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bot_setup.c
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bot_setup.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//moved all bot connection and setup code into here
#include "quakedef.h"
#include "bot.h"
/*
=======
BotInit
This function is used to calcualte the maximum
amount of clients and to set some default values
=======
*/
void BotInit (void)
{
client_t *client;
int i;
globot.world = PROG_TO_EDICT(pr_global_struct->world); // Find the world entity
globot.MaxClients = 0; // Reset the MaxClients counter
for (i=0, client=svs.clients; i<svs.maxclients /*&& i<16*/; i++, client++) // Keep looping as long as there are clients
{
globot.MaxClients++; // Increase MaxClients with 1
client->edict->bot.ClientNo = -1; // We dont want anyone to have a client number until they have connected
client->edict->bot.menudone = false; // Of course we have not gone past the Team Fortress menu yet
client->edict->bot.Active = false; // Of course noone is active... the game havent started yet :)
client->edict->bot.isbot = false; // And noone is a bot either... or human...
client->edict->bot.delaytime= 0; // Set the delay time to 0 (not dead)
}
for (i=1; i<globot.MaxClients; i++)
globot.botactive[i] = false;
if (globot.MaxClients > 32) // We dont allow more then 32 players right now
globot.MaxClients = 31;
}
/*
===========
PickBotName
This function is used to give each bot a different name
===========
*/
char *PickBotName (int r, char *name)
{
switch (r){
case 1: sprintf(name, "%s", "(GloBot) Tomaz"); break; // God of globot
case 2: sprintf(name, "%s", "(GloBot) FrikaC"); break; // God of bots
case 3: sprintf(name, "%s", "(GloBot) LordHavoc"); break; // God of engines
case 4: sprintf(name, "%s", "(GloBot) Dr Labman"); break; // My favorite deity
case 5: sprintf(name, "%s", "(GloBot) Necrophilissimo"); break; // QMB's QC coder (where are you now?)
case 6: sprintf(name, "%s", "(GloBot) Chrome"); break; //people of quake
case 7: sprintf(name, "%s", "(GloBot) Planaria"); break;
case 8: sprintf(name, "%s", "(GloBot) KrimZon"); break;
case 9: sprintf(name, "%s", "(GloBot) Akuma"); break;
case 10: sprintf(name, "%s", "(GloBot) scar3crow"); break;
case 11: sprintf(name, "%s", "(GloBot) Quest"); break; //cookies
case 12: sprintf(name, "%s", "(GloBot) CocoT"); break; //boobies
case 13: sprintf(name, "%s", "(GloBot) KyleMac"); break;
case 14: sprintf(name, "%s", "(GloBot) Koolio"); break;
case 15: sprintf(name, "%s", "(GloBot) Krust"); break;
case 16: sprintf(name, "%s", "(GloBot) BramBo"); break;
case 17: sprintf(name, "%s", "(GloBot) Horn"); break;
case 18: sprintf(name, "%s", "(GloBot) c0burn"); break;
case 19: sprintf(name, "%s", "(GloBot) Heffo"); break;
case 20: sprintf(name, "%s", "(GloBot) Randy"); break;
case 21: sprintf(name, "%s", "(GloBot) Tei"); break;
case 22: sprintf(name, "%s", "(GloBot) Gleeb"); break;
case 23: sprintf(name, "%s", "(GloBot) painQuin"); break;
case 24: sprintf(name, "%s", "(GloBot) thedaemon"); break;
case 25: sprintf(name, "%s", "(GloBot) IceDagger"); break;
case 26: sprintf(name, "%s", "(GloBot) MrG"); break;
case 27: sprintf(name, "%s", "(GloBot) Electro"); break;
case 28: sprintf(name, "%s", "(GloBot) Rick"); break;
case 29: sprintf(name, "%s", "(GloBot) Ghostface"); break;
case 30: sprintf(name, "%s", "(GloBot) CheapAlert"); break;
case 31: sprintf(name, "%s", "(GloBot) Entar"); break;
default:
sprintf(name, "%s%i", "(GloBot) ", r); break;
}
return name;
}
/*
============
UpdateClient
This function is used to "fake" a real
client so the bot shows up on the scoreboard
============
*/
void UpdateClient (client_t *client, int ClientNo)
{
MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
MSG_WriteByte (&sv.reliable_datagram, ClientNo);
MSG_WriteString (&sv.reliable_datagram, client->name);
MSG_WriteByte (&sv.reliable_datagram, svc_updatefrags);
MSG_WriteByte (&sv.reliable_datagram, ClientNo);
MSG_WriteShort (&sv.reliable_datagram, client->old_frags);
MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
MSG_WriteByte (&sv.reliable_datagram, ClientNo);
MSG_WriteByte (&sv.reliable_datagram, client->colors);
}
/*
==========
BotConnect
This function is used to connect the bot's
==========
*/
void BotConnect (client_t *client, int ClientNo, int color, char *name)
{
edict_t *self = PROG_TO_EDICT(pr_global_struct->self); // Make a backup of the current QC self
edict_t *bot = client->edict;
int randombot, i;
char nameTemp[32];
bot->bot.isbot = true; // And yes this is a bot
bot->bot.Active = true; // and hes active
bot->bot.enemy = bot; // Now why is he chasing himself?
bot->bot.connecttime = sv.time;
bot->bot.ClientNo = ClientNo; // Now we get a clientnumber
bot->bot.prev_angle_delta = 0; // We havn't tried to turn yet
randombot = ceil (RandomRange (0, 31));
for(i=1;globot.botactive[randombot];i++)
randombot = i;
globot.botactive[randombot] = true;
if (name[0] != '0')
strcpy (client->name, name);
else
strcpy (client->name, PickBotName (randombot, nameTemp));
if (color != 666)
{
client->colors = color * 16 + color; // The bot must have a color
bot->v.team = color + 1; // And to be in a team
}
else
{
client->colors = (randombot%16) * 16 + (randombot%16); // The bot must have a color
bot->v.team = (randombot%16) + 1; // And to be in a team
}
client->old_frags = 0; // And since he just joined he cant have got any frags yet
bot->v.colormap = ClientNo; // Without this he wont be using any colored clothes
bot->v.netname = client->name - pr_strings; // Everyone wants a name
UpdateClient (client, ClientNo); // Update the scoreboard
pr_global_struct->self = EDICT_TO_PROG(bot); // Update the QC self to be the bot
PR_ExecuteProgram (pr_global_struct->SetNewParms); // Now call some QC functions
PR_ExecuteProgram (pr_global_struct->ClientConnect); // Now call some more QC functions
PR_ExecuteProgram (pr_global_struct->PutClientInServer); // Now call yet some more QC functions
pr_global_struct->self = EDICT_TO_PROG (self); // Get back to the backup
}
/*
==============
NextFreeClient
This function is used to find an empty client spot
==============
*/
void NextFreeClient (void)
{
client_t *client;
int i, color;
char name[32];
if (Cmd_Argc() == 2)
{
color = Q_atoi(Cmd_Argv(1));
sprintf (name, "0");
}
else if (Cmd_Argc() == 3)
{
color = Q_atoi(Cmd_Argv(1));
sprintf (name, "%s", Cmd_Argv(2));
}
else
{
color = 666;
sprintf (name, "0");
}
for (i=0, client=svs.clients; i<svs.maxclients; i++, client++) // Keep looping as long as there are free client slots
{
if (!client->edict->bot.Active) // We found a free client slot
{
BotConnect (client, i, color, name); // so why not connect a bot?
return; // We are done now
}
}
SV_BroadcastPrintf ("Unable to connect a bot, server is full.\n"); // No free client slots = no more bots allowed
}