game-source/fbxa/bot.qc
2003-07-24 18:25:46 +00:00

1224 lines
27 KiB
C++

/*
======================================
FrikBot X (Version 0.10.1)
======================================
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.
======================================
These installation instructions only apply to Normal Quake (as does this
entire file). For QuakeWorld, please refer to bot_qw.qc
--------------------------------------
To install on a new mod, do all this:
--------------------------------------
Place all included bot*.qc files in the subdirectory "frikbot"
in your source folder, then...
* Add the following lines to progs.src right after the defs.qc line
frikbot/map_dm1.qc
frikbot/map_dm2.qc
frikbot/map_dm3.qc
frikbot/map_dm4.qc
frikbot/map_dm5.qc
frikbot/map_dm6.qc
frikbot/bot.qc
frikbot/bot_way.qc
frikbot/bot_fight.qc
frikbot/bot_ai.qc
frikbot/bot_misc.qc
frikbot/bot_phys.qc
frikbot/bot_move.qc
frikbot/bot_ed.qc
--------------------------------------
* Comment out the following functions in defs.qc
sound, stuffcmd, sprint, aim, centerprint, setspawnparms
WriteByte, WriteChar, WriteShort, WriteLong, WriteCoord
WriteAngle, WriteString, WriteEntity
--------------------------------------
* Add this to worldspawn() in world.qc, right at the very top, before InitBodyQue();
BotInit(); // FrikBot
--------------------------------------
* add this line to StartFrame() in world.qc, at the very top
BotFrame(); // FrikBot
--------------------------------------
* Add these two lines to PlayerPreThink in client.qc at the very top
if (BotPreFrame()) // FrikBot
return;
--------------------------------------
* Add this line to PlayerPostThink in client.qc at the very top
if (BotPostFrame()) // FrikBot
return;
--------------------------------------
* Add the following line to the very top of Client Connect in client.qc
ClientInRankings(); // FrikBot
--------------------------------------
* Add these lines to the very top of ClientDisconnect in client.qc
ClientDisconnected(); // FrikBot
--------------------------------------
*/
void() bot_map_load =
{
// place your qc loaded waypoints here
switch (mapname) {
case "dm1":
map_dm1 ();
break;
case "dm2":
map_dm2 ();
break;
case "dm3":
map_dm3 ();
break;
case "dm4":
map_dm4 ();
break;
case "dm5":
map_dm5 ();
break;
case "dm6":
map_dm6 ();
default:
break;
}
};
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Variables and shtuff
bot.qc has become pretty much a header file
for all variable in the bot...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
// ----- entity fields ---
.float wallhug, keys, oldkeys, ishuman;
.float b_frags, b_clientno, b_shirt, b_pants;
.float priority, ai_time, b_sound, missile_speed;
.float portal_time, b_skill, switch_wallhug;
.float b_aiflags, b_num, b_chattime;
.float b_menu, b_menu_time, b_menu_value;
.float route_failed, dyn_flags, dyn_time;
.float dyn_plat;
.entity temp_way, last_way, phys_obj;
.entity target1, target2, target3, target4;
.entity _next, _last;
.entity current_way;
.vector b_angle, b_dest, mouse_emu, obs_dir;
.vector movevect, b_dir;
.vector dyn_dest;
// --------defines-----
float SVC_UPDATENAME = 13;
float SVC_UPDATEFRAGS = 14;
float SVC_UPDATECOLORS = 17;
// used for the physics & movement AI
float KEY_MOVEUP = 1;
float KEY_MOVEDOWN = 2;
float KEY_MOVELEFT = 4;
float KEY_MOVERIGHT = 8;
float KEY_MOVEFORWARD = 16;
float KEY_MOVEBACK = 32;
float KEY_LOOKUP = 64;
float KEY_LOOKDOWN = 128;
float KEY_LOOKLEFT = 256;
float KEY_LOOKRIGHT = 512;
// these are aiflags for waypoints
// some overlap to the bot
float AI_TELELINK_1 = 1; // link type
float AI_TELELINK_2 = 2; // link type
float AI_TELELINK_3 = 4; // link type
float AI_TELELINK_4 = 8; // link type
float AI_DOORFLAG = 16; // read ahead
float AI_PRECISION = 32; // read ahead + point
float AI_SURFACE = 64; // point
float AI_BLIND = 128; // read ahead + point
float AI_JUMP = 256; // point + ignore
float AI_DIRECTIONAL = 512; // read ahead + ignore
float AI_PLAT_BOTTOM = 1024; // read ahead
float AI_RIDE_TRAIN = 2048; // read ahead
float AI_SUPER_JUMP = 4096; // point + ignore + route test
float AI_SNIPER = 8192; // point type
