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📄 ai_chat.c

📁 quakeIII源码这个不用我多说吧
💻 C
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	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()) {
		trap_EA_Command(bs->client, "vtaunt");
		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);
	}
}

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