lilium-voyager/code/game/ai_chat.c
Zack Middleton 6e340f9a5b Don't use uninitialized ps from BotAI_GetClientState
If BotAI_GetPlayerState returns qfalse, ps is untouched and in
some cases means uninitialized. So don't use it if not valid.
2017-06-07 19:02:20 -05:00

1209 lines
33 KiB
C

/*
===========================================================================
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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
/*****************************************************************************
* name: ai_chat.c
*
* desc: Quake3 bot AI
*
* $Archive: /MissionPack/code/game/ai_chat.c $
*
*****************************************************************************/
#include "g_local.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
//
#include "chars.h" //characteristics
#include "inv.h" //indexes into the inventory
#include "syn.h" //synonyms
#include "match.h" //string matching types and vars
// for the voice chats
#ifdef MISSIONPACK
#include "../../ui/menudef.h"
#endif
#define TIME_BETWEENCHATTING 25
/*
==================
BotNumActivePlayers
==================
*/
int BotNumActivePlayers(void) {
int i, num;
char buf[MAX_INFO_STRING];
num = 0;
for (i = 0; i < level.maxclients; i++) {
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
//
num++;
}
return num;
}
/*
==================
BotIsFirstInRankings
==================
*/
int BotIsFirstInRankings(bot_state_t *bs) {
int i, score;
char buf[MAX_INFO_STRING];
playerState_t ps;
score = bs->cur_ps.persistant[PERS_SCORE];
for (i = 0; i < level.maxclients; i++) {
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
//
if (BotAI_GetClientState(i, &ps) && score < ps.persistant[PERS_SCORE]) return qfalse;
}
return qtrue;
}
/*
==================
BotIsLastInRankings
==================
*/
int BotIsLastInRankings(bot_state_t *bs) {
int i, score;
char buf[MAX_INFO_STRING];
playerState_t ps;
score = bs->cur_ps.persistant[PERS_SCORE];
for (i = 0; i < level.maxclients; i++) {
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
//
if (BotAI_GetClientState(i, &ps) && score > ps.persistant[PERS_SCORE]) return qfalse;
}
return qtrue;
}
/*
==================
BotFirstClientInRankings
==================
*/
char *BotFirstClientInRankings(void) {
int i, bestscore, bestclient;
char buf[MAX_INFO_STRING];
static char name[32];
playerState_t ps;
bestscore = -999999;
bestclient = 0;
for (i = 0; i < level.maxclients; i++) {
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
//
if (BotAI_GetClientState(i, &ps) && ps.persistant[PERS_SCORE] > bestscore) {
bestscore = ps.persistant[PERS_SCORE];
bestclient = i;
}
}
EasyClientName(bestclient, name, 32);
return name;
}
/*
==================
BotLastClientInRankings
==================
*/
char *BotLastClientInRankings(void) {
int i, worstscore, bestclient;
char buf[MAX_INFO_STRING];
static char name[32];
playerState_t ps;
worstscore = 999999;
bestclient = 0;
for (i = 0; i < level.maxclients; i++) {
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
//
if (BotAI_GetClientState(i, &ps) && ps.persistant[PERS_SCORE] < worstscore) {
worstscore = ps.persistant[PERS_SCORE];
bestclient = i;
}
}
EasyClientName(bestclient, name, 32);
return name;
}
/*
==================
BotRandomOpponentName
==================
*/
char *BotRandomOpponentName(bot_state_t *bs) {
int i, count;
char buf[MAX_INFO_STRING];
int opponents[MAX_CLIENTS], numopponents;
static char name[32];
numopponents = 0;
opponents[0] = 0;
for (i = 0; i < level.maxclients; i++) {
if (i == bs->client) continue;
//
trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf));
//if no config string or no name
if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
//skip spectators
if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
//skip team mates
if (BotSameTeam(bs, i)) continue;
//
opponents[numopponents] = i;
numopponents++;
