game-source/fbxa/bot_qw.qc
2003-03-13 19:15:42 +00:00

591 lines
13 KiB
C++

/*
======================================
FrikBot X (Version 0.10.0) QW
======================================
This program is in the Public Domain. My crack legal
team would like to add:
RYAN "FRIKAC" SMITH IS PROVIDING THIS SOFTWARE "AS IS"
AND MAKES NO WARRANTY, EXPRESS OR IMPLIED, AS TO THE
ACCURACY, CAPABILITY, EFFICIENCY, MERCHANTABILITY, OR
FUNCTIONING OF THIS SOFTWARE AND/OR DOCUMENTATION. IN
NO EVENT WILL RYAN "FRIKAC" SMITH BE LIABLE FOR ANY
GENERAL, CONSEQUENTIAL, INDIRECT, INCIDENTAL,
EXEMPLARY, OR SPECIAL DAMAGES, EVEN IF RYAN "FRIKAC"
SMITH HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES, IRRESPECTIVE OF THE CAUSE OF SUCH DAMAGES.
You accept this software on the condition that you
indemnify and hold harmless Ryan "FrikaC" Smith from
any and all liability or damages to third parties,
including attorney fees, court costs, and other
related costs and expenses, arising out of your use
of this software irrespective of the cause of said
liability.
The export from the United States or the subsequent
reexport of this software is subject to compliance
with United States export control and munitions
control restrictions. You agree that in the event you
seek to export this software, you assume full
responsibility for obtaining all necessary export
licenses and approvals and for assuring compliance
with applicable reexport restrictions.
Any reproduction of this software must contain
this notice in its entirety.
======================================
These installation instructions only apply to QuakeWorld (as does this entire
file). For Normal Quake, please refer to bot.qc
--------------------------------------
To install on a new mod, do all this:
--------------------------------------
FIXME installing and linking instrunctions here
--------------------------------------
* Comment out the following functions in defs.qc
sound, aim, setspawnparms
--------------------------------------
* Add this to worldspawn() in world.qc, right at the very top, before InitBodyQue();
BotInit(); // FrikBot
--------------------------------------
* add this line to StartFrame() in world.qc, at the very top
BotFrame(); // FrikBot
--------------------------------------
* Add these two lines to PlayerPreThink in client.qc at the very top
if (BotPreFrame()) // FrikBot
return;
--------------------------------------
* Add this line to PlayerPostThink in client.qc at the very top
if (BotPostFrame()) // FrikBot
return;
--------------------------------------
* Add the following line to the very top of Client Connect in client.qc
ClientInRankings(); // FrikBot
--------------------------------------
* Add these lines to the very top of ClientDisconnect in client.qc
ClientDisconnected(); // FrikBot
--------------------------------------
* Add these lines to the very top of SpectatorConnect in spectate.qc
ClientFixRankings(); // FrikBot
--------------------------------------
*/
#include "libfrikbot.h"
@implementation Bot
- (id) init
{
return [super init];
}
- (id) initWithEntity:(entity) e
{
return [super initWithEntity:e];
}
@end
void ()
bot_map_load =
{
// place your qc loaded waypoints here
switch (mapname) {
case "dm1":
map_dm1 ();
break;
case "dm2":
map_dm2 ();
break;
case "dm3":
map_dm3 ();
break;
case "dm4":
map_dm4 ();
break;
case "dm5":
map_dm5 ();
break;
case "dm6":
map_dm6 ();
break;
}
};
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Variables and shtuff
bot.qc has become pretty much a header file
for all variable in the bot...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
entity [32] players;
entity [32] phys_objects;
// ----- entity fields ---
.float wallhug, keys, oldkeys, ishuman;
.float b_frags, b_shirt, b_pants;
.integer b_clientno;
.float ai_time, b_sound, missile_speed;
.float portal_time;
.integer b_skill;
.float switch_wallhug;
.float b_aiflags, b_num, b_chattime;
.float b_entertime; // QW shtuff
.float b_menu, b_menu_time, b_menu_value;
.float route_failed, dyn_flags, dyn_time;
.float dyn_plat;
.entity temp_way, last_way, phys_obj;
.entity target1, target2, target3, target4;
.entity _next, _last;
.entity current_way;
.vector b_angle, mouse_emu, obs_dir;
