/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /***************************************************************************** * name: be_ea.c * * desc: elementary actions * * $Archive: /MissionPack/code/botlib/be_ea.c $ * *****************************************************************************/ #include "../qcommon/q_shared.h" #include "l_memory.h" #include "l_script.h" #include "l_precomp.h" #include "l_struct.h" #include "botlib.h" #include "be_interface.h" #define MAX_USERMOVE 400 #define MAX_COMMANDARGUMENTS 10 #define ACTION_JUMPEDLASTFRAME 128 bot_input_t *botinputs; //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Say(int client, char *str) { botimport.BotClientCommand(client, va("say %s", str) ); } //end of the function EA_Say //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_SayTeam(int client, char *str) { botimport.BotClientCommand(client, va("say_team %s", str)); } //end of the function EA_SayTeam //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Tell(int client, int clientto, char *str) { botimport.BotClientCommand(client, va("tell %d, %s", clientto, str)); } //end of the function EA_SayTeam //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_UseItem(int client, char *it) { botimport.BotClientCommand(client, va("use %s", it)); } //end of the function EA_UseItem //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_DropItem(int client, char *it) { botimport.BotClientCommand(client, va("drop %s", it)); } //end of the function EA_DropItem //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_UseInv(int client, char *inv) { botimport.BotClientCommand(client, va("invuse %s", inv)); } //end of the function EA_UseInv //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_DropInv(int client, char *inv) { botimport.BotClientCommand(client, va("invdrop %s", inv)); } //end of the function EA_DropInv //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Gesture(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_GESTURE; } //end of the function EA_Gesture //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Command(int client, char *command) { botimport.BotClientCommand(client, command); } //end of the function EA_Command //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_SelectWeapon(int client, int weapon) { bot_input_t *bi; bi = &botinputs[client]; bi->weapon = weapon; } //end of the function EA_SelectWeapon //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Attack(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_ATTACK; } //end of the function EA_Attack //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Talk(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_TALK; } //end of the function EA_Talk //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Use(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_USE; } //end of the function EA_Use //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Respawn(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_RESPAWN; } //end of the function EA_Respawn //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Jump(int client) { bot_input_t *bi; bi = &botinputs[client]; if (bi->actionflags & ACTION_JUMPEDLASTFRAME) { bi->actionflags &= ~ACTION_JUMP; } //end if else { bi->actionflags |= ACTION_JUMP; } //end if } //end of the function EA_Jump //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_DelayedJump(int client) { bot_input_t *bi; bi = &botinputs[client]; if (bi->actionflags & ACTION_JUMPEDLASTFRAME) { bi->actionflags &= ~ACTION_DELAYEDJUMP; } //end if else { bi->actionflags |= ACTION_DELAYEDJUMP; } //end if } //end of the function EA_DelayedJump //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Crouch(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_CROUCH; } //end of the function EA_Crouch //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Walk(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_WALK; } //end of the function EA_Walk //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Action(int client, int action) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= action; } //end of function EA_Action //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_MoveUp(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_MOVEUP; } //end of the function EA_MoveUp //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_MoveDown(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_MOVEDOWN; } //end of the function EA_MoveDown //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_MoveForward(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_MOVEFORWARD; } //end of the function EA_MoveForward //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_MoveBack(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_MOVEBACK; } //end of the function EA_MoveBack //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_MoveLeft(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_MOVELEFT; } //end of the function EA_MoveLeft //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_MoveRight(int client) { bot_input_t *bi; bi = &botinputs[client]; bi->actionflags |= ACTION_MOVERIGHT; } //end of the function EA_MoveRight //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Move(int client, vec3_t dir, float speed) { bot_input_t *bi; bi = &botinputs[client]; VectorCopy(dir, bi->dir); //cap speed if (speed > MAX_USERMOVE) speed = MAX_USERMOVE; else if (speed < -MAX_USERMOVE) speed = -MAX_USERMOVE; bi->speed = speed; } //end of the function EA_Move //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_View(int client, vec3_t viewangles) { bot_input_t *bi; bi = &botinputs[client]; VectorCopy(viewangles, bi->viewangles); } //end of the function EA_View //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_EndRegular(int client, float thinktime) { /* bot_input_t *bi; int jumped = qfalse; bi = &botinputs[client]; bi->actionflags &= ~ACTION_JUMPEDLASTFRAME; bi->thinktime = thinktime; botimport.BotInput(client, bi); bi->thinktime = 0; VectorClear(bi->dir); bi->speed = 0; jumped = bi->actionflags & ACTION_JUMP; bi->actionflags = 0; if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME; */ } //end of the function EA_EndRegular //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_GetInput(int client, float thinktime, bot_input_t *input) { bot_input_t *bi; // int jumped = qfalse; bi = &botinputs[client]; // bi->actionflags &= ~ACTION_JUMPEDLASTFRAME; bi->thinktime = thinktime; Com_Memcpy(input, bi, sizeof(bot_input_t)); /* bi->thinktime = 0; VectorClear(bi->dir); bi->speed = 0; jumped = bi->actionflags & ACTION_JUMP; bi->actionflags = 0; if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME; */ } //end of the function EA_GetInput //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_ResetInput(int client) { bot_input_t *bi; int jumped = qfalse; bi = &botinputs[client]; bi->actionflags &= ~ACTION_JUMPEDLASTFRAME; bi->thinktime = 0; VectorClear(bi->dir); bi->speed = 0; jumped = bi->actionflags & ACTION_JUMP; bi->actionflags = 0; if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME; } //end of the function EA_ResetInput //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== int EA_Setup(void) { //initialize the bot inputs botinputs = (bot_input_t *) GetClearedHunkMemory( botlibglobals.maxclients * sizeof(bot_input_t)); return BLERR_NOERROR; } //end of the function EA_Setup //=========================================================================== // // Parameter: - // Returns: - // Changes Globals: - //=========================================================================== void EA_Shutdown(void) { FreeMemory(botinputs); botinputs = NULL; } //end of the function EA_Shutdown