mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-12-01 08:01:19 +00:00
605 lines
13 KiB
C++
605 lines
13 KiB
C++
/*----------------------------------------------------------------
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POXbot spawning routines
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These started getting long so I threw them in a seperate file.
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----------------------------------------------------------------*/
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//
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// standing
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//
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$frame stand1 stand2 stand3 stand4 stand5
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$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
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$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
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//POX - New naming routine (doesn't allow duplicate names)
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//Modified version of name code from Doombot Skeleton v0.23 by Roscoe A. Sincero
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float (string st) check_bot_name =
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{
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// checks to see if the name is already used.
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local entity botname;
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botname = find(world, classname, "bot");
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while (botname != world)
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{
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if (botname.netname == st)
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{
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// name already used
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return TRUE;
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}
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botname = find(botname, classname, "bot");
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}
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};
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string() bot_name =
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{
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local float r;
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local string st = "Mozilla";
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do
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{
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r = random ();
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if (r < 0.07)
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st = "BadMan";
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else if (r < 0.10)
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st = "koRnewt";
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else if (r < 0.13)
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st = "FreakFace";
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else if (r < 0.17)
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st = "Udie!";
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else if (r < 0.25)
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st = "kILLer";
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else if (r < 0.32)
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st = "Sunshine";
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else if (r < 0.36)
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st = "Happy";
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else if (r < 0.46)
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st = "sICKO";
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else if (r < 0.48)
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st = "choke";
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else if (r < 0.53)
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st = "TrasH";
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else if (r < 0.55)
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st = "Johny5";
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else if (r < 0.59)
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st = "who?";
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else if (r <0.62)
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st = "BOO!";
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else if (r < 0.68)
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st = "Radley";
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else if (r <0.72)
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st = "Homer";
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else if (r < 0.74)
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st = "ScoRCh";
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else if (r < 0.78)
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st = "The Wind";
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else if (r < 0.80)
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st = "Reap-err";
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else if (r < 0.82)
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st = "LameO";
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else if (r < 0.84)
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st = "BOB";
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else if (r < 0.86)
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st = "gUMp";
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else if (r < 0.89)
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st = "C64";
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else if (r < 0.92)
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st = "Arse";
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else if (r < 0.94)
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st = "BIGhead";
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else if ( r < 0.97)
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st = "Santa";
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else if (r < 1)
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st = "Dung";
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}
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while (check_bot_name (st));
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return st;
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};
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// ------------------------------------------------
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void() respawn_bot =
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// ------------------------------------------------
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{
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local entity spot;
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// putting him back in game
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CopyToBodyQue (self);//POX - dead bodies remain
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spot = SelectSpawnPoint();
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self.origin = spot.origin + '0 0 1';
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self.angles = spot.angles;
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self.fixangle = TRUE;
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spawn_tfog (self.origin);
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spawn_tdeath (self.origin, self);
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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self.flags &= ~FL_ONGROUND;
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makevectors(self.angles);
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self.velocity = self.velocity + v_forward*20;
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//POX - Reset PowerUps
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self.super_damage_finished = 0;
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self.radsuit_finished = 0;
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self.invisible_finished = 0;
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self.invincible_finished = 0;
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self.invincible_time = 0;
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//POX v1.2 - missed this - dead bots with powerups could respawn 'glowing'
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self.effects = 0;
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// making him normal again
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// setmodel(self, self.mdl);
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//Predator Mode
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if (deathmatch & DM_PREDATOR)
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{
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//self.skin = 0;
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//setmodel(self, "progs/eyes.mdl");
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self.invisible_time = 1;
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self.invisible_finished = time + 9999999999;
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}
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else
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self.skin = self.skinsave;
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setmodel(self, self.mdl);
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//POX - DarkMode
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if (deathmatch & DM_DARK)
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flash_on(self);
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//Lastman Standing (Although bots are counted out at death, they don't go away till respawn - same for players)
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if (self.frags <= 0 && (deathmatch & DM_LMS))
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{
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self.think = SUB_Remove;
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self.nextthink = time + 0.1;
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return;
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}
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setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
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self.deadflag = DEAD_NO;
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self.takedamage = DAMAGE_AIM;
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self.ideal_yaw = self.angles * '0 1 0';
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self.yaw_speed = 120;
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self.view_ofs = '0 0 22';
