mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
591 lines
13 KiB
C++
591 lines
13 KiB
C++
/*
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======================================
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FrikBot X (Version 0.10.0) QW
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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 QuakeWorld (as does this entire
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file). For Normal Quake, please refer to bot.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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FIXME installing and linking instrunctions here
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--------------------------------------
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* Comment out the following functions in defs.qc
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sound, aim, setspawnparms
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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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* Add these lines to the very top of SpectatorConnect in spectate.qc
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ClientFixRankings(); // FrikBot
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--------------------------------------
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*/
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#include "libfrikbot.h"
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@implementation Bot
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- (id) init
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{
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return [super init];
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}
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- (id) initWithEntity:(entity) e
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{
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return [super initWithEntity:e];
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}
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@end
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void ()
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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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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 [32] players;
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entity [32] phys_objects;
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// ----- entity fields ---
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.float wallhug, keys, oldkeys, ishuman;
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.float b_frags, b_shirt, b_pants;
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.integer b_clientno;
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.float ai_time, b_sound, missile_speed;
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.float portal_time;
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.integer b_skill;
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.float switch_wallhug;
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.float b_aiflags, b_num, b_chattime;
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.float b_entertime; // QW shtuff
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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, mouse_emu, obs_dir;
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.vector movevect, b_dir;
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.vector dyn_dest;
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.vector punchangle; // HACK - Don't want to screw with bot_phys
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// -------globals-----
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integer max_clients;
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float real_frametime;
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float bot_count, b_options, lasttime;
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float waypoint_mode, dump_mode;
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float waypoints, direct_route, userid;
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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 way_head;
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float busy_waypoints;
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float coop = 0; // hack
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void(entity e, float chan, string samp, float vol, float atten) frik_sound = #8;
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vector(entity e, float sped) frik_aim = #44;
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void(entity e) frik_setspawnparms = #78;
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entity () SV_AllocClient = #0;
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void (entity e) SV_FreeClient = #0;
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void (entity e, string str) SV_SetUserinfo = #0;
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void (entity e, integer ping) SV_SetPing = #0;
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void (entity cl, float sec, vector angles, vector move, integer buttons, integer impulse) SV_UserCmd = #0;
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//----------------------------------------------------------------------------
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Function redeclarations. 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 e)
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setspawnparms =
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{
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if (e.ishuman)
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frik_setspawnparms (e);
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else
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SetNewParms ();
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};
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vector (entity e, float sped)
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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)
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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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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Stuff mentioned up top
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it just links the bot into the mod
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void ()
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ClientFixRankings =
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{
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local integer cno;
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if (self.switch_wallhug > time)
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return;
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self.switch_wallhug = 0;
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b_temp2 = nextent (NIL);
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cno = 0;
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while (cno < max_clients) {
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if (!b_temp2.ishuman) {
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if (players[cno])
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UpdateClient (b_temp2);
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}
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cno++;
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b_temp2 = nextent (b_temp2);
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}
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};
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void ()
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ClientInRankings =
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{
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local float cno;
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local integer cl_no = ClientNumber (self);
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players[cl_no] = self;
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self.b_clientno = cl_no + 1;
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userid++;
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self.phys_obj = phys_objects[cl_no];
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if (self.ishuman == 2) {
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self.ishuman = FALSE;
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return;
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}
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cno = self.colormap - 1;
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self.b_clientno = (integer) cno;
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self.ishuman = TRUE;
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self.switch_wallhug = time + 1;
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};
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void ()
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ClientDisconnected =
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{
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local integer cl_no = ClientNumber (self);
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players[cl_no] = NIL;
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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BotPreFrame & BotPostFrame, used to make the
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bot easier to install
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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float ()
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BotPreFrame =
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{
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if (self.b_clientno == -1)
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return TRUE;
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if (self.ishuman)
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if (self.switch_wallhug)
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ClientFixRankings ();
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if (self.b_frags != self.frags) {
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if (self.b_frags > self.frags) {
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if (pointcontents (self.origin) == CONTENT_LAVA)
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bot_start_topic (10);
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else
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bot_start_topic (9);
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} else
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bot_start_topic (2);
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self.b_frags = self.frags;
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}
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DynamicWaypoint();
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return FALSE;
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};
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float ()
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BotPostFrame =
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{
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if (self.b_clientno == -1)
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return TRUE;
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if (self.ishuman)
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BotImpulses ();
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return FALSE;
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Bot Chat code
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The rest of this code is in bot_rank.qc
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void (string h)
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BotSay = // simulate talking by composing a 'chat' message
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{
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WriteByte (MSG_ALL, 8);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, 1);
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WriteString (MSG_ALL, self.netname);
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WriteByte (MSG_ALL, 8);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, 2);
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WriteString (MSG_ALL, h);
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};
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void ()
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BotSayInit =
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{
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WriteByte (MSG_ALL, 8);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, 1);
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WriteString (MSG_ALL, self.netname);
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};
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void (string h)
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BotSay2 =
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{
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WriteByte (MSG_ALL, 8);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, 2);
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WriteString (MSG_ALL, h);
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};
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void (string h)
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BotSayTeam =
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{
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// FBX QW doesn't support teamplay...yet
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};
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// BotInit ====================================================================
