
|
f = ClientNextAvailable ();
|
|
uself = self;
|
|
if (f == -1) {
|
|
bprint("Unable to connect a bot, server is full.\n");
|
|
return;
|
|
}
|
|
|
|
// chat thing
|
|
|
|
active_clients |= ClientBitFlag (f);
|
|
bot_count++;
|
|
self = GetClientEntity (f);
|
|
if (!saved_bots)
|
|
bot_start_topic (1);
|
|
self.b_clientno = f;
|
|
self.colormap = f + 1;
|
|
if (whatbot)
|
|
self.netname = BotName (whatbot);
|
|
else
|
|
self.netname = PickARandomName ();
|
|
|
|
// players can set skill all weird, so leave these checks in
|
|
whatskill = rint(whatskill);
|
|
if (whatskill > 3)
|
|
whatskill = 3;
|
|
else if (whatskill < 0)
|
|
whatskill = 0;
|
|
self.b_skill = whatskill;
|
|
|
|
if (teamplay && !coop) {
|
|
if (whichteam)
|
|
self.b_pants = FindAnotherColor (uself.team - 1);
|
|
else
|
|
self.b_pants = uself.team - 1;
|
|
self.b_shirt = self.b_pants;
|
|
}
|
|
|
|
self.team = self.b_pants + 1;
|
|
UpdateClient (self);
|
|
SetNewParms ();
|
|
self.ishuman = 2;
|
|
ClientConnect ();
|
|
PutClientInServer ();
|
|
|
|
// this is risky... could corrupt .way files if done wrong
|
|
// If you're not the gambling type, comment this out
|
|
|
|
f = ClientBitFlag (self.b_num - 1);
|
|
current_bots |= f;
|
|
|
|
// FIXME: ugh
|
|
if (self.b_num <= 8)
|
|
saved_skills1 = (saved_skills1 & (65536 - (3 * f)) | (self.b_skill * f));
|
|
else {
|
|
f = ClientBitFlag (self.b_num - 9);
|
|
saved_skills2 = (saved_skills2 & (65536 - (3 * f)) | (self.b_skill * f));
|
|
}
|
|
|
|
h = ftos (current_bots);
|
|
cvar_set ("scratch1", h);
|
|
h = ftos (saved_skills1);
|
|
cvar_set ("scratch2", h);
|
|
h = ftos (saved_skills2);
|
|
cvar_set ("scratch3", h);
|
|
self = uself;
|
|
};
|
|
|
|
void(entity bot) BotDisconnect =
|
|
{
|
|
local string h;
|
|
local entity uself;
|
|
uself = self;
|
|
self = bot;
|
|
|
|
bot_count--;
|
|
current_bots &= ~(ClientBitFlag (self.b_num - 1));
|
|
h = ftos (current_bots);
|
|
cvar_set ("scratch1", h);
|
|
|
|
ClientDisconnect ();
|
|
|
|
if (self.b_clientno != -1) {
|
|
// the bot's client number is not in use by a real player so we
|
|
// must remove it's entry in the rankings
|
|
// Quake engine sets all fields to 0, can only do the most important here
|
|
self.b_frags = self.frags = 0;
|
|
self.netname = "";
|
|
self.classname = "";
|
|
self.health = 0;
|
|
self.items = 0;
|
|
self.armorvalue = 0;
|
|
self.weaponmodel = "";
|
|
self.b_pants = 0;
|
|
self.b_shirt = 0;
|
|
self.ammo_shells = self.ammo_nails = self.ammo_rockets = self.ammo_cells = 0;
|
|
UpdateClient (self);
|
|
active_clients &= ~(ClientBitFlag (self.b_clientno));
|
|
self.b_clientno = -1;
|
|
}
|
|
self = uself;
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
BotInvalidClientNo
|
|
kicks a bot if a player connects and takes the bot's space
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
void(float clientno) BotInvalidClientNo =
|
|
{
|
|
local entity bot;
|
|
|
|
bot = GetClientEntity(clientno);
|
|
if (bot.b_clientno > 0) {
|
|
if (!bot.ishuman) {
|
|
bot.b_clientno = -1;
|
|
BotDisconnect (bot);
|
|
active_clients |= ClientBitFlag (self.b_clientno);
|
|
BotConnect (0, bot.b_num, bot.b_skill);
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
Waypoint Loading from file
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
void() LoadWaypoint =
|
|
{
|
|
local vector org;
|
|
local entity tep;
|
|
local float r;
|
|
|
|
org_x = cvar ("saved1");
|
|
org_y = cvar ("saved2");
|
|
org_z = cvar ("saved3");
|
|
|
|
tep = make_waypoint (org);
|
|
|
|
r = cvar ("saved4");
|
|
|
|
tep.b_aiflags = floor (r / 4);