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self.frame = $stand1;
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self.button1 = 90;
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// finishing his characteristics
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//POX - reset ammo
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self.ammo_shells = 0;
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self.ammo_nails = 0;
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self.ammo_rockets = 0;
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self.ammo_cells = 0;
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self.items = IT_TSHOT;
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self.currentammo = self.ammo_shells = self.ammo_shells + 25;
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self.weapon = IT_TSHOT;
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self.health = 100;
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self.max_health = 100;
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self.classname = "bot";
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self.enemy = world;
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self.goalentity = world;
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self.search_time = 0;
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// POX v1.1 - spawn with 50 armour points
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self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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self.items |= IT_ARMOR1;
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self.armorvalue = 50;
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self.armortype = 0.9;
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//FFA Mode
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if (deathmatch & DM_FFA)
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{
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self.invincible_finished = time + 3;
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self.invincible_time = 1;
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self.items = IT_BONESAW | IT_TSHOT | IT_COMBOGUN | IT_PLASMAGUN | IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER | IT_INVULNERABILITY | IT_ARMOR3;
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self.health = 200;
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self.max_health = 200;
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self.armorvalue = 250;
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self.ammo_shells = 100;
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self.ammo_nails = 200;
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self.ammo_rockets = 100;
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self.ammo_cells = 200;
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self.armortype = 0.9;
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sound (self, CHAN_VOICE, "items/protect.wav", 1, ATTN_NORM);
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}
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// making him stand for a bit
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self.pausetime = time + 5;
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self.nextthink = time + 0.1;
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self.think = self.th_stand;
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self.bot_needs_item = FALSE; //POX - clear any needed items
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//POX v1.11 - spawn bots AFTER all players are in
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/*
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msgUpdateNameToAll (self.fClientNo, self.netname);
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msgUpdateColorsToAll (self.fClientNo, self.fShirt, self.fPants);
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msgUpdateFragsToAll (self.fClientNo, self.frags);
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*/
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};
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// ------------------------------------------------
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void(float teem) create_bot =
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// ------------------------------------------------
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{
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local entity bot, spot;
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local float r, cno, sn, pn;
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//POX - NoBots option
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if (deathmatch & DM_NOBOTS)
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{
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bprint ("No bots allowed in this game.\n");
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return;
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}
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//POX - added for bot ranking support
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if (botcounter == 8)
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{
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// already reached maximum number of bots.
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bprint ("Maximum number of bots has been\n");
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bprint ("reached. Only 8 bots are allowed.\n");
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return;
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}
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cno = clientNextAvailable ();
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if (cno == -1)
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{
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bprint ("Server is full. Unable to spawn bot.\n");
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return;
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}
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// initializing the entity
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bot = spawn();
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//POX - added for bot ranking support
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botcounter = botcounter + 1;
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spot = SelectSpawnPoint();
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bot.origin = spot.origin + '0 0 1';
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bot.angles = spot.angles;
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bot.fixangle = TRUE;
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spawn_tfog (bot.origin);
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spawn_tdeath (bot.origin, bot);
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bot.solid = SOLID_SLIDEBOX;
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bot.movetype = MOVETYPE_STEP;
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// defining his animation
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//POX - added a couple new skins for bots
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bot.mdl = "progs/player.mdl";
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//POX1.01b - FIX for friendly team bot skin (use base skin)
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if (teamplay && teem == 2)
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bot.skin = 0;
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else
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{
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if (random() < 0.5)
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bot.skin = 1;
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else
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bot.skin = 2;
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}
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bot.skinsave = bot.skin;
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bot.frame = $stand1;
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bot.th_stand = bot_stand1;
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bot.th_walk = bot_walk1;
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bot.th_run = bot_run1;
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bot.th_pain = bot_pain;
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bot.th_die = bot_die;
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bot.th_missile = bot_attack;
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// arming and naming him
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bot.items |= IT_TSHOT;
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bot.currentammo = bot.ammo_shells = bot.ammo_shells + 25;
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bot.weapon = IT_TSHOT;
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bot.health = 100;
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bot.max_health = 100;
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bot.classname = "bot";
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//POX - Added for Powerup Support
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bot.super_damage_finished = 0;
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bot.radsuit_finished = 0;
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bot.invisible_finished = 0;
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bot.invincible_finished = 0;
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bot.effects = 0;
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bot.invincible_time = 0;
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// POX v1.1 - spawn with 50 armour points
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self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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self.items |= IT_ARMOR1;
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self.armorvalue = 50;
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self.armortype = 0.9;
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//POX - Added for Ranking Support
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clientSetUsed (cno);
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bot.fClientNo = cno;
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bot.colormap = cno + 1;
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if (!teamplay)
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{
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bot.fShirt = floor (random() * 13);
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bot.fPants = floor (random() * 13);
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}
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/*
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POX - I've changed tutor bot team rules to support multiple clients (in theory).