}
count = random() * numopponents;
for (i = 0; i < numopponents; i++) {
count--;
if (count <= 0) {
EasyClientName(opponents[i], name, sizeof(name));
return name;
}
}
EasyClientName(opponents[0], name, sizeof(name));
return name;
}
/*
==================
BotMapTitle
==================
*/
char *BotMapTitle(void) {
char info[1024];
static char mapname[128];
trap_GetServerinfo(info, sizeof(info));
strncpy(mapname, Info_ValueForKey( info, "mapname" ), sizeof(mapname)-1);
mapname[sizeof(mapname)-1] = '\0';
return mapname;
}
/*
==================
BotWeaponNameForMeansOfDeath
==================
*/
char *BotWeaponNameForMeansOfDeath(int mod) {
switch(mod) {
case MOD_SHOTGUN: return "Shotgun";
case MOD_GAUNTLET: return "Gauntlet";
case MOD_MACHINEGUN: return "Machinegun";
case MOD_GRENADE:
case MOD_GRENADE_SPLASH: return "Grenade Launcher";
case MOD_ROCKET:
case MOD_ROCKET_SPLASH: return "Rocket Launcher";
case MOD_PLASMA:
case MOD_PLASMA_SPLASH: return "Plasmagun";
case MOD_RAILGUN: return "Railgun";
case MOD_LIGHTNING: return "Lightning Gun";
case MOD_BFG:
case MOD_BFG_SPLASH: return "BFG10K";
#ifdef MISSIONPACK
case MOD_NAIL: return "Nailgun";
case MOD_CHAINGUN: return "Chaingun";
case MOD_PROXIMITY_MINE: return "Proximity Launcher";
case MOD_KAMIKAZE: return "Kamikaze";
case MOD_JUICED: return "Prox mine";
#endif
case MOD_GRAPPLE: return "Grapple";
default: return "[unknown weapon]";
}
}
/*
==================
BotRandomWeaponName
==================
*/
char *BotRandomWeaponName(void) {
int rnd;
#ifdef MISSIONPACK
rnd = random() * 11.9;
#else
rnd = random() * 8.9;
#endif
switch(rnd) {
case 0: return "Gauntlet";
case 1: return "Shotgun";
case 2: return "Machinegun";
case 3: return "Grenade Launcher";
case 4: return "Rocket Launcher";
case 5: return "Plasmagun";
case 6: return "Railgun";
case 7: return "Lightning Gun";
#ifdef MISSIONPACK
case 8: return "Nailgun";
case 9: return "Chaingun";
case 10: return "Proximity Launcher";
#endif
default: return "BFG10K";
}
}
/*
==================
BotVisibleEnemies
==================
*/
int BotVisibleEnemies(bot_state_t *bs) {
float vis;
int i;
aas_entityinfo_t entinfo;
for (i = 0; i < MAX_CLIENTS; i++) {
if (i == bs->client) continue;
//
BotEntityInfo(i, &entinfo);
//
if (!entinfo.valid) continue;
//if the enemy isn't dead and the enemy isn't the bot self
if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue;
//if the enemy is invisible and not shooting
if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) {
continue;
}
//if on the same team
if (BotSameTeam(bs, i)) continue;
//check if the enemy is visible
vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i);
if (vis > 0) return qtrue;
}
return qfalse;
}
/*
==================
BotValidChatPosition
==================
*/
int BotValidChatPosition(bot_state_t *bs) {
vec3_t point, start, end, mins, maxs;
bsp_trace_t trace;
//if the bot is dead all positions are valid
if (BotIsDead(bs)) return qtrue;
//never start chatting with a powerup
if (bs->inventory[INVENTORY_QUAD] ||
bs->inventory[INVENTORY_ENVIRONMENTSUIT] ||
bs->inventory[INVENTORY_HASTE] ||
bs->inventory[INVENTORY_INVISIBILITY] ||
bs->inventory[INVENTORY_REGEN] ||
bs->inventory[INVENTORY_FLIGHT]) return qfalse;
//must be on the ground
//if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE) return qfalse;
//do not chat if in lava or slime
VectorCopy(bs->origin, point);
point[2] -= 24;
if (trap_PointContents(point,bs->entitynum) & (CONTENTS_LAVA|CONTENTS_SLIME)) return qfalse;
//do not chat if under water
VectorCopy(bs->origin, point);
point[2] += 32;
if (trap_PointContents(point,bs->entitynum) & MASK_WATER) return qfalse;
//must be standing on the world entity
VectorCopy(bs->origin, start);
VectorCopy(bs->origin, end);
start[2] += 1;
end[2] -= 10;
trap_AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, mins, maxs);
