コード例 #1
0
/*
==================
BotVoiceChat_WantOnOffense
==================
*/
void BotVoiceChat_WantOnOffense(bot_state_t *bs, int client, int mode) {
	char netname[MAX_NETNAME];
	int preference;

	preference = BotGetTeamMateTaskPreference(bs, client);
	preference &= ~TEAMTP_DEFENDER;
	preference |= TEAMTP_ATTACKER;
	BotSetTeamMateTaskPreference(bs, client, preference);
	//
	EasyClientName(client, netname, sizeof(netname));
	BotAI_BotInitialChat(bs, "keepinmind", netname, NULL);
	trap_BotEnterChat(bs->cs, client, CHAT_TELL);
	BotVoiceChatOnly(bs, client, VOICECHAT_YES);
	trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
}
コード例 #2
0
ファイル: ai_cmd.c プロジェクト: AHPlankton/Quake-III-Arena
/*
==================
BotMatch_Suicide
==================
*/
void BotMatch_Suicide(bot_state_t *bs, bot_match_t *match) {
	char netname[MAX_MESSAGE_SIZE];
	int client;

	if (!TeamPlayIsOn()) return;
	//if not addressed to this bot
	if (!BotAddressedToBot(bs, match)) return;
	//
	trap_EA_Command(bs->client, "kill");
	//
	trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname));
	client = ClientFromName(netname);
	//
	BotVoiceChat(bs, client, VOICECHAT_TAUNT);
	trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
}
コード例 #3
0
ファイル: ai_cmd.c プロジェクト: AHPlankton/Quake-III-Arena
/*
==================
BotMatch_TaskPreference
==================
*/
void BotMatch_TaskPreference(bot_state_t *bs, bot_match_t *match) {
	char netname[MAX_NETNAME];
	char teammatename[MAX_MESSAGE_SIZE];
	int teammate, preference;

	ClientName(bs->client, netname, sizeof(netname));
	if (Q_stricmp(netname, bs->teamleader) != 0) return;

	trap_BotMatchVariable(match, NETNAME, teammatename, sizeof(teammatename));
	teammate = ClientFromName(teammatename);
	if (teammate < 0) return;

	preference = BotGetTeamMateTaskPreference(bs, teammate);
	switch(match->subtype)
	{
		case ST_DEFENDER:
		{
			preference &= ~TEAMTP_ATTACKER;
			preference |= TEAMTP_DEFENDER;
			break;
		}
		case ST_ATTACKER:
		{
			preference &= ~TEAMTP_DEFENDER;
			preference |= TEAMTP_ATTACKER;
			break;
		}
		case ST_ROAMER:
		{
			preference &= ~(TEAMTP_ATTACKER|TEAMTP_DEFENDER);
			break;
		}
	}
	BotSetTeamMateTaskPreference(bs, teammate, preference);
	//
	EasyClientName(teammate, teammatename, sizeof(teammatename));
	BotAI_BotInitialChat(bs, "keepinmind", teammatename, NULL);
	trap_BotEnterChat(bs->cs, teammate, CHAT_TELL);
	BotVoiceChatOnly(bs, teammate, VOICECHAT_YES);
	trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
}
コード例 #4
0
/*
================
BotCommandAction

The bot will send the specified action in the next command.

NOTE: The action is one of ACTION_*, listed in botlib.h.

NOTE: All of the movement actions, including walking, jumping,
and crouching, will be ignored.  It is NOT the responsibility
of this function to manipulate bot movement.  See ai_move.c
for that.
================
*/
void BotCommandAction(bot_state_t *bs, int action)
{
	usercmd_t *cmd;

	// Inform the engine of the action
	trap_EA_Action(bs->client, action);

	// Look up the bot's next command structure
	cmd = &bs->cmd;

	// Set the appropriate command button for this action
	if (action & ACTION_RESPAWN) 		cmd->buttons |= BUTTON_ATTACK;
	if (action & ACTION_ATTACK)			cmd->buttons |= BUTTON_ATTACK;
	if (action & ACTION_TALK)			cmd->buttons |= BUTTON_TALK;
	if (action & ACTION_GESTURE)		cmd->buttons |= BUTTON_GESTURE;
	if (action & ACTION_USE)			cmd->buttons |= BUTTON_USE_HOLDABLE;
	if (action & ACTION_AFFIRMATIVE)	cmd->buttons |= BUTTON_AFFIRMATIVE;
	if (action & ACTION_NEGATIVE)		cmd->buttons |= BUTTON_NEGATIVE;
	if (action & ACTION_GETFLAG)		cmd->buttons |= BUTTON_GETFLAG;
	if (action & ACTION_GUARDBASE)		cmd->buttons |= BUTTON_GUARDBASE;
	if (action & ACTION_PATROL)			cmd->buttons |= BUTTON_PATROL;
	if (action & ACTION_FOLLOWME)		cmd->buttons |= BUTTON_FOLLOWME;
}