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Only one all bot team is allowed, but you can mix bots and clients on other teams.
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This is kind of a hack since every client can create a team bot and/or an all bot team bot.
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I should implement a user config that limits the number of team members,
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currently only the server limit will do this, and real clients will always boot a bot when
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they join if there isn't any space.
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*/
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sn = -1;
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pn = -1;
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//POX - Create a Friendly Team Bot
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if (teamplay && teem == 2)
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{
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bot.team = self.team;
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//POX - This is a hack to get the proper colours to show in the rankings (colormap didn't work(?))
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//POX - It tests every combination of colours (plus a few more for good luck) until the right one is found
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while (sn < 15)
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{
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while (pn < 15)
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{
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//POX - FIX ME - cvars always refer to the server (maybe force teams to wear solid colours)
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if (cvar("_cl_color") == (sn*16) + pn)
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{
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//bot.colormap = self.colormap;
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bot.fShirt = sn;
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bot.fPants = pn;
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sn = 15;
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pn = 15;
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}
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pn = pn + 1;
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}
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sn = sn + 1;
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pn = 0;
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}
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}
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//POX - Create an all Bot Team Bot (bad guys)
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if (teamplay && teem == 1)
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{
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bot.team = 16; //POX - I figured team 17 would never exist so I used it for the all bot team
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//POX - all bot team is always white on white
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bot.fShirt = 0;
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bot.fPants = 0;
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}
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//Predator Mode
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if (deathmatch & DM_PREDATOR)
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{
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//setmodel(bot, "progs/eyes.mdl");
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//bot.skin = 0;
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bot.invisible_time = 1;
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bot.invisible_finished = time + 9999999999;
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}
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setmodel(bot, bot.mdl);
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//Dark Mode
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if (deathmatch & DM_DARK)
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flash_on(bot);
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//Last Man Standing
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if (deathmatch & DM_LMS)
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{
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lms_plrcount = lms_plrcount + 1;
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if (fraglimit_LMS == 0)
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bot.frags = 5;
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else
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bot.frags = fraglimit_LMS;
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}
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//FFA Mode
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if (deathmatch & DM_FFA)
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{
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bot.invincible_finished = time + 5;
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bot.invincible_time = 1;
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bot.items = IT_BONESAW | IT_TSHOT | IT_COMBOGUN | IT_PLASMAGUN | IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER | IT_INVULNERABILITY | IT_ARMOR3;
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bot.health = 200;
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bot.max_health = 200;
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bot.armorvalue = 250;
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bot.ammo_shells = 100;
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bot.ammo_nails = 200;
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bot.ammo_rockets = 100;
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bot.ammo_cells = 200;
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bot.armortype = 0.9;
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sound (bot, CHAN_VOICE, "items/protect.wav", 1, ATTN_NORM);
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}
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bot.netname = bot_name();
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//POX - Added for Ranking Support
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msgUpdateNameToAll( bot.fClientNo, bot.netname );
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msgUpdateColorsToAll( bot.fClientNo, bot.fShirt, bot.fPants );
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msgUpdateFragsToAll( bot.fClientNo, bot.frags );
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bprint(bot.netname);