BotAI_Trace(&trace, start, mins, maxs, end, bs->client, MASK_SOLID);
if (trace.ent != ENTITYNUM_WORLD) return qfalse;
//the bot is in a position where it can chat
return qtrue;
}
/*
==================
BotChat_EnterGame
==================
*/
int BotChat_EnterGame(bot_state_t *bs) {
char name[32];
float rnd;
if (bot_nochat.integer) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
//don't chat in teamplay
if (TeamPlayIsOn()) return qfalse;
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);
if (!bot_fastchat.integer) {
if (random() > rnd) return qfalse;
}
if (BotNumActivePlayers() <= 1) return qfalse;
if (!BotValidChatPosition(bs)) return qfalse;
BotAI_BotInitialChat(bs, "game_enter",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
"[invalid var]", // 2
"[invalid var]", // 3
BotMapTitle(), // 4
NULL);
bs->lastchat_time = FloatTime();
bs->chatto = CHAT_ALL;
return qtrue;
}
/*
==================
BotChat_ExitGame
==================
*/
int BotChat_ExitGame(bot_state_t *bs) {
char name[32];
float rnd;
if (bot_nochat.integer) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
//don't chat in teamplay
if (TeamPlayIsOn()) return qfalse;
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1);
if (!bot_fastchat.integer) {
if (random() > rnd) return qfalse;
}
if (BotNumActivePlayers() <= 1) return qfalse;
//
BotAI_BotInitialChat(bs, "game_exit",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
"[invalid var]", // 2
"[invalid var]", // 3
BotMapTitle(), // 4
NULL);
bs->lastchat_time = FloatTime();
bs->chatto = CHAT_ALL;
return qtrue;
}
/*
==================
BotChat_StartLevel
==================
*/
int BotChat_StartLevel(bot_state_t *bs) {
char name[32];
float rnd;
if (bot_nochat.integer) return qfalse;
if (BotIsObserver(bs)) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
//don't chat in teamplay
if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
trap_EA_Command(bs->client, "vtaunt");
#endif
return qfalse;
}
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
if (!bot_fastchat.integer) {
if (random() > rnd) return qfalse;
}
if (BotNumActivePlayers() <= 1) return qfalse;
BotAI_BotInitialChat(bs, "level_start",
EasyClientName(bs->client, name, 32), // 0
NULL);
bs->lastchat_time = FloatTime();
bs->chatto = CHAT_ALL;
return qtrue;
}
/*
==================
BotChat_EndLevel
==================
*/
int BotChat_EndLevel(bot_state_t *bs) {
char name[32];
float rnd;
if (bot_nochat.integer) return qfalse;
if (BotIsObserver(bs)) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
// teamplay
if (TeamPlayIsOn())
{
#ifdef MISSIONPACK
if (BotIsFirstInRankings(bs)) {
trap_EA_Command(bs->client, "vtaunt");
}
#endif
return qtrue;
}
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1);
if (!bot_fastchat.integer) {
if (random() > rnd) return qfalse;
}
if (BotNumActivePlayers() <= 1) return qfalse;
//
if (BotIsFirstInRankings(bs)) {
BotAI_BotInitialChat(bs, "level_end_victory",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
"[invalid var]", // 2
BotLastClientInRankings(), // 3
BotMapTitle(), // 4
NULL);
}
else if (BotIsLastInRankings(bs)) {
BotAI_BotInitialChat(bs, "level_end_lose",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
BotFirstClientInRankings(), // 2
"[invalid var]", // 3
BotMapTitle(), // 4
NULL);
}
else {
BotAI_BotInitialChat(bs, "level_end",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
BotFirstClientInRankings(), // 2
BotLastClientInRankings(), // 3
BotMapTitle(), // 4
NULL);
}
bs->lastchat_time = FloatTime();
bs->chatto = CHAT_ALL;
return qtrue;
}
/*
==================
BotChat_Death
==================
*/
int BotChat_Death(bot_state_t *bs) {
char name[32];
float rnd;
if (bot_nochat.integer) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_DEATH, 0, 1);
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
//if fast chatting is off
if (!bot_fastchat.integer) {
if (random() > rnd) return qfalse;
}