|
|
tep.b_pants = cvar ("scratch1");
|
|
tep.b_skill = cvar ("scratch2");
|
|
tep.b_shirt = cvar ("scratch3");
|
|
tep.b_frags = cvar ("scratch4");
|
|
};
|
|
|
|
void() bot_return =
|
|
{
|
|
if (time > 2) {
|
|
if ((waypoint_mode == WM_DYNAMIC) || (waypoint_mode == WM_LOADED)) {
|
|
// minor precaution
|
|
|
|
if (saved_bots & 1)
|
|
BotConnect (0, 1, saved_skills1 & 3);
|
|
if (saved_bots & 2)
|
|
BotConnect (0, 2, (saved_skills1 & 12) / 4);
|
|
if (saved_bots & 4)
|
|
BotConnect (0, 3, (saved_skills1 & 48) / 16);
|
|
if (saved_bots & 8)
|
|
BotConnect (0, 4, (saved_skills1 & 192) / 64);
|
|
if (saved_bots & 16)
|
|
BotConnect (0, 5, (saved_skills1 & 768) / 256);
|
|
if (saved_bots & 32)
|
|
BotConnect (0, 6, (saved_skills1 & 3072) / 1024);
|
|
if (saved_bots & 64)
|
|
BotConnect (0, 7, (saved_skills1 & 12288) / 4096);
|
|
if (saved_bots & 128)
|
|
BotConnect (0, 8, (saved_skills1 & 49152) / 16384);
|
|
if (saved_bots & 256)
|
|
BotConnect (0, 9, saved_skills2 & 3);
|
|
if (saved_bots & 512)
|
|
BotConnect (0, 10, (saved_skills2 & 12) / 4);
|
|
if (saved_bots & 1024)
|
|
BotConnect (0, 11, (saved_skills2& 48) / 16);
|
|
if (saved_bots & 2048)
|
|
BotConnect (0, 12, (saved_skills2 & 192) / 64);
|
|
if (saved_bots & 4096)
|
|
BotConnect (0, 13, (saved_skills2 & 768) / 256);
|
|
if (saved_bots & 8192)
|
|
BotConnect (0, 14, (saved_skills2 & 3072) / 1024);
|
|
if (saved_bots & 16384)
|
|
BotConnect (0, 15, (saved_skills2 & 12288) / 4096);
|
|
if (saved_bots & 32768)
|
|
BotConnect (0, 16, (saved_skills2 & 49152) / 16384);
|
|
saved_bots = 0;
|
|
}
|
|
}
|
|
};
|
|
|
|
void() WaypointWatch =
|
|
{
|
|
// Waypoint Baywatch
|
|
local float bigboobs;
|
|
local string h;
|
|
|
|
if (max_clients < 2)
|
|
return;
|
|
if (waypoint_mode != WM_UNINIT) {
|
|
bigboobs = cvar ("saved4");
|
|
if (bigboobs != 0) {
|
|
if ((bigboobs & 3) == 1)
|
|
ClearAllWays();
|
|
else if ((bigboobs & 3) == 3) {
|
|
FixWaypoints ();
|
|
h = ftos (b_options);
|
|
cvar_set ("saved1", h);
|
|
cvar_set ("saved4", "0");
|
|
cvar_set ("scratch1", "0");
|
|
waypoint_mode = WM_LOADED;
|
|
return;
|
|
}
|
|
LoadWaypoint ();
|
|
waypoint_mode = WM_LOADING;
|
|
cvar_set ("saved4", "0");
|
|
}
|
|
}
|
|
};
|
|
|
|
void() BotFrame =
|
|
{
|
|
local float num;
|
|
|
|
// for the sake of speed
|
|
sv_maxspeed = cvar ("sv_maxspeed");
|
|
sv_gravity = cvar ("sv_gravity");
|
|
sv_friction = cvar ("sv_friction");
|
|
sv_accelerate = cvar ("sv_accelerate");
|
|
sv_stopspeed = cvar ("sv_stopspeed");
|
|
real_frametime = frametime; // in NQ this is alright
|
|
|
|
self = nextent (NIL);
|
|
num = 0;
|
|
while (num < max_clients) {
|
|
if (self.ishuman == FALSE) {
|
|
if (active_clients & ClientBitFlag(num)) {
|
|
frik_obstacles ();
|
|
CL_KeyMove ();
|
|
SV_ClientThink ();
|
|
SV_Physics_Client ();
|
|
}
|
|
}
|
|
self = nextent (self);
|
|
num++;
|
|
}
|
|
WaypointWatch ();
|
|
|
|
if (saved_bots)
|
|
bot_return ();
|
|
};
|
|
|
|
/*
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
Bot Impulses. Allows the player to perform bot
|
|
related functions.
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
*/
|
|
void() BotImpulses =
|
|
{
|
|
local float f;
|
|
|
|
switch (self.impulse) {
|
|
case 100:
|
|
f = cvar ("skill");
|
|
BotConnect (0, 0, f);
|
|
break;
|
|
case 101:
|
|
f = cvar ("skill");
|
|
BotConnect (1, 0, f);
|
|
break;
|
|
case 102:
|
|
KickABot ();
|
|
break;
|
|
case 103:
|
|
botcam_u ();
|
|
break;
|
|
case 104:
|
|
bot_way_edit();
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
self.impulse = 0;
|
|
};
|