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bprint(" entered the game\n");
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// polishing him up
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setsize (bot, VEC_HULL_MIN, VEC_HULL_MAX);
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bot.ideal_yaw = bot.angles * '0 1 0';
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bot.yaw_speed = 120;
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bot.view_ofs = '0 0 22';
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bot.takedamage = DAMAGE_AIM;
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bot.attack_state = 0;
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bot.button1 = 90;
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bot.nextthink = time + 0.1 + random();
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bot.think = bot.th_walk;
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/*POX v1.11 - Cloak is back to eyes (bot powerup check is less accurate now, but good enough)
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//POX - This part is a hack - it allows the Player who spawned the bot to check it's powerups
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//POX - This was necessary for the new cloak effect to work with bots
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//POX - The down side is, when a player disconnects, his bots must go with him
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self.total_spawned_bots = self.total_spawned_bots + 1;
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if (self.total_spawned_bots == 1)
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self.bot_a = bot;
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if (self.total_spawned_bots == 2)
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self.bot_b = bot;
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if (self.total_spawned_bots == 3)
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self.bot_c = bot;
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if (self.total_spawned_bots == 4)
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self.bot_d = bot;
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if (self.total_spawned_bots == 5)
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self.bot_e = bot;
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if (self.total_spawned_bots == 6)
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self.bot_f = bot;
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if (self.total_spawned_bots == 7)
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self.bot_g = bot;
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if (self.total_spawned_bots == 8)
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self.bot_h = bot;
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*/
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//POX - Define BotPrefs - semi-random based on skill level setting
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//Skill 1 (default) will spawn randomized bots (but no extremely bad or good ones)
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local float r;
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//POX - speed
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if (skill == 0)
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bot.botpref_speed = 0.1;
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if (skill == 1)
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{
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r = random() - 0.5;
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if (r < 0.06)
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r = 0.06;
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if (r > 0.09)
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r = 0.09;
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bot.botpref_speed = r;
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}
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if (skill == 2)
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bot.botpref_speed = 0.07;
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if (skill > 2)
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bot.botpref_speed = 0.05;
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//POX - health awarness
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r = floor(random() * 30 + (10*skill) + 20);
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if (r < 60)
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r = 60;
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bot.botpref_health = r;
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//POX - aim
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if (skill == 0)
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bot.botpref_aim = 0.25;
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if (skill == 1)
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{
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r = random();
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if (r < 0.05)
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r = 0.05;
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if (r > 0.2)
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r = 0.2;
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bot.botpref_aim = r;
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}
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if (skill == 2)
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bot.botpref_aim = 0.1;
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|
|
if (skill > 2)
|
|
bot.botpref_aim = 0;
|
|
|
|
//POX - Client Awareness
|
|
if (skill == 0)
|
|
bot.botpref_aware = FALSE;
|
|
else if (skill == 1 || skill == 2)
|
|
{
|
|
r = random();
|
|
if (r < skill*0.4)
|
|
bot.botpref_aware = TRUE;
|
|
else
|
|
bot.botpref_aware = FALSE;
|
|
}
|
|
else
|
|
bot.botpref_aware = TRUE;
|
|
|
|
//POX - Attack Styles
|
|
r = floor(random() * 3);
|
|
|
|
if (r == 1 && random() > 0.5)
|
|
bot.botpref_attack = AS_RUSH;
|
|
else if (r == 2)
|
|
bot.botpref_attack = AS_RETREAT;
|
|
else
|
|
bot.botpref_attack = AS_SMART;
|
|
|
|
if (skill == 2 && random() >0.2)
|
|
bot.botpref_attack = AS_SMART;
|
|
|
|
if (skill > 2)
|
|
bot.botpref_attack = AS_SMART;
|
|
|
|
//POX - Best Weapon Pref
|
|
r = random();
|
|
|
|
if (r > 0.5)
|
|
bot.botpref_weapon = IT_PLASMAGUN;
|
|
else
|
|
bot.botpref_weapon = IT_ROCKET_LAUNCHER;
|
|
|
|
|
|
//POX - Reaction Time
|
|
if (skill == 0)
|
|
bot.botpref_react = 0.1;
|
|
|
|
if (skill == 1 || skill == 2)
|
|
{
|
|
r = random ();
|
|
if (r > 0.1)
|
|
r = 0.1;
|
|
else if (r < 0.09)
|
|
r = 0.09;
|
|
|
|
bot.botpref_react = r;
|
|
}
|
|
|
|
if (skill > 2)
|
|
bot.botpref_react = 0.01;
|
|
|
|
|
|
};
|