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RTCW-SP/src/botlib/be_ea.c

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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).
RTCW SP 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 3 of the License, or
(at your option) any later version.
RTCW SP 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*****************************************************************************
* name: be_ea.c
*
* desc: elementary actions
*
*
*****************************************************************************/
#include "../game/q_shared.h"
#include "l_memory.h"
#include "l_script.h"
#include "l_precomp.h"
#include "l_struct.h"
#include "../game/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_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_Reload( int client ) {
bot_input_t *bi;
bi = &botinputs[client];
bi->actionflags |= ACTION_RELOAD;
} //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_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;
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 *init ) {
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;
}
if ( init ) {
memcpy( bi, init, sizeof( bot_input_t ) );
}
} //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