if (BotNumActivePlayers() <= 1) return qfalse;
//
if (bs->lastkilledby >= 0 && bs->lastkilledby < MAX_CLIENTS)
EasyClientName(bs->lastkilledby, name, 32);
else
strcpy(name, "[world]");
//
if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledby)) {
if (bs->lastkilledby == bs->client) return qfalse;
BotAI_BotInitialChat(bs, "death_teammate", name, NULL);
bs->chatto = CHAT_TEAM;
}
else
{
//teamplay
if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
trap_EA_Command(bs->client, "vtaunt");
#endif
return qtrue;
}
//
if (bs->botdeathtype == MOD_WATER)
BotAI_BotInitialChat(bs, "death_drown", BotRandomOpponentName(bs), NULL);
else if (bs->botdeathtype == MOD_SLIME)
BotAI_BotInitialChat(bs, "death_slime", BotRandomOpponentName(bs), NULL);
else if (bs->botdeathtype == MOD_LAVA)
BotAI_BotInitialChat(bs, "death_lava", BotRandomOpponentName(bs), NULL);
else if (bs->botdeathtype == MOD_FALLING)
BotAI_BotInitialChat(bs, "death_cratered", BotRandomOpponentName(bs), NULL);
else if (bs->botsuicide || //all other suicides by own weapon
bs->botdeathtype == MOD_CRUSH ||
bs->botdeathtype == MOD_SUICIDE ||
bs->botdeathtype == MOD_TARGET_LASER ||
bs->botdeathtype == MOD_TRIGGER_HURT ||
bs->botdeathtype == MOD_UNKNOWN)
BotAI_BotInitialChat(bs, "death_suicide", BotRandomOpponentName(bs), NULL);
else if (bs->botdeathtype == MOD_TELEFRAG)
BotAI_BotInitialChat(bs, "death_telefrag", name, NULL);
#ifdef MISSIONPACK
else if (bs->botdeathtype == MOD_KAMIKAZE && trap_BotNumInitialChats(bs->cs, "death_kamikaze"))
BotAI_BotInitialChat(bs, "death_kamikaze", name, NULL);
#endif
else {
if ((bs->botdeathtype == MOD_GAUNTLET ||
bs->botdeathtype == MOD_RAILGUN ||
bs->botdeathtype == MOD_BFG ||
bs->botdeathtype == MOD_BFG_SPLASH) && random() < 0.5) {
if (bs->botdeathtype == MOD_GAUNTLET)
BotAI_BotInitialChat(bs, "death_gauntlet",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
else if (bs->botdeathtype == MOD_RAILGUN)
BotAI_BotInitialChat(bs, "death_rail",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
else
BotAI_BotInitialChat(bs, "death_bfg",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
}
//choose between insult and praise
else if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) {
BotAI_BotInitialChat(bs, "death_insult",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
}
else {
BotAI_BotInitialChat(bs, "death_praise",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
}
}
bs->chatto = CHAT_ALL;
}
bs->lastchat_time = FloatTime();
return qtrue;
}
/*
==================
BotChat_Kill
==================
*/
int BotChat_Kill(bot_state_t *bs) {
char name[32];
float rnd;
if (bot_nochat.integer) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1);
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
//if fast chat is off
if (!bot_fastchat.integer) {
if (random() > rnd) return qfalse;
}
if (bs->lastkilledplayer == bs->client) return qfalse;
if (BotNumActivePlayers() <= 1) return qfalse;
if (!BotValidChatPosition(bs)) return qfalse;
//
if (BotVisibleEnemies(bs)) return qfalse;
//
EasyClientName(bs->lastkilledplayer, name, 32);
//
bs->chatto = CHAT_ALL;
if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledplayer)) {
BotAI_BotInitialChat(bs, "kill_teammate", name, NULL);
bs->chatto = CHAT_TEAM;
}
else
{
//don't chat in teamplay
if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
trap_EA_Command(bs->client, "vtaunt");
#endif
return qfalse; // don't wait
}
//
if (bs->enemydeathtype == MOD_GAUNTLET) {
BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL);
}
else if (bs->enemydeathtype == MOD_RAILGUN) {
BotAI_BotInitialChat(bs, "kill_rail", name, NULL);
}
else if (bs->enemydeathtype == MOD_TELEFRAG) {
BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL);
}
#ifdef MISSIONPACK
else if (bs->botdeathtype == MOD_KAMIKAZE && trap_BotNumInitialChats(bs->cs, "kill_kamikaze"))
BotAI_BotInitialChat(bs, "kill_kamikaze", name, NULL);