.vector movevect, b_dir;
.vector dyn_dest;
.vector punchangle; // HACK - Don't want to screw with bot_phys
// -------globals-----
integer max_clients;
float real_frametime;
float bot_count, b_options, lasttime;
float waypoint_mode, dump_mode;
float waypoints, direct_route, userid;
float sv_friction, sv_gravity;
float sv_accelerate, sv_maxspeed, sv_stopspeed;
entity fixer;
entity route_table;
entity b_temp1, b_temp2, b_temp3;
entity way_head;
float busy_waypoints;
float coop = 0; // hack
void(entity e, float chan, string samp, float vol, float atten) frik_sound = #8;
vector(entity e, float sped) frik_aim = #44;
void(entity e) frik_setspawnparms = #78;
entity () SV_AllocClient = #0;
void (entity e) SV_FreeClient = #0;
void (entity e, string str) SV_SetUserinfo = #0;
void (entity e, integer ping) SV_SetPing = #0;
void (entity cl, float sec, vector angles, vector move, integer buttons, integer impulse) SV_UserCmd = #0;
//----------------------------------------------------------------------------
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Function redeclarations. These allow function
designed to work for clients (sprint, so forth)
to mainly not complain when working with a bot
Although these shouldn't be needed anymore,
as the bots truly are clients now, if you don't
stop the SZ_ buffer from filling up by disabling
direct messages to the bots, it crashes quake :-(
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
void (entity e)
setspawnparms =
{
if (e.ishuman)
frik_setspawnparms (e);
else
SetNewParms ();
};
vector (entity e, float sped)
aim =
{
e.missile_speed = sped;
return frik_aim (e, sped);
};
void (entity e, float chan, string samp, float vol, float atten)
sound =
{
frik_sound (e, chan, samp, vol, atten);
if (samp == "items/inv3.wav")
return;
else if (e.classname == "player")
e.b_sound = time + 1;
else if (other.classname == "player")
other.b_sound = time + 1;
};
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stuff mentioned up top
it just links the bot into the mod
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
void ()
ClientFixRankings =
{
local integer cno;
if (self.switch_wallhug > time)
return;
self.switch_wallhug = 0;
b_temp2 = nextent (NIL);
cno = 0;
while (cno < max_clients) {
if (!b_temp2.ishuman) {
if (players[cno])
UpdateClient (b_temp2);
}
cno++;
b_temp2 = nextent (b_temp2);
}
};
void ()
ClientInRankings =
{
local float cno;
local integer cl_no = ClientNumber (self);
players[cl_no] = self;
self.b_clientno = cl_no + 1;
userid++;
self.phys_obj = phys_objects[cl_no];
if (self.ishuman == 2) {
self.ishuman = FALSE;
return;
}
cno = self.colormap - 1;
self.b_clientno = (integer) cno;
self.ishuman = TRUE;
self.switch_wallhug = time + 1;
};
void ()
ClientDisconnected =
{
local integer cl_no = ClientNumber (self);
players[cl_no] = NIL;
};
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BotPreFrame & BotPostFrame, used to make the
bot easier to install
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
float ()
BotPreFrame =
{
if (self.b_clientno == -1)
return TRUE;
if (self.ishuman)
if (self.switch_wallhug)
ClientFixRankings ();
if (self.b_frags != self.frags) {
if (self.b_frags > self.frags) {
if (pointcontents (self.origin) == CONTENT_LAVA)
bot_start_topic (10);
else
bot_start_topic (9);
} else
bot_start_topic (2);
self.b_frags = self.frags;
}
DynamicWaypoint();
return FALSE;
};
float ()
BotPostFrame =
{
if (self.b_clientno == -1)
return TRUE;
if (self.ishuman)
BotImpulses ();
return FALSE;
};
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Bot Chat code
The rest of this code is in bot_rank.qc
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
void (string h)
BotSay = // simulate talking by composing a 'chat' message
{
WriteByte (MSG_ALL, 8);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, 1);
WriteString (MSG_ALL, self.netname);
WriteByte (MSG_ALL, 8);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, 2);
WriteString (MSG_ALL, h);
};
void ()
BotSayInit =
{
WriteByte (MSG_ALL, 8);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, 1);
WriteString (MSG_ALL, self.netname);
};
void (string h)
BotSay2 =
{
WriteByte (MSG_ALL, 8);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, 2);
