mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
393 lines
8.5 KiB
C++
393 lines
8.5 KiB
C++
/***********************************************
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* *
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* FrikBot Fight Code *
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* "Because I ain't no Ghandi code" *
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* *
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***********************************************/
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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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#include "libfrikbot.h"
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.entity avoid;
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float (entity e)
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bot_size_player =
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{
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local float sz;
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sz = e.health + e.armorvalue * e.armortype;
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switch (e.weapon) {
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case 4096:
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sz -= 50;
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break;
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case 64:
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sz += 60;
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break;
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case 32:
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sz += 60;
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break;
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case 16:
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sz += 50;
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break;
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case 8:
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sz += 50;
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break;
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case 4:
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sz += 40;
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break;
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case 2:
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sz += 40;
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break;
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case 1:
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sz += 10;
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break;
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default:
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break;
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}
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if (e.items & 4194304) // Quad
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sz += 200;
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if (e.items & 1048576) // Invul
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sz += 300;
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if (e.items & 524288) // Invis
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sz += 250;
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return sz;
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};
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void ()
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bot_dodge_stuff =
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{
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local entity foe;
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local float foedist, avdist, foesz, flen, tsz;
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local vector v;
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if (waypoint_mode > WM_LOADED)
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return;
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self.avoid = NIL;
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if (self.enemy) {
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v = self.origin - realorigin (self.enemy);
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foedist = vlen (v);
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foesz = bot_size_player (self.enemy);
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} else {
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foedist = 3000;
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foesz = 9999999;
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}
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avdist = 256;
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foe = find (NIL, classname, "grenade");
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while (foe) {
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flen = vlen (foe.origin - self.origin);
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if (flen < avdist) {
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avdist = flen;
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self.avoid = foe;
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}
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foe = find (foe, classname, "grenade");
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}
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if (!self.avoid) {
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foe = find (NIL, classname, "missile");
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while (foe) {
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if (foe.owner != self) {
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flen = vlen (foe.origin - self.origin);
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if (flen < avdist) {
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avdist = flen;
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self.avoid = foe;
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}
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}
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foe = find(foe, classname, "missile");
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}
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if (!self.avoid) {
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foe = find(NIL, classname, "spike");
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while (foe) {
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if (foe.owner != self) {
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flen = vlen(foe.origin - self.origin);
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if (flen < avdist) {
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avdist = flen;
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self.avoid = foe;
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}
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}
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foe = find (foe, classname, "spike");
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}
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}
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}
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if (coop) {
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if (!self.enemy) {
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foe = findradius (self.origin, foedist);
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while (foe) {
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if (foe.flags & FL_MONSTER) {
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if (foe.health > 0) {
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flen = vlen (foe.origin - self.origin);
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if (flen < foedist) {
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tsz = bot_size_player (foe);
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if (tsz < foesz) {
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if (fisible (foe)) {
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self.enemy = foe;
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foedist = flen;
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foesz = tsz;
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}
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}
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}
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}
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}
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foe = foe.chain;
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}
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}
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} else {
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local integer i = 0;
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for (i = 0; i < 32; i++) {
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if (!(foe = players[i]))
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continue;
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if(foe != self) {
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if (foe.modelindex != 0) {
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if (foe.health > 0) {
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if (!(teamplay && self.team == foe.team)) {
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flen = vlen (foe.origin - self.origin);
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if (flen < foedist) {
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tsz = bot_size_player(foe);
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if (tsz < foesz) {
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if (fov(foe) || foe.b_sound > time || self.b_skill == 3) {
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if (fisible (foe)) {
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self.enemy = foe;
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foedist = vlen (foe.origin - self.origin);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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};
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/*
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weapon_range
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_x "sweet spot range" - try to maintain this range if possible
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_y minimum range bot can be to be effective (rl/gl) (move away)
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_z maximum range bot can be to be effective (lg/axe) (move in)
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*/
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vector (float wep)
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weapon_range =
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{
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switch (wep) {
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case 4096: // IT_AXE
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return '48 0 64';
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case 1: // IT_SHOTGUN
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return '128 0 99999';
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case 2: // IT_SUPER_SHOTGUN
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return '128 0 99999';
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case 4: // IT_NAILGUN
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return '180 0 3000';
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case 8: // IT_SUPER_NAILGUN