#endif
//choose between insult and praise
else if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) {
BotAI_BotInitialChat(bs, "kill_insult", name, NULL);
}
else {
BotAI_BotInitialChat(bs, "kill_praise", name, NULL);
}
}
bs->lastchat_time = FloatTime();
return qtrue;
}
/*
==================
BotChat_EnemySuicide
==================
*/
int BotChat_EnemySuicide(bot_state_t *bs) {
char name[32];
float rnd;
if (bot_nochat.integer) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
if (BotNumActivePlayers() <= 1) return qfalse;
//
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENEMYSUICIDE, 0, 1);
//don't chat in teamplay
if (TeamPlayIsOn()) return qfalse;
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
//if fast chat is off
if (!bot_fastchat.integer) {
if (random() > rnd) return qfalse;
}
if (!BotValidChatPosition(bs)) return qfalse;
//
if (BotVisibleEnemies(bs)) return qfalse;
//
if (bs->enemy >= 0) EasyClientName(bs->enemy, name, 32);
else strcpy(name, "");
BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL);
bs->lastchat_time = FloatTime();
bs->chatto = CHAT_ALL;
return qtrue;
}
/*
==================
BotChat_HitTalking
==================
*/
int BotChat_HitTalking(bot_state_t *bs) {
char name[32], *weap;
int lasthurt_client;
float rnd;
if (bot_nochat.integer) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
if (BotNumActivePlayers() <= 1) return qfalse;
lasthurt_client = g_entities[bs->client].client->lasthurt_client;
if (!lasthurt_client) return qfalse;
if (lasthurt_client == bs->client) return qfalse;
//
if (lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS) return qfalse;
//
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITTALKING, 0, 1);
//don't chat in teamplay
if (TeamPlayIsOn()) return qfalse;
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
//if fast chat is off
if (!bot_fastchat.integer) {
if (random() > rnd * 0.5) return qfalse;
}
if (!BotValidChatPosition(bs)) return qfalse;
//
ClientName(g_entities[bs->client].client->lasthurt_client, name, sizeof(name));
weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod);
//
BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL);
bs->lastchat_time = FloatTime();
bs->chatto = CHAT_ALL;
return qtrue;
}
/*
==================
BotChat_HitNoDeath
==================
*/
int BotChat_HitNoDeath(bot_state_t *bs) {
char name[32], *weap;
float rnd;
int lasthurt_client;
aas_entityinfo_t entinfo;
lasthurt_client = g_entities[bs->client].client->lasthurt_client;
if (!lasthurt_client) return qfalse;
if (lasthurt_client == bs->client) return qfalse;
//
if (lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS) return qfalse;
//
if (bot_nochat.integer) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
if (BotNumActivePlayers() <= 1) return qfalse;
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNODEATH, 0, 1);
//don't chat in teamplay
if (TeamPlayIsOn()) return qfalse;
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
//if fast chat is off
if (!bot_fastchat.integer) {
if (random() > rnd * 0.5) return qfalse;
}
if (!BotValidChatPosition(bs)) return qfalse;
//
if (BotVisibleEnemies(bs)) return qfalse;
//
BotEntityInfo(bs->enemy, &entinfo);
if (EntityIsShooting(&entinfo)) return qfalse;
//
ClientName(lasthurt_client, name, sizeof(name));
weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod);
//
BotAI_BotInitialChat(bs, "hit_nodeath", name, weap, NULL);
bs->lastchat_time = FloatTime();
bs->chatto = CHAT_ALL;
return qtrue;
}
/*
==================
BotChat_HitNoKill
==================
*/
int BotChat_HitNoKill(bot_state_t *bs) {
char name[32], *weap;
float rnd;
aas_entityinfo_t entinfo;
if (bot_nochat.integer) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
if (BotNumActivePlayers() <= 1) return qfalse;
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNOKILL, 0, 1);
//don't chat in teamplay