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void ()
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BotInit =
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{
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local entity ent;
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local integer numents = 0;
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// spawn entities for the physics
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ent = nextent (NIL);
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max_clients = 0;
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while (ent != NIL) {
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max_clients++;
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ent = nextent (ent);
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}
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ent = nextent (NIL);
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while (numents < max_clients) {
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phys_objects[numents] = spawn ();
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phys_objects[numents].classname = "phys_obj";
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phys_objects[numents].owner = ent;
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numents++;
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ent = nextent (ent);
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}
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bot_map_load ();
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};
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/*
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Rankings 'utilities'. Written by Alan Kivlin,
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this code just fools clients by sending precisely
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the same network messages as when a real player
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signs on to the server.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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*/
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void (entity who)
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UpdateClient =
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{
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local string bottomcolor = ftos (who.b_pants);
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local string topcolor = ftos (who.b_shirt);
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dprint (who.netname);
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dprint ("\n");
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SV_SetPing (who, 100 * (3 - who.b_skill));
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SV_SetUserinfo (who, "\\bottomcolor\\" + bottomcolor
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+ "\\topcolor\\" + topcolor
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+ "\\team\\bot\\skin\\base\\name\\" + who.netname);
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// FIXME: do teams properly
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};
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float (integer clientno)
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ClientBitFlag =
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{
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local float bitflag;
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bitflag = 1;
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while (clientno > 0) {
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bitflag *= 2;
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clientno--;
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}
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return bitflag;
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};
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integer ()
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ClientNextAvailable =
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{
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local integer clientno;
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// I want to do this top down, but QW won't let me
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clientno = 0;
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while (clientno < max_clients) {
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clientno++;
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//FIXME if (!ClientIsActive (clientno))
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return clientno;
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}
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return -1;
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};
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void(entity e1, entity e2, float flag) DeveloperLightning = {};
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// BotConnect and related functions. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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entity (float num)
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GetClientEntity =
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{
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local entity upsy;
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upsy = NIL;
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num++;
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while (num > 0) {
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num--;
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upsy = nextent (upsy);
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}
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return upsy;
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};
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integer (entity cl)
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ClientNumber =
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{
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local entity e = NIL;
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local integer f = -1;
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do {
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f++;
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e = nextent (e);
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} while (e != cl);
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return f;
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};
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void (float whatbot, integer whatskill)
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BotConnect =
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{
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local integer f;
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local entity uself;
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//f = ClientNextAvailable();
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uself = self;
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self = SV_AllocClient ();
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if (!self) {
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bprint (PRINT_HIGH, "Unable to connect a bot, server is full.\n");
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self = uself;
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return;
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}
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bot_count++;
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bot_start_topic (1);
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f = ClientNumber (self) + 1;
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self.b_clientno = f;
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self.colormap = (float) f;
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if (whatbot)
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self.netname = BotName (whatbot);
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else
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self.netname = PickARandomName ();
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// players can set skill all weird, so leave these checks in
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if (whatskill > 3)
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whatskill = 3;
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else if (whatskill < 0)
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whatskill = 0;
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self.b_skill = whatskill;
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self.b_entertime = time;
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self.team = self.b_pants + 1;
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UpdateClient (self);
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SetNewParms ();
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self.ishuman = 2;
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ClientConnect ();
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PutClientInServer ();
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self = uself;
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};
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void (entity bot)
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BotDisconnect =
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{
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local entity uself;
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uself = self;
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self = bot;
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bot_count--;
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ClientDisconnect ();
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setmodel (self.phys_obj, "");
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SV_FreeClient (self);
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self = uself;
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};
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void ()
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BotFrame =
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{
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local integer num;
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local string h;
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h = infokey (NIL, "bot_options");
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b_options = stof (h);
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// for the sake of speed
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sv_maxspeed = cvar ("sv_maxspeed");
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sv_gravity = cvar ("sv_gravity");
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sv_friction = cvar ("sv_friction");
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sv_accelerate = cvar ("sv_accelerate");
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sv_stopspeed = cvar ("sv_stopspeed");
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real_frametime = time - lasttime; // in QW frametime is fuxx0red
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lasttime = time;
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self = nextent (NIL);
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num = 0;
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while (num < max_clients) {
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if (self.ishuman == FALSE) {
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if (self.b_clientno > 0) {
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frik_obstacles ();
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CL_KeyMove ();
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SV_ClientThink ();
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SV_Physics_Client ();
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// this is sickening
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if (self.phys_obj) {
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if (self.phys_obj.modelindex != self.modelindex) {
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setmodel(self.phys_obj, "progs/player.mdl");
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self.phys_obj.modelindex = self.modelindex;
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}
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self.phys_obj.frame = self.frame;
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self.phys_obj.angles = self.angles;
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self.phys_obj.colormap = self.colormap;
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self.phys_obj.effects = self.effects;
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}
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}
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}
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self = nextent (self);
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num++;
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}
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};
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/*
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Bot Impulses. Allows the player to perform bot
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related functions.
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*/
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|
void () BotImpulses =
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{
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local integer f;
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local string h;
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if (self.impulse == 100) {
|
|
h = infokey (NIL, "skill");
|
|
f = (integer) stof (h);
|
|
BotConnect (0, f);
|
|
} else if (self.impulse == 102)
|
|
KickABot ();
|
|
else
|
|
return;
|
|
self.impulse = 0;
|
|
};
|