float AI_AMBUSH = 16384; // point type
float AI_DOOR_NO_OPEN = 32768; // read ahead
float AI_DIFFICULT = 65536; // route test
float AI_TRACE_TEST = 131072; // route test
// these are flags for bots/players (dynamic/editor flags)
float AI_OBSTRUCTED = 1;
float AI_HOLD_SELECT = 2;
float AI_ROUTE_FAILED = 2;
float AI_WAIT = 4;
float AI_DANGER = 8;
// addition masks
float AI_POINT_TYPES = 29152;
float AI_READAHEAD_TYPES = 36528;
float AI_IGNORE_TYPES = 4864;
float WM_UNINIT = 0;
float WM_DYNAMIC = 1;
float WM_LOADING = 2;
float WM_LOADED = 3;
float WM_EDITOR = 4;
float WM_EDITOR_DYNAMIC = 5;
float WM_EDITOR_DYNLINK = 6;
float OPT_SAVEBOTS = 1;
float OPT_NOCHAT = 2;
// -------globals-----
float active_clients;
float max_clients, real_frametime;
float bot_count, b_options;
float waypoint_mode, dump_mode;
float waypoints, direct_route;
float sv_friction, sv_gravity;
float sv_accelerate, sv_maxspeed, sv_stopspeed;
entity fixer;
entity route_table;
entity b_temp1, b_temp2, b_temp3;
entity player_head, phys_head, way_head;
float busy_waypoints;
float saved_bots, saved_skills1, saved_skills2, current_bots;
// -------ProtoTypes------
// external
void() ClientConnect;
void() ClientDisconnect;
void() SetNewParms;
// rankings
float(float clientno) ClientBitFlag;
float() ClientNextAvailable;
void(float whichteam, float whatbot, float whatskill) BotConnect;
void(entity bot) BotDisconnect;
void(float clientno) BotInvalidClientNo;
void(entity who) UpdateClient;
// waypointing
void() DynamicWaypoint;
entity(vector org) make_waypoint;
void() ClearAllWays;
void() FixWaypoints;
float() begin_route;
void(entity this, float direct) bot_get_path;
void() WaypointThink;
entity(entity start) FindWaypoint;
// physics & movement
float(entity e) bot_can_rj;
void() bot_jump;
void() frik_bot_roam;
float(vector weird) frik_walkmove;
void() frik_movetogoal;
void() frik_obstacles;
float(float flag) frik_recognize_plat;
float(vector sdir) frik_KeysForDir;
void(vector whichway, float danger) frik_obstructed;
void() SV_Physics_Client;
void() SV_ClientThink;
void() CL_KeyMove;
// ai & misc
string() PickARandomName;
float(entity targ) fov;
float(float y1, float y2) angcomp;
float(entity targ1, entity targ2) wisible;
float(entity targ) sisible;
float(entity targ) fisible;
vector(entity ent) realorigin;
void(entity ent) target_drop;
void(entity ent) target_add;
void() KickABot;
void() BotImpulses;
void(entity targ, float success) bot_lost;
string(float r) BotName;
float(float v) frik_anglemod;
void() bot_chat;
void(float tpic) bot_start_topic;
// editor stuffs
void() bot_way_edit;
void() bot_menu_display;
// ----------Commands---------
void(entity e, float chan, string samp, float vol, float atten) frik_sound = #8;
void(entity client, string s) frik_stuffcmd = #21;
void(entity client, string s) frik_sprint = #24;
vector(entity e, float sped) frik_aim = #44;
void(entity client, string s) frik_centerprint = #73;
void(entity e) frik_setspawnparms = #78;
void(float to, float f) frik_WriteByte = #52;
void(float to, float f) frik_WriteChar = #53;
void(float to, float f) frik_WriteShort = #54;
void(float to, float f) frik_WriteLong = #55;
void(float to, float f) frik_WriteCoord = #56;
void(float to, float f) frik_WriteAngle = #57;
void(float to, string s) frik_WriteString = #58;
void(float to, entity s) frik_WriteEntity = #59;
void(entity client, string s1, string s2, string s3, string s4, string s5, string s6, string s7)
frik_big_centerprint = #73;
//----------------------------------------------------------------------------
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Function redclarations. These allow function
designed to work for clients (sprint, so forth)
to mainly not complain when working with a bot
Although these shouldn't be needed anymore,
as the bots truly are clients now, if you don't
stop the SZ_ buffer from filling up by disabling
direct messages to the bots, it crashes quake :-(
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
void(entity client, string s) stuffcmd =
{
if (client.ishuman == 1)
frik_stuffcmd (client, s);
b_temp1 = player_head;
while (b_temp1) {
if (b_temp1.classname == "botcam") {