if (TeamPlayIsOn()) return qfalse;
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
//if fast chat is off
if (!bot_fastchat.integer) {
if (random() > rnd * 0.5) return qfalse;
}
if (!BotValidChatPosition(bs)) return qfalse;
//
if (BotVisibleEnemies(bs)) return qfalse;
//
BotEntityInfo(bs->enemy, &entinfo);
if (EntityIsShooting(&entinfo)) return qfalse;
//
ClientName(bs->enemy, name, sizeof(name));
weap = BotWeaponNameForMeansOfDeath(g_entities[bs->enemy].client->lasthurt_mod);
//
BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL);
bs->lastchat_time = FloatTime();
bs->chatto = CHAT_ALL;
return qtrue;
}
/*
==================
BotChat_Random
==================
*/
int BotChat_Random(bot_state_t *bs) {
float rnd;
char name[32];
if (bot_nochat.integer) return qfalse;
if (BotIsObserver(bs)) return qfalse;
if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse;
// don't chat in tournament mode
if (gametype == GT_TOURNAMENT) return qfalse;
//don't chat when doing something important :)
if (bs->ltgtype == LTG_TEAMHELP ||
bs->ltgtype == LTG_TEAMACCOMPANY ||
bs->ltgtype == LTG_RUSHBASE) return qfalse;
//
rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_RANDOM, 0, 1);
if (random() > bs->thinktime * 0.1) return qfalse;
if (!bot_fastchat.integer) {
if (random() > rnd) return qfalse;
if (random() > 0.25) return qfalse;
}
if (BotNumActivePlayers() <= 1) return qfalse;
//
if (!BotValidChatPosition(bs)) return qfalse;
//
if (BotVisibleEnemies(bs)) return qfalse;
//
if (bs->lastkilledplayer == bs->client) {
strcpy(name, BotRandomOpponentName(bs));
}
else {
EasyClientName(bs->lastkilledplayer, name, sizeof(name));
}
if (TeamPlayIsOn()) {
#ifdef MISSIONPACK
trap_EA_Command(bs->client, "vtaunt");
#endif
return qfalse; // don't wait
}
//
if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_MISC, 0, 1)) {
BotAI_BotInitialChat(bs, "random_misc",
BotRandomOpponentName(bs), // 0
name, // 1
"[invalid var]", // 2
"[invalid var]", // 3
BotMapTitle(), // 4
BotRandomWeaponName(), // 5
NULL);
}
else {
BotAI_BotInitialChat(bs, "random_insult",
BotRandomOpponentName(bs), // 0
name, // 1
"[invalid var]", // 2
"[invalid var]", // 3
BotMapTitle(), // 4
BotRandomWeaponName(), // 5
NULL);
}
bs->lastchat_time = FloatTime();
bs->chatto = CHAT_ALL;
return qtrue;
}
/*
==================
BotChatTime
==================
*/
float BotChatTime(bot_state_t *bs) {
//int cpm;
//cpm = trap_Characteristic_BInteger(bs->character, CHARACTERISTIC_CHAT_CPM, 1, 4000);
return 2.0; //(float) trap_BotChatLength(bs->cs) * 30 / cpm;
}
/*
==================
BotChatTest
==================
*/
void BotChatTest(bot_state_t *bs) {
char name[32];
char *weap;
int num, i;
num = trap_BotNumInitialChats(bs->cs, "game_enter");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "game_enter",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
"[invalid var]", // 2
"[invalid var]", // 3
BotMapTitle(), // 4
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "game_exit");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "game_exit",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
"[invalid var]", // 2
"[invalid var]", // 3
BotMapTitle(), // 4
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "level_start");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "level_start",
EasyClientName(bs->client, name, 32), // 0
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "level_end_victory");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "level_end_victory",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
BotFirstClientInRankings(), // 2
BotLastClientInRankings(), // 3
BotMapTitle(), // 4
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "level_end_lose");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "level_end_lose",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
BotFirstClientInRankings(), // 2
BotLastClientInRankings(), // 3
