mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
8935fc4c84
test classname `properly' (ie, with -classname) bot_move.qc: re-implement the lost obstruction detection code in a way suitable for the new physics handling. Probably needs tuning. bot_qw.qc libfrikbot.h: Break and itos for debugging waypoint.r: implement -realorigin. oops. that caused how long a wild goose chase?
511 lines
11 KiB
C++
511 lines
11 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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* Change all occurrences of "self" to "@self". One way of doing this is to
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pass the code through a preprocessor with "-Dself=@self"
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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 this line to PlayerPostThink in client.qc at the very top
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BotImpulses (); // FrikBot
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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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#include "cmd.h"
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integer []bot_way_ref;
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integer []bot_move_ref;
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integer []bot_chat_ref;
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float []stagger_think_ref;
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integer []bot_fight_ref;
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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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Bot [32] players;
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// -------globals-----
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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 direct_route;
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float sv_friction, sv_gravity;
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float sv_accelerate, sv_maxspeed, sv_stopspeed;
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Bot route_table;
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integer 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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void (entity cl) SV_Spawn = #0;
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void () Break = #6;
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string (integer i) itos = #112;
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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 (((Bot)e.@this).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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((Bot)e.@this).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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((Bot)e.@this).b_sound = time + 1;
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else if (other.classname == "player")
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((Bot)other.@this).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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local Bot bot = @self.@this;
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local entity btmp;
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local Bot btmp_bot;
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if (bot.switch_wallhug > time)
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return;
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bot.switch_wallhug = 0;
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btmp = nextent (NIL);
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for (cno = 0; cno < 32; cno++) {
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btmp_bot = btmp.@this;
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if (!btmp_bot.ishuman) {
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if (players[cno])
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[btmp_bot updateClient];
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}
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cno++;
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btmp = nextent (btmp);
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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 integer cl_no = ClientNumber (@self);
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if (!players[cl_no])
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players[cl_no] = [[Bot alloc] initFromPlayer:@self];
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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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local Bot p = NIL;
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p = players[cl_no];
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players[cl_no] = NIL;
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if (p) {
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local entity e = p.ent;
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local integer i;
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for (i = 0; i < 32; i++) {
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if (!players[i])
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continue;
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if (players[i].ent.enemy == e)
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[players[i] lost:p:0];
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}
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}
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[p dealloc];
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};
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// BotConnect and related functions. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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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 (integer whatbot, integer whatskill)
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BotConnect =
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{
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local entity cl;
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local Bot bot;
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local bot_data_t [] name;
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cl = SV_AllocClient ();
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if (!cl) {
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bprint (PRINT_HIGH, "Unable to connect a bot, server is full.\n");
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return;
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}
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if (whatbot)
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name = [Bot name:whatbot];
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else
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name = [Bot randomName];
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bot = [[Bot alloc] initWithEntity: cl named:name skill:whatskill];
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[bot startTopic:1];
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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) {
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h = infokey (NIL, "skill");
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f = (integer) stof (h);
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BotConnect (0, f);
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} else if (@self.impulse == 102)
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[Bot kick];
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else
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return;
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@self.impulse = 0;
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};
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void ()
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bot_add_f =
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{
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local integer whatbot = 0;
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local integer skill;
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local integer c = Cmd_Argc ();
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if (c == 1) {
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skill = (integer) stof (infokey (NIL, "skill"));
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} else if (c == 2) {
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skill = (integer) stof (Cmd_Argv (1));
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} else {
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whatbot = (integer) stof (Cmd_Argv (1));
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skill = (integer) stof (Cmd_Argv (2));
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}
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BotConnect (whatbot, skill);
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};
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void ()
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bot_kick_f =
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{
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[Bot kick];
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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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[Waypoint clearAll];
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bot_way_ref = &bot_way_linker;
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bot_move_ref = &bot_move_linker;
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bot_chat_ref = &bot_chat_linker;
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stagger_think_ref = &stagger_think;
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bot_fight_ref = &bot_fight_linker;
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bot_map_load ();
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Cmd_AddCommand ("bot_add", bot_add_f);
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Cmd_AddCommand ("bot_kick", bot_kick_f);
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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(Waypoint e1, Waypoint e2, integer flag) DeveloperLightning = {};
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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 named:(bot_data_t [])name skill:(integer)skill
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{
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local integer cl_no = ClientNumber (e);
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local entity uself;
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SV_Spawn (e);
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if (!(self = [super initWithEntity:e]))
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return NIL;
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[self add];
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players[cl_no] = self;
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b_clientno = cl_no + 1;
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b_clientflag = 1 << cl_no;
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//ent.colormap = (float) (cl_no + 1);
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//ent.team = b_pants + 1;
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b_entertime = time;
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ent.netname = name.name;
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b_pants = name.pants;
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b_shirt = name.shirt;
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[self updateClient];
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//b_num = I
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bot_count++;
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if (skill > 3)
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skill = 3;
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else if (skill < 0)
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skill = 0;
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b_skill = skill;
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ishuman = FALSE;
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uself = @self;
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@self = ent;
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SetNewParms ();
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ClientConnect ();
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PutClientInServer ();
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@self = uself;
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return self;
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}
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- (id) initFromPlayer: (entity) e
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{
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local integer cno;
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if (!(self = [super initWithEntity:e]))
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return NIL;
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cno = (integer)e.colormap - 1;
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b_clientno = cno;
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ishuman = TRUE;
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switch_wallhug = time + 1;
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return self;
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}
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- (void) preThink
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{
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if (switch_wallhug)
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ClientFixRankings ();
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if (b_frags != ent.frags) {
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if (b_frags > ent.frags) {
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if (pointcontents (ent.origin) == CONTENT_LAVA)
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[self startTopic:10];
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else
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[self startTopic:9];
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} else
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[self startTopic:2];
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b_frags = ent.frags;
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}
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[self dynamicWaypoint];
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}
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- (void) postThink
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{
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local entity uself;
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uself = @self;
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@self = ent;
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PlayerPostThink ();
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@self = uself;
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}
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-(void)disconnect
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{
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local entity uself;
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uself = @self;
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@self = ent;
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ClientDisconnect ();
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@self = uself;
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bot_count--;
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SV_FreeClient (ent);
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}
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-(void)frame
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{
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[self obstacles];
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[self preThink];
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[self sendMove];
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[self AI];
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}
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-(void) updateClient
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{
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local string bottomcolor = ftos (b_pants);
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local string topcolor = ftos (b_shirt);
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SV_SetPing (ent, 100 * (3 - b_skill));
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SV_SetUserinfo (ent, "\\bottomcolor\\" + bottomcolor
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+ "\\topcolor\\" + topcolor
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+ "\\team\\bot\\skin\\base\\name\\" + ent.netname);
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// FIXME: do teams properly
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}
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-(integer)ishuman
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{
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return ishuman;
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}
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@end
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void ()
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BotFrame =
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{
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local string h;
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local integer i;
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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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for (i = 0; i < 32; i++) {
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if (players[i] && !players[i].ishuman)
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[players[i] frame];
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}
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};
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