if ((b_temp1.enemy == client) && b_temp1.ishuman)
frik_stuffcmd (b_temp1, s);
}
b_temp1 = b_temp1._next;
}
};
void(entity e) setspawnparms =
{
if (e.ishuman == 1)
frik_setspawnparms(e);
else {
b_temp1 = player_head;
while (b_temp1) {
if (b_temp1.ishuman) {
frik_setspawnparms (b_temp1);
return;
}
b_temp1 = b_temp1._next;
}
SetNewParms ();
}
};
void(entity client, string s) sprint =
{
if (client.ishuman == 1)
frik_sprint (client, s);
b_temp1 = player_head;
while (b_temp1) {
if (b_temp1.classname == "botcam") {
if ((b_temp1.enemy == client) && b_temp1.ishuman)
frik_sprint (b_temp1, s);
}
b_temp1 = b_temp1._next;
}
};
void(entity client, string s) centerprint =
{
if (client.ishuman == 1)
frik_centerprint (client, s);
b_temp1 = player_head;
while (b_temp1) {
if (b_temp1.classname == "botcam") {
if ((b_temp1.enemy == client) && b_temp1.ishuman)
frik_centerprint (b_temp1, s);
}
b_temp1 = b_temp1._next;
}
};
vector(entity e, float sped) aim =
{
e.missile_speed = sped;
return frik_aim (e, sped);
};
void(entity e, float chan, string samp, float vol, float atten) sound =
{
frik_sound (e, chan, samp, vol, atten);
if (samp == "items/inv3.wav")
return;
else if (e.classname == "player")
e.b_sound = time + 1;
else if (other.classname == "player")
other.b_sound = time + 1;
};
void(float to, float f) WriteByte =
{
if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
return;
frik_WriteByte (to, f);
};
void(float to, float f) WriteChar =
{
if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
return;
frik_WriteChar (to, f);
};
void(float to, float f) WriteShort =
{
if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
return;
frik_WriteShort (to, f);
};
void(float to, float f) WriteLong =
{
if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
return;
frik_WriteLong (to, f);
};
void(float to, float f) WriteCoord =
{
if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
return;
frik_WriteCoord (to, f);
};
void(float to, float f) WriteAngle =
{
if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
return;
frik_WriteAngle (to, f);
};
void(float to, string s) WriteString =
{
if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
return;
frik_WriteString (to, s);
};
void(float to, entity s) WriteEntity =
{
if ((to == MSG_ONE) && (msg_entity.ishuman != TRUE))
return;
frik_WriteEntity (to, s);
};
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Bot Cam, see what the bot sees (or any other player)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
float() botcam =
{
if (self.classname != "botcam")
return FALSE;
setorigin (self, self.enemy.origin);
self.items = self.enemy.items;
self.weapon = self.enemy.weapon;
self.weaponmodel = self.enemy.weaponmodel;
self.currentammo = self.enemy.currentammo;
self.weaponframe = self.enemy.weaponframe;
self.ammo_shells = self.enemy.ammo_shells;
self.ammo_nails = self.enemy.ammo_nails;
self.ammo_rockets= self.enemy.ammo_rockets;
self.ammo_cells = self.enemy.ammo_cells;
self.view_ofs = self.enemy.view_ofs;
self.health = self.enemy.health;
self.armorvalue = self.enemy.armorvalue;
self.dmg_take = self.enemy.dmg_take;
self.dmg_save = self.enemy.dmg_save;
self.dmg_inflictor = self.enemy.dmg_inflictor;
self.punchangle = self.enemy.punchangle;
self.deadflag = self.enemy.deadflag;
msg_entity = self;
WriteByte (MSG_ONE, 5);
WriteEntity (MSG_ONE, self.enemy);
WriteByte (MSG_ONE, 10);
WriteAngle (MSG_ONE, self.enemy.v_angle_x);
WriteAngle (MSG_ONE, self.enemy.v_angle_y);
WriteAngle (MSG_ONE, self.enemy.v_angle_z);
self.modelindex = 0;
self.impulse = 0;
return TRUE;
};
void() botcam_u =
{
// sloppy cycling code
if (self.classname != "botcam") {
self.enemy = player_head;
} else {
do
self.enemy = self.enemy._next;
while (self.enemy.classname == "botcam");
}
if (self.enemy == self) {
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;
};
/*
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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;
}
}
};
/*
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Waypoint Loading from file
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*/
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;
};