WriteString (MSG_ALL, h);
};
void (string h)
BotSayTeam =
{
// FBX QW doesn't support teamplay...yet
};
// BotInit ====================================================================
void ()
BotInit =
{
local entity ent;
local integer numents = 0;
// spawn entities for the physics
ent = nextent (NIL);
max_clients = 0;
while (ent != NIL) {
max_clients++;
ent = nextent (ent);
}
ent = nextent (NIL);
while (numents < max_clients) {
phys_objects[numents] = spawn ();
phys_objects[numents].classname = "phys_obj";
phys_objects[numents].owner = ent;
numents++;
ent = nextent (ent);
}
bot_map_load ();
};
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Rankings 'utilities'. Written by Alan Kivlin,
this code just fools clients by sending precisely
the same network messages as when a real player
signs on to the server.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
void (entity who)
UpdateClient =
{
local string bottomcolor = ftos (who.b_pants);
local string topcolor = ftos (who.b_shirt);
dprint (who.netname);
dprint ("\n");
SV_SetPing (who, 100 * (3 - who.b_skill));
SV_SetUserinfo (who, "\\bottomcolor\\" + bottomcolor
+ "\\topcolor\\" + topcolor
+ "\\team\\bot\\skin\\base\\name\\" + who.netname);
// FIXME: do teams properly
};
float (integer clientno)
ClientBitFlag =
{
local float bitflag;
bitflag = 1;
while (clientno > 0) {
bitflag *= 2;
clientno--;
}
return bitflag;
};
integer ()
ClientNextAvailable =
{
local integer clientno;
// I want to do this top down, but QW won't let me
clientno = 0;
while (clientno < max_clients) {
clientno++;
//FIXME if (!ClientIsActive (clientno))
return clientno;
}
return -1;
};
void(entity e1, entity e2, float flag) DeveloperLightning = {};
// BotConnect and related functions. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
entity (float num)
GetClientEntity =
{
local entity upsy;
upsy = NIL;
num++;
while (num > 0) {
num--;
upsy = nextent (upsy);
}
return upsy;
};
integer (entity cl)
ClientNumber =
{
local entity e = NIL;
local integer f = -1;
do {
f++;
e = nextent (e);
} while (e != cl);
return f;
};
void (float whatbot, integer whatskill)
BotConnect =
{
local integer f;
local entity uself;
//f = ClientNextAvailable();
uself = self;
self = SV_AllocClient ();
if (!self) {
bprint (PRINT_HIGH, "Unable to connect a bot, server is full.\n");
self = uself;
return;
}
bot_count++;
bot_start_topic (1);
f = ClientNumber (self) + 1;
self.b_clientno = f;
self.colormap = (float) f;
if (whatbot)
self.netname = BotName (whatbot);
else
self.netname = PickARandomName ();
// players can set skill all weird, so leave these checks in
if (whatskill > 3)
whatskill = 3;
else if (whatskill < 0)
whatskill = 0;
self.b_skill = whatskill;
self.b_entertime = time;
self.team = self.b_pants + 1;
UpdateClient (self);
SetNewParms ();
self.ishuman = 2;
ClientConnect ();
PutClientInServer ();
self = uself;
};
void (entity bot)
BotDisconnect =
{
local entity uself;
uself = self;
self = bot;
bot_count--;
ClientDisconnect ();
setmodel (self.phys_obj, "");
SV_FreeClient (self);
self = uself;
};
void ()
BotFrame =
{
local integer num;
local string h;
h = infokey (NIL, "bot_options");
b_options = stof (h);
// for the sake of speed
sv_maxspeed = cvar ("sv_maxspeed");
sv_gravity = cvar ("sv_gravity");
sv_friction = cvar ("sv_friction");
sv_accelerate = cvar ("sv_accelerate");
sv_stopspeed = cvar ("sv_stopspeed");
real_frametime = time - lasttime; // in QW frametime is fuxx0red
lasttime = time;
self = nextent (NIL);
num = 0;
while (num < max_clients) {
if (self.ishuman == FALSE) {
if (self.b_clientno > 0) {
frik_obstacles ();
CL_KeyMove ();
SV_ClientThink ();
SV_Physics_Client ();
// this is sickening
if (self.phys_obj) {
if (self.phys_obj.modelindex != self.modelindex) {
setmodel(self.phys_obj, "progs/player.mdl");
self.phys_obj.modelindex = self.modelindex;
}
self.phys_obj.frame = self.frame;
self.phys_obj.angles = self.angles;
self.phys_obj.colormap = self.colormap;
self.phys_obj.effects = self.effects;
}
}
}
self = nextent (self);
num++;
}
};
/*
Bot Impulses. Allows the player to perform bot
related functions.
*/
void () BotImpulses =
{
local integer f;
local string h;
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;
};