BotMapTitle(), // 4
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "level_end");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "level_end",
EasyClientName(bs->client, name, 32), // 0
BotRandomOpponentName(bs), // 1
BotFirstClientInRankings(), // 2
BotLastClientInRankings(), // 3
BotMapTitle(), // 4
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
EasyClientName(bs->lastkilledby, name, sizeof(name));
num = trap_BotNumInitialChats(bs->cs, "death_drown");
for (i = 0; i < num; i++)
{
//
BotAI_BotInitialChat(bs, "death_drown", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_slime");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_slime", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_lava");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_lava", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_cratered");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_cratered", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_suicide");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_suicide", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_telefrag");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_telefrag", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_gauntlet");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_gauntlet",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_rail");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_rail",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_bfg");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_bfg",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_insult");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_insult",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "death_praise");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "death_praise",
name, // 0
BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
//
EasyClientName(bs->lastkilledplayer, name, 32);
//
num = trap_BotNumInitialChats(bs->cs, "kill_gauntlet");
for (i = 0; i < num; i++)
{
//
BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "kill_rail");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "kill_rail", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "kill_telefrag");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "kill_insult");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "kill_insult", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "kill_praise");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "kill_praise", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "enemy_suicide");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
ClientName(g_entities[bs->client].client->lasthurt_client, name, sizeof(name));
weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_client);
num = trap_BotNumInitialChats(bs->cs, "hit_talking");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "hit_nodeath");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "hit_nodeath", name, weap, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "hit_nokill");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
//
if (bs->lastkilledplayer == bs->client) {
strcpy(name, BotRandomOpponentName(bs));
}
else {
EasyClientName(bs->lastkilledplayer, name, sizeof(name));
}
//
num = trap_BotNumInitialChats(bs->cs, "random_misc");
for (i = 0; i < num; i++)
{
//
BotAI_BotInitialChat(bs, "random_misc",
BotRandomOpponentName(bs), // 0
name, // 1
"[invalid var]", // 2
"[invalid var]", // 3
BotMapTitle(), // 4
BotRandomWeaponName(), // 5
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
num = trap_BotNumInitialChats(bs->cs, "random_insult");
for (i = 0; i < num; i++)
{
BotAI_BotInitialChat(bs, "random_insult",
BotRandomOpponentName(bs), // 0
name, // 1
"[invalid var]", // 2
"[invalid var]", // 3
BotMapTitle(), // 4
BotRandomWeaponName(), // 5
NULL);
trap_BotEnterChat(bs->cs, 0, CHAT_ALL);
}
}