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return '180 0 3000';
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case 16: // IT_GRENADE_LAUNCHER
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return '180 48 3000';
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case 32: // IT_ROCKET_LAUNCHER
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return '180 48 3000';
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case 64: // IT_LIGHTNING
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return '350 0 512';
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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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bot_weapon_switch
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Pick a weapon based on range / ammo
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*/
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void (float brange)
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bot_weapon_switch =
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{
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local float it, flag = 0, pulse = 0;
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local vector v;
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it = self.items & 127;
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while (it) {
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if ((self.ammo_rockets >= 1) && (it & 32)) {
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flag = 32;
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pulse = 7;
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} else if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & 64)) {
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flag = 64;
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pulse = 8;
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} else if (self.ammo_nails >= 2 && (it & 8)) {
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flag = 8;
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pulse = 5;
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} else if ((self.ammo_rockets >= 1) && (it & 16)) {
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flag = 16;
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pulse = 6;
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} else if (self.ammo_shells >= 2 && (it & 2)) {
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flag = 2;
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pulse = 3;
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} else if (self.ammo_nails >= 1 && (it & 4)) {
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flag = 4;
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pulse = 4;
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} else if (self.ammo_shells >= 1 && (it & 1)) {
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flag = 1;
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pulse = 2;
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} else {
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if (pulse)
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self.impulse = pulse;
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return;
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}
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if (brange == -1) {
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if (pulse)
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self.impulse = pulse;
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return;
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}
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v = weapon_range (flag);
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if (brange < v_y || brange > v_z)
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it = it - flag;
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else {
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if (pulse)
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self.impulse = pulse;
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return;
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}
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}
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};
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void ()
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bot_shoot =
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{
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// quick little function to stop making him shoot the wrong way ! Argh
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local float g;
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g = angcomp (self.v_angle_x, self.b_angle_x);
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if (fabs (g) > 30)
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return; // argh, too far away
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g = angcomp (self.v_angle_y, self.b_angle_y);
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if (fabs (g) > 30)
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return; // not again!
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self.button0 = TRUE;
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};
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/*
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Bot_fight_style
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This is the core of the bot's thinking when
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attacking an enemy.
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*/
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void ()
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bot_fight_style =
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{
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local float foedist, mysz, foesz;
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local vector v, v1 = '0 0 0', v2 = '0 0 0', org;
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if (self.enemy.health <= 0) {
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self.enemy = NIL;
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return;
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} else if (!self.enemy.takedamage) {
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self.enemy = NIL;
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return;
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} else if (!fisible (self.enemy)) {
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self.enemy = NIL;
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return;
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}
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org = realorigin (self.enemy);
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makevectors (self.v_angle);
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// decide if I should shoot
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foedist = vlen (org - self.origin);
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v = weapon_range (self.weapon);
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if (foedist > v_y && foedist < v_z) {
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traceline (self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * v_z, FALSE, self);
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if (vlen(trace_endpos - (self.origin + self.view_ofs)) >= v_y) {
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// try to avoid shooting teammates
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if (trace_ent.classname == "player")
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if ((trace_ent.team == self.team && teamplay) || (coop))
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return;
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bot_shoot ();
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}
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} else
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bot_weapon_switch (foedist);
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if (!(self.b_aiflags & (AI_PRECISION | AI_BLIND | AI_OBSTRUCTED))) {
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foesz = bot_size_player (self.enemy);
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mysz = bot_size_player (self) + 5;
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if (foesz > mysz) {
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if (teamplay) {
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if (random () < 0.02) {
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bot_start_topic (5);
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self.b_chattime = 1;
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}
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}
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return;
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} else if (mysz < 140)
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return;
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else if (self.avoid) {
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if (self.avoid.velocity)
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v = self.avoid.velocity;
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else
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v = normalize (self.avoid.origin - self.origin);
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v1_x = v_y;
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v1_y = v_y * -1;
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v2_x = v_y;
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v2_y = v_y * -1;
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foedist = vlen (self.avoid.origin - (self.origin + v1));
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if (foedist < vlen (self.avoid.origin - (self.origin + v2)))
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frik_walkmove (v2);
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else
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frik_walkmove (v1);
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} else if (!(self.enemy.flags & FL_MONSTER)) {
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if (foedist + 32 < v_x)
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frik_walkmove (self.origin - org);
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else if (foedist - 32 > v_x)
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frik_walkmove (org - self.origin);
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else if (self.wallhug)
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frik_walkmove (v_right);
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else
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frik_walkmove (v_right * -1);
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}
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} else {
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foesz = bot_size_player (self.enemy);
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mysz = bot_size_player (self) + 5;
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if (foesz > mysz)
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return;
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else if (mysz < 140)
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return;
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self.keys &= 960;
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}
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};
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